Tools & Equipment

Every hunter needs more than just weapons. From investigating the supernatural to covering your tracks, from first aid to breaking and entering, these are the tools of the trade. Some items provide mechanical benefits, while others are simply essential equipment for survival in the shadows of 1990s America.

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Key Equipment (With Stat Blocks)

Equipment Categories

Key Equipment - Stat Blocks

These items have specific mechanical effects in gameplay. The rest of the equipment is listed in tables below with descriptions and costs, but without detailed mechanics.

EMF Meter

Supernatural Presence Detector

Cost: $100-300
Weight: 1 lb
Battery Life: 8 hours
Electromagnetic Detection:

Detects electromagnetic fields within 30 feet. When activated near supernatural presence, spirits, active magic, or dimensional rifts, you have advantage on Wisdom (Perception) or Intelligence (Investigation) checks to detect their presence. The device reads on a scale from 0-5, with higher readings indicating stronger supernatural activity.

False Positives:

The meter also reacts to electrical wiring, appliances, and electronic devices. The GM may require an Intelligence check (DC 12) to distinguish supernatural readings from mundane electromagnetic sources.

Range Indicator:

The strength of the reading helps determine proximity. A reading of 1-2 indicates weak or distant presence, 3-4 indicates moderate or nearby presence, and 5 indicates powerful or immediate presence.

Description: Handheld device with LED display and antenna, designed to measure electromagnetic fields. Originally used by electricians and paranormal investigators. The K-II model is particularly popular among ghost hunters in the 1990s. Lights up progressively from green to red as EMF strength increases. Essential equipment for any supernatural investigation.

Night Vision Goggles (Gen 2)

Low-Light Vision Device

Cost: $800-2,000
Weight: 2 lbs
Battery Life: 4-6 hours
Darkvision:

While wearing these goggles, you gain darkvision out to 60 feet. You can see in dim light as if it were bright light, and in darkness as if it were dim light. However, you cannot discern color, only shades of green.

Light Sensitivity:

If exposed to bright light (such as a flashlight, flare, or flashbang) while wearing the goggles, you are blinded for 1 round and must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The goggles may also be damaged (GM's discretion).

Requires Darkness:

The goggles amplify available light. They require at least minimal ambient light (starlight, moonlight) to function. In complete darkness with no light source whatsoever, they provide no benefit.

Limited Field of View:

You have disadvantage on Wisdom (Perception) checks to notice things in your peripheral vision while wearing these goggles.

Description: Military surplus Generation 2 image intensification goggles that amplify available light to provide vision in darkness. The characteristic green-tinted view is iconic. Heavy binocular design mounts on the head with straps. Common among special forces and available through military surplus channels. Makes a distinctive whirring sound when activated. Battery-powered with IR illuminator for total darkness.

Lockpick Set

Lock Manipulation Tools

Cost: $20-100
Weight: 0.5 lbs
Pick Locks:

With this set, you can attempt to pick locks using Dexterity (Sleight of Hand) or proficiency with thieves' tools. The DC varies by lock quality:

Time Required:

Each attempt takes 1 minute. On a failed check, you cannot attempt again until you take a short rest and study the lock mechanism.

Break on Fumble:

If you roll a natural 1 while attempting to pick a lock, one of your picks breaks inside the lock. You have disadvantage on further attempts to pick that lock, and anyone else attempting to pick or open it has disadvantage as well.

Illegal Possession:

Possession of lockpicks is illegal in some states without a locksmith license. Being caught with them may result in charges, especially if combined with other suspicious circumstances.

Description: A leather or nylon case containing various picks (hook picks, rake picks, diamond picks) and tension wrenches of different sizes. Quality sets include 15-20 tools. Used by locksmiths, security professionals, and those who need to enter places without keys. Requires practice and skill to use effectively. Available through locksmith suppliers and specialized catalogs.

First Aid Kit (Basic)

Standard Medical Supplies

Cost: $20-50
Weight: 3 lbs
Uses: 10 uses
Stabilize:

As an action, you can stabilize a creature at 0 hit points without needing to make a Wisdom (Medicine) check.

