Collectables
Trading cards and sneakers to hunt, hoard, and complete — a quiet side hobby with a binder that nothing can take from you.
Collecting is a low-stress side hobby that runs entirely outside the game’s crime and risk systems. There’s no licence to earn, no job to hold, and nobody is coming to arrest you for owning a rare trading card. You buy packs, open them, store what you keep, and — eventually — complete sets for a proper payday.
Finding a Dealer
Four “Collectables Dealer” NPCs are scattered around the city, each marked with a blip. Walk up and use the target prompt to Browse Collectables — this opens your binder with an added shop tab for whatever that particular dealer stocks.
Right now the collection runs across two series: a set of trading cards and a set of sneakers. Each dealer sells a themed pack (cards or trainers) and usually has one or two specific items available to buy outright, at full price, if you know exactly what you’re after rather than leaving it to chance.
Any player can walk up and buy — there’s no requirement, permission, or duty status involved.
Opening a Pack
Buying a pack charges your cash on hand (from your normal bank balance) and drops a sealed pack item into your inventory. If you can’t afford it, the dealer tells you straight — no partial purchase.
Using the pack from your inventory is where the actual pull happens, and it happens on the server, not your screen — the outcome is decided the moment you use the item, then your client plays out a card-by-card reveal animation with a sound cue that scales up if you’ve pulled something properly rare. You’re watching the result, not generating it.
Each pack contains a handful of pulls; rarity runs from common right up to a genuinely rare top tier, and the odds are exactly what you’d expect from that scale — commons turn up constantly, top-tier pulls are a real event. If your inventory doesn’t have room for what you’re about to pull, free up space first, or the grant can fail.
The Binder — Your Collection
Open your binder any time with /binder, or it opens automatically whenever you talk to a dealer. It shows every collectable type and set you know about, which slots you’ve filled, and how many loose (not-yet-stored) copies you’re carrying.
Storing is what makes it “yours”
A pulled or bought collectable starts life as a normal inventory item — which means it’s tradeable, sellable, and just as vulnerable as anything else in your bag if you’re searched, robbed, or knocked out. Storing it into the binder changes that:
- A binder-stored item counts toward set completion and any collector perks.
- It cannot be dropped, stolen, or lost on death or a robbery, because it stops being an inventory item at all.
- You can always take it back out later — with its original condition and details intact — if you want to sell or move it. Once it’s back in your bag, though, it goes back to being vulnerable, and it stops counting toward your set until it’s stored again.
When you store a sneaker, the binder automatically picks your best-condition copy to keep, since sneakers carry a condition rating that affects their value.
Selling Duplicate Copies
Got more than one of the same card or trainer? Sell the spares straight from the binder for a cut of the item’s base value, one copy at a time. If the item itself is binder-stored, every loose copy you’re holding is fair game to sell; if it isn’t stored yet, the binder always keeps one copy back rather than letting you sell down to nothing.
Your payout on dupe sales can be nudged a little higher if your Scavenging-adjacent progression stat is developed — it only ever helps, never hurts, and if that stat isn’t in play the sale just uses the standard rate.
Completing a Set — the Real Money
Once every single slot in a set is binder-stored — not loose, not partially — the binder unlocks a one-time sell the set action. This pays out the summed value of every item in the set plus a flat completion bonus on top, a proper lump sum well beyond what you’d get selling the pieces individually. The trade-off: it consumes the set. Every stored card in it is gone, and the slots go back to empty.
This is strictly once per character, per set, for the life of that character — the server remembers, so there’s no re-triggering it by accident. If a genuine mistake happens, that guard can only be lifted by an admin.
Collector Perks
Your perks are re-checked automatically every time your stored collection changes — storing, taking out, selling, or opening a new pack, plus a check on login. They’re kept deliberately modest: a collector title, a cosmetic badge on your binder, and a small discount at participating shops. Nothing here touches combat or gives a real economic edge, and only what’s actually stored in your binder counts — a duplicate rattling around loose in your bag contributes nothing.
What It Doesn’t Touch
Collecting has zero police or risk footprint on its own — no dispatch alert, no evidence, no fine exposure from buying, opening, storing, or selling. The only way collectables intersect with risk at all is if you are the target: a card or trainer in your bag can be lost the same way any other inventory item can during a house burglary or a search, which is exactly why storing your good pulls into the binder matters.
Rule of thumb: anything worth keeping belongs in the binder, not your bag.