General Equipment: Difference between revisions

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<div class="toclimit-1"><div style="float:left; margin-right: 20px">__TOC__</div></div>
Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.
Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.


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:'''<u>Note about Tech Level</u>''': All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make.  
:'''<u>Note about Tech Level</u>''': All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make.  


:'''<u>In Game Bonus</u>''':  
:'''<u>In-Game Bonus</u>''':  
:*'''ALL''' these items can be associated with '''Disguise''' checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check.  
:*'''ALL''' these items can be associated with '''Disguise''' checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check.  
:*'''SOME''' clothes can also help with '''Sleight of Hand''' checks. If the tailor (crafter) can masterwork '''Structural''' items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the '''Sleight of Hand''' checks when hiding or quick drawing a hidden weapon.
:*'''SOME''' clothes can also help with '''Sleight of Hand''' checks. If the tailor (crafter) can masterwork '''Structural''' items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the '''Sleight of Hand''' checks when hiding or quick drawing a hidden weapon.
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:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]  
:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]  
Rules for operating computers appear under the Knowledge (technology) skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. This accounts for both costs; once a character has obtained the item, there is no need to worry about ongoing subscription costs.


{| class="wikitable" style="auto; float:right;"
{| class="wikitable" style="auto; float:right;"
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! colspan="4" | --- Tech Level -1/0 ----
! colspan="4" | --- Tech Level -1/0 ----
|-
|-
| Camera, Film ||Tiny ||1 lb. || $100
| Camera || Tiny ||1 lb. || $100 / 0
|-
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $500 - $50 Million / 0 - 2
|-
| Image Replicator || Medium || 10 lbs. || $250 / 0
|-
|-
| Computer Mainframe || Gagantic || 5000 lb. || $10/50 Million
| Recorder || Small ||1 lb. || $200 / 0
|-
|-
| Ham Radio || Medium || 10 lbs. || $250
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000 / 0
|-
|-
! colspan="4" | --- Tech Level 1 ----
! colspan="4" | --- Tech Level 1 ----
|-
|-
|Camera, Digital ||Tiny ||0.5 lb. ||$100
|Camera, Digital ||Tiny ||0.5 lb. ||$100 / 0
|-
|-
| Cell Phone ||Dim ||||$80
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000 / 1
|-
|-
| Computer: Desktop ||Large ||10 lb. ||$300
| A.I Assistant Software || - || - || $1,000 / 1
|-
|-
| Computer: Notebook ||Med ||5 lb. ||$400
! colspan="4" | --- Tech Level 3 ----
|-
| Computer: Tablet ||Small ||3 lbs ||$500
|-
| Computer: Upgrade ||— ||— ||See text
|-
| Digital Audio Recorder ||Tiny ||1 lb. ||$25
|-
| Digital Video Recorder ||Small ||2lbs ||$85
|-
| Display Glasses || Tiny || 1 lb. || $200
|-
| Hackcard || Diminutive || - || $250
|-
| Modem: Broadband ||Tiny ||1 lb. ||$10
|-
| Modem: Cellular ||Tiny ||1 lb. ||$50
|-
| Printer ||Med ||3 lb. ||$50
|-
| Scanner ||Med ||3 lb. ||$50
|-
| Satellite Phone || Medium ||5 lb. || $900
|-
| Smart Phone|| Tiny ||0.5 lb. ||$200
|-
| Walkie-talkie: Basic ||Tiny ||1 lb. ||$20
|-
| Walkie-talkie: Prof ||Tiny ||1 lb. ||$50
|-
! colspan="4" | --- Tech Level 2 ----
|-
| Computer, card || Diminutive || - || $1000
|-
|-
| Display contacts || Fine || - || $500
| Hackcard || Dim || 0.01lbs. || $2,500 / 2
|-
|-
! colspan="4" | --- Tech Level 3 ----
| Neural Recorder || Small || 1 lb. || $10,000 / 1
|-
|-
! colspan="4" | --- Tech Level 4 ----
! colspan="4" | --- Tech Level 4 ----
|-
|-
| Neural Computer Link || Fine || - || $2500
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million / 1
|-
|-
| Neural Network Jack, wireless || Fine || - || $750
| Neural Link || Fine || - || $250,000 / 1
|-
|-
|}
|}


'''Camera, Digital''': A digital camera uses no film; instead, its pictures are stored to a computer as image files. No film developing is necessary. A digital camera is capable of taking a still picture, video and audio files.
'''Camera''': A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1.  
 