Basic Treatment:

As an action, you can expend one use of the kit to treat wounds. The target regains 2d4+2 hit points. Once a creature has been treated with a first aid kit, they cannot benefit from another use of a first aid kit until they finish a short or long rest.

Medicine Check Bonus:

When making a Wisdom (Medicine) check to provide long-term care or diagnose an illness, you can use supplies from the kit to gain advantage on the check.

Description: Red or white plastic case containing bandages, gauze pads, medical tape, antiseptic wipes, scissors, tweezers, disposable gloves, and basic pain relievers. Found in homes, offices, and vehicles across America. Essential for treating minor injuries, cuts, and wounds. Compact enough to carry in a backpack or glove compartment.

First Aid Kit (Advanced)

Professional Medical Supplies

Cost: $100-300
Weight: 8 lbs
Uses: 15 uses
Stabilize:

As an action, you can stabilize a creature at 0 hit points without needing to make a check. If you succeed on a DC 15 Wisdom (Medicine) check, the creature regains 1 hit point.

Professional Treatment:

As an action, you can expend one use of the kit to provide professional medical care. The target regains 4d4+4 hit points. This requires a DC 12 Wisdom (Medicine) check. On a failure, the target still regains half the rolled amount. Once a creature has been treated with an advanced first aid kit, they cannot benefit from another use until they finish a short or long rest.

Treat Disease/Poison:

You can expend two uses of the kit to give advantage on a saving throw against disease or poison, or to attempt to neutralize one poison affecting a creature (DC set by the poison).

Field Sutures:

The kit includes suture materials. You can spend 10 minutes and expend two uses to close severe wounds, stopping ongoing bleed effects.

Description: Large orange or blue case containing everything in a basic kit plus: trauma shears, hemostatic agents (QuikClot), Israeli bandages, chest seals, suture kit, irrigation syringes, SAM splints, and advanced medications. Used by EMTs, search and rescue, and military medics. Capable of treating severe injuries in field conditions.

Trauma Kit (IFAK)

Military-Grade Individual First Aid Kit

Cost: $80-200
Weight: 2 lbs
Uses: Single use for major trauma
Emergency Stabilization:

As an action, you can use this kit on a creature at 0 hit points to immediately stabilize them and restore them to 1 hit point. This requires a DC 10 Wisdom (Medicine) check. On a success, the creature is stabilized and conscious.

Stop Massive Bleeding:

The kit contains a tourniquet and hemostatic gauze. You can use it to automatically stop any bleeding effect, including those that would normally require saving throws to end.

Compact Design:

Designed to be worn on a belt or attached to tactical gear. Can be deployed and used with one hand if necessary.

Single Use:

Unlike other first aid kits, this is designed for one major trauma event. After use, it must be restocked ($50-80 to restock).

Description: Compact military Individual First Aid Kit in a sealed pouch. Contains combat application tourniquet (CAT), compressed gauze, hemostatic agent, nasopharyngeal airway, and chest seal. Designed for self-aid or buddy-aid in combat situations. Olive drab or coyote tan. Every soldier carries one. Available through military surplus. Focused on preventing death from traumatic injury in the critical minutes before evacuation.

Gas Mask

Full Face Chemical Protection

Cost: $40-150
Weight: 2 lbs
Filter Duration: 8-24 hours (depending on contamination)
Chemical Immunity:

While wearing a gas mask with a functioning filter, you are immune to inhaled toxins, gas attacks, and airborne chemicals including tear gas, chlorine gas, and most chemical weapons. You also have advantage on saving throws against diseases transmitted through the air.

Eye Protection:

The sealed faceplate protects your eyes, granting immunity to effects that require sight (such as flashbangs or blinding powder) as long as the mask is properly sealed.

Communication Difficulty:

Speaking while wearing a gas mask is muffled. You have disadvantage on Charisma (Persuasion) and Charisma (Performance) checks that involve speaking. Listeners have disadvantage on Wisdom (Perception) checks to understand you.

Limited Peripheral Vision:

You have disadvantage on Wisdom (Perception) checks that rely on sight to notice things in your peripheral vision.

Filter Replacement:

Filters become saturated with use and must be replaced. A filter is good for 8 hours in light contamination, 4 hours in moderate contamination, or 1 hour in heavy contamination. Replacement filters cost $15-40 each.

Description: Military surplus full-face respirator with rubber seal and replaceable filter canister. Covers entire face with large viewing lenses and adjustable straps. The distinctive round or rectangular filter attaches to the side of the mask. Intimidating appearance—black rubber face with insectoid eyepieces. Available from army surplus stores. Originally designed for chemical warfare, but effective against any airborne threat.

Binoculars

Optical Magnification Device

Cost: $50-300
Weight: 1-2 lbs
Magnification: 8x to 10x
Extended Vision:

While using binoculars, you can see details clearly at distances up to 1,000 feet (or 10 times normal range for identifying creatures and reading signs). You have advantage on Wisdom (Perception) checks that rely on sight when observing distant objects or creatures.

Requires Stability:

To use binoculars effectively, you must remain relatively still. If you move more than half your speed on your turn, you have disadvantage on Perception checks made with the binoculars due to image shake.

Narrow Field of View:

While using binoculars, you have disadvantage on Perception checks to notice anything outside your focused viewing area. You're essentially tunnel-visioned on what you're looking at.

Requires Light:

Binoculars magnify available light but cannot function in complete darkness. In dim light, you can still see but have disadvantage on Perception checks.

Description: Twin-barrel optical device with adjustable focus and interpupillary distance. Standard surveillance equipment. Available in various magnifications—8x42 and 10x50 are common. Quality models have coated lenses to reduce glare. Compact enough to carry in a bag or hang around your neck. Essential for stakeouts, surveillance, and observing from a safe distance.

Police Scanner

Multi-Band Radio Receiver

Cost: $100-400
Weight: 2-4 lbs
Battery Life: 8-12 hours (or AC powered)
Monitor Law Enforcement:

You can monitor police, fire, and EMS radio frequencies within approximately 20-30 miles. When local law enforcement is dispatched to an incident, you can hear the call in real-time, typically 5-10 minutes before they arrive on scene.

Information Gathering:

While monitoring the scanner during downtime, you gain advantage on Intelligence (Investigation) checks to learn about recent crimes, accidents, or supernatural incidents in your area. The GM may provide you with information about Events or ongoing situations.

Early Warning:

If law enforcement is dispatched to your location or a location you're monitoring, you typically have 1d10+5 minutes of warning before they arrive, allowing you to escape, prepare, or hide evidence.

Exposure Risk:

Listening to the scanner can reveal how much attention your activities are drawing. If your group's Exposure is 5 or higher, the GM may have you hear references to investigations, BOLOs (Be On the Lookout), or suspicious person reports that relate to your group.

Requires Programming:

You must program the scanner with local frequencies. This requires 1 hour and a DC 10 Intelligence check. Pre-programmed frequency guides are available for major cities ($10-20).

Description: Handheld or desktop radio receiver that scans public safety frequencies. Digital display shows channel numbers and can store hundreds of frequencies. Constantly cycles through programmed channels, stopping when activity is detected. The constant chatter and occasional burst of urgent traffic is distinctive. Popular with news reporters, weather watchers, and anyone who wants to stay informed. Legal to own and operate in most jurisdictions in the 1990s.

Walkie-Talkies

Short-Range Two-Way Radio (Pair)

Cost: $50-150 (pair)
Weight: 0.5 lbs each
Range: 1-2 miles (line of sight)
Battery Life: 8-12 hours
Instant Communication:

Allows instant voice communication between users within range. As a bonus action, you can send a short message to anyone on the same channel. No check is required for basic communication.

Effective Range:

In open terrain with line of sight, walkie-talkies can communicate up to 2 miles. This is reduced by obstacles:
• Inside buildings: 200-400 feet
• Heavy forest or urban areas: 0.5 miles
• Through concrete/steel structures: 100 feet or less

Multiple Channels:

Most models have 8-14 channels, allowing multiple groups to communicate without interference. You can switch channels as a free action.