'''Camera, Film''': Hard to find, but still around. Film is still used in high-end professional work due to the ability to enlarge film images better than digital images.
 
'''Cell Phone''': A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 72 hours before it must be recharged. It works in any area covered by cellular service.
 
'''Computer Mainframe''': This is a large scale computer system. Sizes ranging from a small room to a whole floor of an office building only the riches of people would have one personally. And would like utilize its computing power to stay ahead of ones competitors in business or war. Although a billionaire philanthropist may own one for science. These computers where eventually replaces with smaller systems that where more flexible and more importantly cheaper. If you wanted the same level of computer power you would simply build a datacenter. But before planet wide communication becomes part of a civilization and before computers become so small they could fit next too an office desk these systems where the icon of advance computer technology.
 
'''Computer''': Whether a desktop, notebook or tablet model, a computer usually includes a keyboard or virtual input interface, a mouse or touchpad, a monitor, speakers, an optical drive or USB storage interface, a broadband or wireless modem and the latest processor. The latest computers can store large amounts of digital information, most often measured in gigabytes or even terabytes. A character needs a computer or smart-phone to make complex Knowledge checks involving the Internet.
 
*    Desktop: Bulky but powerful, these machines are common on desks everywhere.
*    Notebook: Slim, lightweight and portable, notebook computers have most of the functions available on desktop computers. These machines are self-contained “however,” combining the processing components with the monitor and minimal peripherals all into a single compact unit.
*    Tablets: The latest in portable computing, with interactive touch screens that range from 4 inches to 10 inches. Tablets are entirely wireless and are capable of concealment in much the same way as handguns. Tablets are fast approaching the computing speeds of desktops and notebooks.
*    Upgrade: A character can upgrade a desktop, notebook, tablet's computer's processor to provide an Advantage equipment bonus on Knowledge (technology) checks. Increase the cost by $100 to purchase an upgrade.


'''Digital Audio Recorder''': These tiny recorders can record up to 48 hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders can pick up sounds within 50 feet.
* '''In-Game Bonus''': Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used 'onsite'. Each Tech level higher increases this Misc bonus by one.


'''Digital Video Recorder''': Digital video cameras record audio and video activity in a digital format, much like digital cameras record still images. This may be stored on a memory-card, a DVD, or even directly to a computer hard-drive, depending on the camera model. Some are also capable of taking still photos.
'''Computation Device''': Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how 'advanced' there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in '''EVERY''' advanced civilization that has attempted to conquer the stairs.  


'''Modem''': A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem).
* '''In-Game Bonus''': A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1.  


*    Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character on-demand, high-speed access to data, allowing Knowledge (technology) checks involving the Internet to be made in half the normal time.
'''Image Replicator''': Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a '''Remote Communications''' device to also have the ability to 'Fax' or otherwise send images to other Image Replicator's or '''Computation Devices'''. Although fairly common product in Civilizations that also have Cameras this generally doesn't improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.
*    Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or he can use a cell phone. However, access speed is slow and any Knowledge (technology) check involving the Internet takes half again the normal time (multiply by 1.5).


'''Portable Satellite Telephone''': This object looks much like a bulky cell phone and functions in much the same way as well. However, because it communicates directly via satellite, it can be used any­where on earth, even in remote areas well beyond the extent of cell phone service.
* '''In-Game Bonus''': At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.


'''Printer''': The colour inkjet printer described here is suited for creating hard copies of text and image files from computers.
'''Recorder''': This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image.  


'''Scanner''': A colour flatbed scanner allows the user to transfer images and documents from hard copy onto a computer in digital form.
'''Remote Communications''': Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with 'Computation Devices' and 'Recorders'. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node.  


'''Smart Phone''': A Smart Phone is a handy tool for storing data. They can be linked to a notebook or desktop computer to move files back and forth and can make a phone call. Different apps that can provide fun or serious uses can be downloaded.
* '''In-Game Bonus''': This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to 'break' phones. However ~0.9/Tech 1+ devices can be considered 'Tiny' and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.