Can Be Intercepted:

Communications are not encrypted. Anyone with a radio tuned to the same frequency can hear your transmissions. Sensitive information should be coded or avoided.

Push-to-Talk:

You must press a button to transmit. This prevents background noise from broadcasting, but also means you can't transmit while using both hands for other tasks.

Description: Handheld radio transceivers sold in pairs. Black or yellow plastic casing with rubber antenna. Volume control, channel selector, and large push-to-talk button. The characteristic *squelch* sound when opening a channel and the slight delay in transmission are iconic. Essential for coordinating teams when split up. More reliable than cell phones in the 1990s and works anywhere. Available at electronics stores and sporting goods shops.

Investigation & Detection Equipment

Item Description Cost
Thermometer (digital) Measures temperature drops from spirits, cold spots $20-50
Geiger Counter Radiation detector, some claim detects anomalies $200-600
Compass Navigation and detecting magnetic anomalies $10-30
UV Flashlight Reveals blood, bodily fluids, certain supernatural marks $30-80
Blacklight (portable) Battery powered UV light source $20-50
Magnifying Glass Examine evidence, tracks, symbols $10-40
Fingerprint Kit Powder, brush, lifting tape for prints $30-80
Evidence Bags (box of 100) Plastic bags for collecting samples $15-30
Specimen Jars (set) Glass jars for samples, body parts, etc. $20-50
pH Test Strips Test acidity of liquids, useful for various rituals $10-25
Metal Detector (handheld) Find buried objects, iron, silver $50-200
Stud Finder Detect hollow spaces in walls, hidden rooms $15-40
Measuring Tape (50 ft) Measure ritual circles, crime scenes $10-25
Caliper Precise measurements of tracks, bite marks $20-60
Dowsing Rods (pair) L-shaped rods for finding water, ley lines, energy $20-50

Surveillance & Recording Equipment

Item Description Cost
Camcorder (VHS) Record video evidence, bulky and obvious $400-1,200
Video Camera (8mm) Smaller format, still bulky by modern standards $600-1,500
Polaroid Camera Instant photos, no processing needed $50-150
35mm Camera (SLR) Professional photography, requires film development $200-800
Disposable Camera Cheap one-time use, 24-36 exposures $8-15
Film (roll of 24/36) Various speeds for different lighting $5-12
Video Tapes (VHS, pack of 5) Record surveillance or evidence $15-30
Microcassette Recorder Small audio recorder, interviews, EVP attempts $30-100
Audio Cassettes (pack of 10) Blank tapes for recording $10-20
Parabolic Microphone Long-range audio surveillance, directional $400-1,000
Listening Device (bug) Plant for audio surveillance, highly illegal $100-500
Wiretap Kit Phone line surveillance equipment, highly illegal $200-800
Voice Activated Recorder Automatically records when sound detected $80-200
Telescope Long-range observation $100-500
Two-Way Mirror (portable) Surveillance from hidden position $50-150

Breaking & Entering Equipment

Legal Warning: Most of these items are legal to own if you're a locksmith or security professional, but possession combined with intent can lead to burglary tool charges.
Item Description Cost
Bump Keys (set) Quick lock opening, various common locks $30-80
Bolt Cutters (various sizes) Cut chains, padlocks, fences $30-150
Glass Cutter Score and remove window panes quietly $15-40
Pry Bar (small) Compact prying tool for doors, windows $15-35
Slim Jim Unlock car doors, illegal in some states $10-25
Wedge Set Door and window wedges for forced entry $20-50
Tension Wrench Set Various sizes for lockpicking $15-40
Lock Decoder Advanced lockpicking tool $50-150
Universal Keys (bump ring) Ring of common key patterns $40-100
Window Punch Shatter car windows quietly $10-25
Door Ram (handheld) Breach doors with force $80-200
Climbing Gear (basic set) Rope, carabiners, harness for scaling $150-400
Grappling Hook Thrown hook with rope $30-80