'''Walkie -Talkie''': This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.
'''3 Dimensional Fabricator/Scanner''': Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has 'blue prints'. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size.
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.
:: [[-_Chemical|Chemical]]: $5,000
:: [[-_Electronic|Electronic]]: $2,500
:: [[-_Mechanical|Mechanical]]: $2,000
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500
:: [[-_Structural|Structural]]: $1,500


*   Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character's conversations. It has a range of 2 miles.
* '''In-Game Bonus''': Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20.  
*    Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that's not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.


-Note: There are various options available. Some of these options include: various frequency bands (HF/VHF/UHF)  licensed or unlicensed options, antenna sizes, voice scramble and frequency-hopping algorithm to minimize the chances of anyone even knowing a radio is in operation.
'''A.I Assistant Software''': Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work.  


'''Display Glasses''': A logical advancement of video display and VR technology, display glasses provide on-the-go monitors that can be hooked up to everything from computer systems to televisions and other audiovideo equipment. Each pair of display glasses looks like a darkened pair of sunglasses and features one or two earpieces that wrap around the back of the ear. The glasses are semitransparent and allow the wearer to see both the display and the user’s surroundings simultaneously.
* '''In-Game Bonus''': Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.)


'''Hackcard''': A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Each hackcard is an individual data-carrying card roughly the size of a credit card with a hole in its center and a magnetic strip on one side. Each hackcard carries a single program designed for a single purpose; this may be to open doors, bypass security restrictions, crash a computer, or even to modify information. Almost any task that can be performed by using the Computer Use skill can be encoded into a hackcard. Hackcards can be swiped in magnetic keycard readers and can be inserted into disc drives on computers with the same ease.
'''Hackcard''': A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person.  


When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering.  
* '''In-Game Bonus''': When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering.  


'''Computer, Card''': As has been the case since the invention of the computer, the miniaturization of technology is most often seen in the area of computer size. The card computer functions as a standard computer but is no bigger than most credit cards or hackcards. The card computer may be hooked into any computer interface or display (including paint-on LCDs) and functions exactly like a personal computer.
'''Neural Recorder''': A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.


'''Display Contacts''': Like the previous era’s display glasses, display contacts are part of the further miniaturization of computers. These contact lenses fit perfectly over the eye and project a semitransparent image that appears to be roughly three feet from the user and comparable to a 52-inch monitor. This can be used to show the character any computer display it is linked to, and is also frequently implemented into the heads-up display device (using the multiple use item gadget) to provide real-time data on objects and people in the character’s field of vision.
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.


'''Neural Computer Link''': The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.
'''Conscience Backup Device''': This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be 'resurrected' with the memories of there life all the way up until the last time they synced.  


One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously.
* '''In-Game Bonus''': You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.


Though this does not allow the character to gain skill ranks, it does reduce the time required for Computer Use and Research checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Research check.
'''Neural Link''': The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.


The neural computer link can be connected, via the body’s central nervous system, directly into the user’s shepherd chip (see Progress Level 5 Equipment). Whenever data is transferred via the shepherd chip, such as a person’s identity, that knowledge is immediately loaded into the character’s brain. Essentially, this means that any two characters with shepherd chips and neural computer links may instantly know one another simply by shaking hands. Neural computer links can also be connected to nanites in a character’s bloodstream. As in the case of piloting and driving assisting nanites, these nanites interface directly with the neural link and allow the character to give commands simply by thinking them.
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people's thoughts, memories, emotions if they two have a Neural Link and are near to each other.  


'''Neural Network Jack, Wireless''': A natural extension of neural computing technology, the wireless neural network jack plugs into the neural computer link and allows for remote access to computer networks. Additionally, the wireless neural network jack with the satellite datalink gadget can connect to any global or galaxy-spanning computer network instantaneously. If the neural computer link is the basic means of connecting the human mind to a computer, the wireless neural network jack is the means of connecting the human mind to massive computer networks. A wireless neural network jack is useless unless the user also has a neural computer link.
* '''In-Game Bonus''': Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].


== Crafting Materials and Equipment ==
== Crafting Materials and Equipment ==
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|-
|-
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250 / 0
|-
|-
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100 / 0
|-
|-
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150 / 0
|-
|-
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500 / 0
|-
|Structural Crafting Materials ||1 Unit||100 lb. ||$100 / 0
|-
|-
|Structural Crafting Materials ||1 Unit||100 lb. ||$100
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750 / 1
|-
|-
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300 / 1
|-
|-
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450 / 1
|-
|-
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500 / 1
|-
|-  
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300 / 1
|-
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300
|-
|-
|}
|}
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:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]
:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]


Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job.
:'''<u>Note about Tech Level</u>''': Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by '''Up Teching'''. Each Up Teching doubles the price.
 
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.


{| class="wikitable" style="auto; float:right;"
{| class="wikitable" style="auto; float:right;"
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! Size  
! Size  
! Weight  
! Weight  
! Cost
! Cost/Pro Diff


|-
|-
|Black Box ||Tiny ||0.5 lb. ||$100
|Binoculars ||Tiny ||1 lb. ||$100 / 0
|-
|Caller ID Defeater ||Tiny ||1 lb. ||$60
|-
|-
|Cellular Interceptor ||Tiny ||0.5 lb. ||$500
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2
|-
|-
|Lineman's Buttset ||Tiny ||1 lb. ||$30
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2
|-
|-
|Metal Detector ||Small ||2 lb. ||$30
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1
|-
|-
|Night Vision Goggles ||Small ||3 lb. ||$400
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1
|-
|-
|Tap Detector ||Tiny ||1 lb. ||$20
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1
|-
|-
|Phone Line Tap ||Tiny ||0.5 lb. ||$140
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2
|-
|-
|Phone Rcvr Tap ||Tiny ||0.5 lb. ||$140
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1
|-
|-
|Telephone Line Tracer ||Med ||5 lb. ||$35
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2
|}
|}


'''Black Box''': This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making the call harder to trace. The DC of any Knowledge (technology) check to trace the call is increased by 5.
'''Binoculars''': A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price.
 
* '''In-Game Bonus''': Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.
 
'''Comms Interceptor''': An attachment or '''Gadget''' that can be attached to a '''communications''' device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message.
 
* '''In-Game Bonus''': Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each '''Up Tech''' done.


'''Caller ID Defeater''': When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as “anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however.
'''Comms Trackers''': An attachment or '''Gadget''' that can be attached like the '''Comms Interceptor'''. It can track the location of a remote transmission.  


'''Cellular Interceptor''': About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service's own transmitters. Intercepting the calls of a particular cell phone requires a Knowledge (technology) check (DC 25); if the user knows the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.
* '''In-Game Bonus''': Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each '''Up Tech''' done.


'''Lineman's Butt-set''': This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Craft (electronic) DC 10, a user can connect to a phone wire and hear any conversation that crosses it. A lineman's buttset is a common tool for telephone repair personnel.
'''Electronics Detector''': (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower.  


'''Metal Detector''': This hand-held device provides a +10 equipment bonus on all Perception checks involving metal objects.
* '''In-Game Bonus''': Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each '''Up Tech''' done starting at Tech 1.


'''Night Vision Goggles''': Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Perception checks made by someone wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
'''Long range audio recorder''': Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances.  


-Note: Some NVGs have a flare filter built in so that a bright normal light has no effect, some temporarily shut downand some are ruined by it.
* '''In-Game Bonus''': Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every '''Up Tech''' done.  


'''Tap Detector''': Plug this into a telephone line between the phone and the outlet and it helps detect if the line is tapped. To detect a tap, make a Knowledge (technology) check (the DC varies according to the type of telephone tap used; see below). With a success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however. Also, it can't be used to detect a lineman's butt-set.
'''Micro-Recorder''': An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.


'''Telephone Tap''': These devices allow a character to listen to conversations over a particular phone line.
'''Signal Jammer''': Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.
'''Tap''': A common device used to 'tap' into hard wired communication and security systems. This can be used both to spy on people and to gain a 'backdoor' into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.


*   Line Tap: This tap can be attached to a phone line at any point between a phone and the nearest junction box (usually on the street nearby). Installing it requires a Craft (electronic) check (DC 15). It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a tap detector requires a Knowledge (technology) check (DC 25).
* '''In-Game Bonus''': When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every '''Up Tech''' done.
*    Receiver Tap: This item can be easily slipped into a telephone handset with a Craft (electronic) DC 10. It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver tap by using a tap detector requires a Knowledge (technology) check (DC 15).