Medical & First Aid Supplies

Note: Basic, Advanced, and Trauma kits have full stat blocks above. Other medical supplies listed here are consumables and tools.
Item Description Cost
Suture Kit Needle, thread, forceps for stitching wounds $30-80
Surgical Tools (basic set) Scalpel, forceps, scissors, clamps $50-150
Blood Pressure Cuff Manual BP monitor $20-60
Stethoscope Listen to heartbeat, breathing $30-100
Thermometer (oral/rectal) Check for fever, hypothermia $5-15
Splint Set Immobilize broken bones $20-50
Burn Kit Specialized burn treatment supplies $30-80
Snake Bite Kit Venom extraction, treatment $15-40
Smelling Salts Revive unconscious person $5-15
Activated Charcoal Treat poisoning, overdose $10-25
Iodine Tablets Purify water, antiseptic $8-20
Antibiotics (prescription) Various types, need doctor or black market $20-100
Morphine (injectable) Extreme pain relief, controlled substance $50-200
Adrenaline (EpiPen) Emergency allergy/cardiac treatment $50-150
IV Kit Intravenous fluids and supplies $40-120
Tourniquet Stop severe bleeding $10-30
QuikClot/Hemostatic Gauze Blood clotting agent for wounds $20-50
Medical Tape (roll) Secure bandages, splints $3-10
Gauze Pads (box) Wound dressing $5-15
Elastic Bandage (ACE wrap) Compression, support sprains $5-12
Hydrogen Peroxide Clean wounds, disinfect $3-8
Rubbing Alcohol Disinfectant, sterilization $3-8
Painkillers (OTC) Aspirin, ibuprofen, acetaminophen $5-15
Prescription Painkillers Codeine, Vicodin, etc. - controlled $20-100

Communication Equipment

Note: Walkie-Talkies and Police Scanner have full stat blocks above.
Item Description Cost
CB Radio (vehicle mounted) Long-range vehicle communication $100-300
Ham Radio (handheld) Amateur radio, requires license $200-600
Ham Radio (base station) Powerful home station, very long range $500-2,000
Pager One-way messaging device $50-100
Cell Phone (brick/bag phone) Early mobile phone, expensive per minute $500-1,500
Answering Machine Record messages at home $40-120
Pay Phone Card Pre-paid calling card $10-50
Signal Flares (pack of 3) Emergency signaling, bright red $20-50
Air Horn Loud acoustic signal $15-35
Whistle (emergency) Small, loud, non-electronic signal $3-10

Lighting Equipment

Item Description Cost
Flashlight (Maglite, heavy duty) 4-6 D-cell metal flashlight, also a club $20-60
Flashlight (tactical) Compact high-output tactical light $40-100
Headlamp Hands-free lighting $20-60
Lantern (battery) Area lighting, long runtime $25-80
Lantern (propane/gas) Bright camping lantern, requires fuel $30-100
Glow Sticks (pack of 10) Chemical light, 8-12 hour duration $10-25
Road Flares (pack of 3) Bright red emergency flares $15-30
Candles (box of 12) Emergency lighting, ritual use $5-15
Lighter (Zippo) Refillable metal lighter $15-40
Matches (waterproof, box) Strike anywhere matches $5-12
Spotlight (handheld, rechargeable) Million candlepower search light $40-120

Camping & Survival Gear

Item Description Cost
Tent (2-4 person) Basic camping shelter $60-250
Sleeping Bag Temperature rated, various qualities $30-150
Tarp (heavy duty, various sizes) Shelter, ground cover, waterproof cover $15-60
Rope (50-100 ft, nylon) Climbing, securing, general use $15-50
Paracord (100 ft) Lightweight utility cord $10-25
Duct Tape (roll) Fix everything, improvise solutions $5-12
Bungee Cords (set) Secure cargo, various uses $10-30
Camping Stove (propane) Portable cooking $30-100
Mess Kit Camping cookware and utensils $15-40
Water Bottle (1 qt) Hydration $5-20
Canteen (military style) Metal or plastic water container $10-30
Water Purification Tablets Make water safe to drink $8-20
Water Filter (portable) Pump or squeeze filter $30-100
Backpack (hiking/tactical) 40-60L capacity $50-200
Duffel Bag (large) Gear transport $20-80
Cooler (various sizes) Keep food/drinks cold, store samples $30-150
Multi-Tool (Leatherman, Swiss Army) Pliers, knife, screwdrivers, etc. $30-100
Pocket Knife (folding) Utility blade $15-80
Fire Starter (flint and steel) Survival fire starting $10-25
Compass (orienteering) Navigation $15-50
Maps (local/regional) Paper navigation, mark locations $5-15
GPS Unit (early handheld) Satellite navigation, expensive in 90s $300-800
Emergency Blanket (mylar) Retain body heat, reflective $3-10
Hand Warmers (chemical, pack of 10) Disposable heat packs $8-15