'''Telephone Line Tracer''': Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that line, even if there's a caller ID defeater hooked up at the other end. All it takes is time. Operating a line tracer is a full-round action requiring a Knowledge (technology) check DC 15. Success gains one digit of the target phone number, starting with the first number of the area code. If a check fails then you are unable to acquire the number and have to start from the beginning of the number again.
'''Tracker Bot''': (Requires Tech 2) This moderately stealthy robot can attempt to '''trail''' a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a '''Comms Tracker''', '''Comms Interceptor'''. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.


== Profession Kits ==
== Profession Kits ==
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:'''<u>Crafting Type</u>''': [[-_Mechanical|Mechanical]]
:'''<u>Crafting Type</u>''': [[-_Mechanical|Mechanical]]


This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. A Kit removed the Disadvantage a Character would receive when preforming a related task. A Mastworked Kit would provide an Advantage to the Character. Masterworked Kits cost 4x as much. If the kit provides a bonus to any roll that normally the Character would not take a Disadvantage on then the kit provides an Advantage and masterworked kits provides another Advantage stacked. That means the Player gets to roll two Advantage dice. Some kits provide custom bonuses in place of or addition too the default. A kit only has a certain amount of uses. The default amount of 10. More and the Kit is more expensive, less and less expensive. The GM always decides the final price.  
:'''<u>Note about Tech Level</u>''': All crafting kits are considered '''Tech Neutral'''. This means that they cannot be '''Up Teched''' only Masterworked.
 
:'''<u>NOTES</u>''':
:* Regarding '''Uses'''. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default.
:* Regarding '''Masterworked/Advance''': Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)
 
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have '''uses'''. The prices shown in the table below are for normal kits, the cost is '''3x''' as much for Masterworked Kits.  


{| class="wikitable" style="auto; float:right;"
{| class="wikitable" style="auto; float:right;"
Line 418: Line 393:


|-
|-
| Herbs and Teas Kit || Medium || 3 lb. || $200
| Chemists Kit (20 uses) || Med || 5 lb. || $250 / 0
|-
| Chemists Kit || Med || 5 lb. || $250
|-
| Disguise kit, morphic || Tiny || 1 lb. || 12
|-
| Demolitions Kit ||Med ||5 lb. ||$200
|-
|-
| Electrical Tool Kit ||Huge ||33 lb. ||$400
| Disguise kit, morphic (20 uses) || Tiny || 1 lb. || $300 / 1
|-
|-
| Evidence Kit ||Med ||8 lb. ||$400
| Demolitions Kit (20 uses) ||Med ||5 lb. ||$200 / 1
|-
|-
| First Aid Kit || Small || 1 lb. || $50
| Electrical Tool Kit (20 uses) ||Huge ||33 lb. ||$400 / 0
|-
|-
| Forgery Kit ||Small ||3 lb. ||$400
| Evidence Kit (20 uses) ||Med ||8 lb. ||$400 / 1
|-
|-
| Lock Picking Kit|| Small || 5 lbs. || $300/1
| First Aid Kit (10 uses) || Small || 1 lb. || $50 / 0
|-
|-
| Mechanical Tool Kit ||Huge ||45 lb. ||$250
| Forgery Kit (20 uses) ||Small ||3 lb. ||$400 / 1
|-
|-
| Medkit, advanced || Small || 3 lb. || $2500
| Lock Picking Kit (20 uses) || Small || 5 lbs. || $300 / 1
|-
|-
| Medkit, fast use || Small || 3 lb. || $1000
| Mechanical Tool Kit (20 uses) ||Huge ||45 lb. ||$250 / 0
|-
|-
| Pharmacist Kit ||Med ||6 lb. ||$150
| Medkit (20 uses) || Small || 3 lb. || $2500 / 0
|-
|-
|Plastic Surgery Kit, Personal || Tiny || 1 lb. || $10,000
| Pharmacist Kit (20 uses) ||Med ||6 lb. ||$150 / 1
|-
|-
| Search-and-Rescue Kit ||Med ||7 lb. ||$350
| Search-and-Rescue Kit (20 uses) ||Med ||7 lb. ||$350 / 0
|-
|-
| Surgery Kit ||Med ||5 lb. || $1000
| Surgery Kit (10 uses) ||Med ||5 lb. || $1000 / 0
|}
|}


''' Herbs and Teas Kit''': Different Herbs and Teas are being used today and as far back as ancient times to help cure disease and make people feel better. Using this kit can give a Minor (+1) advantage bonus to Treat Injury skill. It can also help to reduce the length of time negative Constitution effects may last by one if the Character applies this kit while using the Treat Injury skill.
'''Chemist Kit''': This kit negates the disadvantage penalty with attempting to Craft a Chemical.  
 
*<u>Note on crafting</u>: This required 2 ranks in Chemistry and 1 Rank in Mechanical to craft.
'''Chemist Kit''': This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.
*<u>Note on Masterworked</u>: The Master-worked version provides an Advantage bonus to Crafting Chemicals.


'''Disguise Kit, Morphic''': Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.
'''Disguise Kit, Morphic''': Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.
Line 461: Line 430:
'''Electrical Tool Kit''': This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.
'''Electrical Tool Kit''': This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.


'''Evidence Kits''': Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances.  
'''Evidence Kits''': Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge, Perception, and Study checks under appropriate circumstances.  


''' First Aid Kit''': This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point.  
''' First Aid Kit''': This Kit is used to help stabilize a Character when down and provide health.
*<u>Note on crafting</u>: This requires Rank 2 in Pharmacy and Rank 1 in both Chemistry and Mechanical to craft.
*<u>Note on Masterworked</u>: This provides bonuses for both the [[Treat_Injury#Stabilize_Dying_Character_.28DC_20.29|Stabilize Dying Character]] and [[Treat_Injury#Recover_from_Dazed.2C_Stunned.2C_or_Unconscious_Character_.28DC_15.29|Recover Dazed/Stunned/Unconscious Character]] skill checks.


'''Forgery Kit''': This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.
'''Forgery Kit''': This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.


'''Lock Picking Kit''': This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.
'''Lock Picking Kit''': This kit contains everything needed to disable mechanical locks. This is used when performing a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provide an Advantage Bonus.


'''Mechanical Tool Kit''': This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.
'''Mechanical Tool Kit''': This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.


'''Medkit, Advanced''': The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.
'''Medical Kit''': Or 'Medkit'. This is a required tool for performing Restore Hit Points Treat Injury checks.  
 
*<u>Note on crafting</u>: This requires Rank 2 in both Pharmacy and Chemistry and 1 Rank in Mechanical to craft.  
'''Medkit, Fast-Use''': The fast-use medkit functions as both a first aid kit and a medical kit. In addition, specialized computers and sensors prepare exactly what is needed to restore a character’s hit points, treat a disease, stabilize a dying character, or revive a dazed, stunned, or unconscious character. This does not provide any bonuses but adds the ability to preform any action associated with Treat Injury on an ally or helpless character as a simple action while in combat. If in combat the Character still has to take an Disadvantage. Tech 2 and above only.
*<u>Note on Masterworked</u>: This unlocked the '''Expert Restore Hit Points''' skill check, too learn more go [[Treat_Injury#Restore_Hit_Points_with_Medical.2FFirst_Aid_Kit.28DC_15.29|here]]. This also provides bonus health to a target when using [[Treat_Injury#Stabilize_Dying_Character_.28DC_20.29|Stablize Dying Character]] skill check.  


'''Pharmacist Kit''': A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.
'''Pharmacist Kit''': A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.
'''Plastic Surgery Kit, Personal''': The personal plastic surgery kit is fashionable with society’s elite—and its criminal underworld. Consisting of a mask that fits neatly over any human face, the personal plastic surgery kit is a one-use item that completely and permanently changes a character’s facial appearance. This effects the Disguise skill. Normally Characters do not take an disadvantage. So in this case the Character gains a single Advantage dice for the normal version and 2 Advantage dice if the item is Masterworked.
The personal plastic surgery kit is first linked to a special imaging computer that programs the kit with the desired outcome. The kit is then placed on the face and activated. The kit sedates the person using it and then proceeds to alter his face according to the specifications, and can even go so far as to permanently alter eye and hair color. Using the kit takes one hour, during which the character is unconscious.