General Tools

Item Description Cost
Toolbox (basic) Hammer, screwdrivers, wrenches, pliers $50-150
Socket Set (metric and standard) Various socket sizes with ratchet $40-120
Adjustable Wrench (various sizes) Universal wrench $10-30
Pliers (various types) Needle-nose, regular, vice grips $8-25 each
Wire Cutters Cut wire, fencing $10-30
Utility Knife (box cutter) Retractable razor blade $5-15
Hacksaw Cut metal, plastic, bone $15-40
Hand Saw Cut wood $12-35
Chisel Set Woodworking, stone carving $20-60
Clamps (various sizes) Hold materials during work $8-30 each
Level (carpenter's) Ensure surfaces are level $15-50
Measuring Tape (25 ft) Construction/carpentry measurements $10-25
Marker (permanent, Sharpie) Mark evidence, surfaces $2-5
Chalk (box) Mark locations, draw symbols, salt lines $3-8
Spray Paint (can) Mark areas, cover evidence $4-10
Super Glue Quick adhesive $3-8
Epoxy (two-part) Strong permanent adhesive $8-20
WD-40 (spray) Lubricant, loosen stuck parts $5-12
Funnel Pour liquids without spilling $3-10
Bucket (5 gallon) Carry water, mix solutions, various uses $5-15
Zip Ties (pack of 100) Secure, restrain, bundle $8-20
Handcuffs Restrain suspects, some creatures $30-80
Zip Cuffs (pack of 10) Disposable plastic restraints $15-30
Chain (various lengths) Secure, restrain, barrier $15-50
Padlock (various sizes) Secure locations, chains $8-30
Combination Lock Secure without keys $10-25

Cleaning & Disposal

Cover Your Tracks: These items are essential for cleaning up after supernatural encounters and avoiding law enforcement scrutiny.
Item Description Cost
Bleach (gallon) Clean blood, destroy DNA evidence $3-8
Ammonia (bottle) Heavy-duty cleaner $3-8
Heavy Duty Cleaner (industrial) Remove tough stains, evidence $10-25
Trash Bags (heavy duty, box) Body disposal, evidence removal $10-20
Tarp (plastic) Cover crime scenes, wrap bodies $10-40
Plastic Sheeting (roll) Cover large areas, prevent contamination $15-50
Lime (quicklime, bag) Accelerate decomposition, dispose bodies $15-40
Rubber Gloves (box of 100) Prevent contamination, fingerprints $10-20
Respirator (dust mask) Protect from fumes, particles $20-60
Hazmat Suit (disposable) Full body protection $30-80
Apron (rubber/plastic) Protect clothes during messy work $10-30

Disguise & Infiltration

Item Description Cost
Fake ID (basic) Laminated card with photo $50-150
Fake ID (high quality) Passes casual inspection $200-600
Fake ID (professional) Hologram, UV features, very convincing $500-1,500
Badge (replica police/FBI) Metal badge reproduction, highly illegal $50-200
Uniform (police) Official-looking police uniform, illegal $100-300
Uniform (security guard) Generic security outfit $40-100
Uniform (paramedic/EMT) Medical response uniform $50-150
Uniform (utility worker) Gas/electric/phone company coveralls $30-80
Clipboard (with official-looking papers) Look busy and official $10-20
Hard Hat Construction worker disguise element $15-30
Safety Vest (reflective) Worker/inspector disguise $10-25
Lab Coat Doctor/scientist disguise $20-50
Priest Collar Clergy disguise $15-40
Business Suit Professional disguise $100-500
Wig (various styles) Change appearance $30-150
Fake Mustache/Beard Facial hair disguise $10-40
Makeup Kit (theatrical) Change appearance, hide features $40-150
Sunglasses (various styles) Hide eyes, look cool $10-100
Contact Lenses (colored) Change eye color $30-80
Voice Changer (electronic) Alter voice on phone $50-150

Occult & Ritual Items

Item Description Cost
Salt (bag, 25 lbs) Protection circles, spirit barriers $5-15
Iron Filings (container) Ward against fey, various rituals $10-25
Silver Powder Protective circles, werewolf wards $30-80
Holy Water (bottle) Blessed by clergy, anti-undead $10-50
Blessed Oil Anointing, consecration $15-40
Incense (various types) Ritual atmosphere, some have properties $5-20
Sage (bundle) Cleansing ritual, smoke purification $5-15
Rosary Catholic prayer beads, protective symbol $10-50
Crucifix Christian protective symbol $10-100
Bible (various versions) Holy text, protective presence $10-50
Herbs (various, dried) Various supernatural properties $10-50
Crystals (quartz, amethyst, etc.) Energy focusing, new age shops $10-100
Lodestone Naturally magnetic rock, magic uses $15-50
Pentacle (carved wood or metal) Pagan protective symbol $20-80
Athame (ritual knife) Ceremonial blade, not for cutting $30-150
Chalice (silver or pewter) Ritual cup for liquids $40-150
Censer (incense burner) Brass or silver incense holder $20-80
Bell (ritual bell) Clear tones for ritual marking $15-60
Mirror (black scrying mirror) Divination tool $30-100
Tarot Deck Divination cards, various styles $15-50
Ouija Board Spirit communication, Parker Brothers $20-40
Pendulum (crystal or metal) Divination, yes/no questions $10-40
Grimoire (spell book, replica) Occult text, various traditions $30-200
Voodoo Doll Sympathetic magic focus $15-50
Hex Bag/Gris-gris Protective charm bag $20-60
Dream Catcher Native American protective charm $15-50
Horseshoe (iron) Traditional protective charm $10-30
Four-Leaf Clover (preserved) Luck charm $5-20
Rabbit's Foot Traditional luck charm $5-15
Garlic (fresh bulbs) Ward vampires, protective $3-8
Hawthorn (wood or berries) Fey protection $10-30
Rowan (wood or berries) Witch protection $10-30
Mistletoe Druidic ritual plant $8-20

Specialized Supernatural Detection Tools

Note: EMF Meter has a full stat block above. These other specialized tools provide narrative benefits but don't have specific mechanical effects.
Item Description Cost
Spirit Box (radio sweep device) Scan frequencies for EVP $80-200
Full Spectrum Camera (modified) See UV/IR spectrums, catch anomalies $400-1,000
IR Thermometer (laser) Detect cold spots from distance $50-150
Motion Sensor (alarm) Detect movement in area $30-80
Game Camera (trail cam) Motion-activated wildlife camera $80-250
Laser Grid (multiple laser pointers) Detect movement through beams $50-150
Fog Machine Make spirits/energy visible in mist $100-300
Generator (portable gas) Power equipment off-grid $300-800
Extension Cords (heavy duty, 100 ft) Power tools and equipment $30-80
Power Inverter (car to AC) Convert car power to household current $50-150
Battery Pack (portable, rechargeable) Backup power for electronics $80-200
Flare Gun Signal device, can be improvised weapon $40-100
Flares (handheld, pack of 6) Emergency signaling, light source $15-30
Fireworks (various) Distraction, signaling, improvised $10-100
Acquiring Equipment: Remember to use the Acquire Equipment downtime endeavour to locate and purchase specialized or rare items. Common equipment can simply be bought during prep between hunts, but anything illegal, supernatural, or expensive requires investigation and negotiation.