'''Search-and-Rescue Kit''':  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.
'''Search-and-Rescue Kit''':  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.


'''Surgery Kit''': About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage circumstance bonus on the Treat Injury skill's Stabilize and Surgery.
'''Surgery Kit''': About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. This can be used to Stabilize or Perform Surgery on a Character. The Advanced Surgery kit provides an Advantage bonus on the Treat Injury skill's Stabilize and Surgery.
*<u>Note on crafting</u>: This requires 2 Ranks in Pharmaceutical, 2 Ranks in Mechanical, 1 Rank in Electrical


==Survival Gear==
==Survival Gear==
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! colspan="4" | --- Tech Level -1/0 ----
! colspan="4" | --- Tech Level -1/0 ----
|-
|-
|Binoculars: Standard ||Small ||2 lb. ||$50
|Compass ||Small ||1 lb. ||$50 / 0
|-
|-
|Binoculars: Range-Finding ||Small ||3 lb. ||$150
| Directed Light Source ||Small ||3 lb. ||$25 / 0
|-
|-
|Chemical Light Sticks (5) ||Tiny ||1 lb. ||$15
| Duct Tape ||Tiny ||1 lb. || $5 / 0
|-
|-
|Compass ||Dim ||0.5 lb. ||$10
|Face Mask || Small ||3 lb. ||$250 / 0
|-
|-
|Fire Extinguisher ||Med ||3 lb. ||$40
|Portable Stove ||Medium ||10 lb. ||$300 / 0
|-
|-
|Flash Goggles ||Tiny ||2 lb. ||$20
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0
|-
|-
|Flashlight: Penlight ||Dim ||0.5 lb. ||$5
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0
|-
|-
|Flashlight: Standard ||Tiny ||1 lb. ||$10
|Rope (25ft) || Small ||4 lb. ||$100 / 0
|-
|-
|Gas Mask ||Small ||5 lb. ||$25
|Rural Map || Dim || 0.1 lb. ||$10 / 0
|-
|-
|GPS Receiver ||Tiny ||1 lb. ||$150
|Terran Map ||Dim ||0.1 lb. ||$15 / 1
|-
|-
|Map: Road Atlas ||Tiny ||1 lb. ||$5
|Towel ||Tiny ||1 lb. ||$15 / 0
|-
|-
|Map: Tactical Map ||Tiny ||0.5 lb. ||$10
|Urban Map || Dim ||0.1 lb. ||$10 / 0
|-
|Mesh Vest ||Med ||7 lb. ||$20
|-
|Portable Stove ||Tiny ||1 lb. ||$25
|-
|-
! colspan="4" | --- Tech Level 1 ----
! colspan="4" | --- Tech Level 1 ----
|-
|-
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400
| Duracable (25ft) ||Medium || 0.1 lb. || $200 / 0
|-
|-
| Portable Environment Gen. || Medium || 5 lb. || $1400
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0
|-
|-
|Flashlight: Battery Flood ||Small ||2 lb. ||$30
| Hazard Suits || Large ||15 lb. ||$1,000 / 1
|-
|-
| Portable Glow Lamp || Tiny || 0.5 lb. || $150
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0
|-
|-
| Puritizer || Small || 2 lb. || $250
| Purifier || Small || 2 lb. || $75 / 0
|-
|-
| Soother Pulse || Diminutive || - || $200
| Stellar Navigation Device || Small || 2 lb. || $350 / 0
|-
|-
! colspan="4" | --- Tech Level 2 ----
! colspan="4" | --- Tech Level 2 ----
|-
|-
| Aquaconverter || Medium || 4 lb. || $1000
| Aquaconverter || Medium || 6 lb. || $1,200 / 0
|-
|-
| Violet Rations || Fine || - || $15
| Star Map || Fine || - || $100 / 0
|-
|-
! colspan="4" | --- Tech Level 3 ----
! colspan="4" | --- Tech Level 3 ----
|-
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0
|-
|-
! colspan="4" | --- Tech Level 4 ----
! colspan="4" | --- Tech Level 4 ----
|-
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1
|-
|-
|}
|}


'''Binoculars''': Binoculars are useful for watching opponents, wild game and sporting events from a long distance.
'''Compass''': A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0.
 
* '''In-Game Bonus''': Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.
 
'''Directed Light Source''': This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.
 
* '''In-Game Bonus''': Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity.
 
'''Duct Tape''': Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.


*    Standard: Standard binoculars reduce the range penalty for Perception checks to –1 for every 50 feet (instead of –1 for every 10 feet).
'''Face Mask''': Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.
*    Range finding: In addition to the benefit of standard binoculars, range finding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
*    Electro-Optical: Electro-optical binoculars functions the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the dark-vision ability granted by night vision goggles.


'''Portable Stove''': This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.


'''Chemical Light Stick''': This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can't be turned off or reused. The listed cost is for a pack of 5 sticks.
'''Range Finding Binoculars''': Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed.  


'''Compass''': A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user an Advantage equipment bonus on Survival checks.
* '''In-Game Bonus''': This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player's accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot.  


'''Fire Extinguisher''': This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
'''Rations''': Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2.  


'''Flash Goggles''': These eye coverings provide total protection against blinding light.
'''Rope''': An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level.  


'''Flashlight''': Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.
* '''In-Game Bonuses''': When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.


*    Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
'''Rural Map''': A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.
*    Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
*    Battery Flood: Practically a hand-held spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.


'''Gas Mask''': This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The cost for one extra filter canister is $50.
* '''In-Game Bonus''': Provides +1 Misc to Survival checks when navigating the city the map is for. No additional '''Up Tech''' or masterworked bonuses.


-Note: A gas mask DOES NOT supply oxygen in a low-ox environment.
'''Terran Map''': Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after.  


'''GPS Receiver''': Global positioning system receivers use signals from GPS satellites to determine the receiver's location to within a few dozen feet. A GPS receiver grants its user a +4 equipment bonus on Survival checks, but because the receiver must be able to pick up satellite signals, it only works outdoors.
* '''In-Game Bonus''': Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional '''Up Tech''' or masterworked bonuses.


'''Map''': While a compass or GPS receiver can help a character find their way through the wilderness, a map can tell a character where he is going and what to expect when he gets there.
'''Towel''': An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it's clean enough.


'''Road Atlas''': They can be purchased for most major metropolitan areas, detailing every street in the entire region.
* '''In-Game Bonus''': You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.


'''Tactical Map''': A tactical map covers a small area—usually a few miles on a side—in exacting detail. The map gives an Advantage equipment bonus to Survival, due to the increased detail of information provided
'''Urban Map''': A map of the local city. This can provide all sorts of cultural information besides just where you are located.


'''Mesh Vest''': This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment. A mesh vest provides a +2 bonus to Strength for the purpose of determining carrying capacity.
* '''In-Game Bonus''': Provides +1 Misc to Survival checks when navigating the city the map is for. No additional '''Up Tech''' or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.


'''Portable Stove''': This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking.
'''Duracable''': Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn't strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional '''Rope'''.


'''Portable Environment Generator''': As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.
* '''In-Game Bonuses''': When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.


At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.
'''Emergency Light Source''': Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.


'''Portable Glow Lamp''': The portable glow lamp is the most efficient and beneficial form of lighting equipment known to man. It can function as a directional lighting device (like a flashlight) or as an area-covering lantern. Glowlamps have long-lasting power cells and bulbs that never need to be replaced, and can be adjusted to provide light in any radius up 50 feet.
'''Hazard Suits''': Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.


'''Puritizer''': The puritizer is a small, semitransparent cylinder roughly one foot tall that removes impurities from water food. The puritizer’s onboard computer recognizes chemicals that can be harmful to the human body and separates them from the food and drink.
'''Planetary Satellite Navigation''': Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.


'''Soother Pulse''': A small box that fits in one hand, the soother pulse emits sub-audible noises and subtle vibrations that can soothe almost any animal. It carries in its memory banks the codes of pulses to soothe almost every animal on the planet, and new pulses can be loaded into the device whenever they are discovered. A character using the soother pulse gains double Advantage (2 Advantage dice) equipment bonus on all Handle Animal checks when dealing with an animal identified in the soother pulse’s database.
* '''In-Game Bonus''': Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.


'''Aquaconverter''': Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth, the aquaconverter is a limitless and self-powering way to breathe safely underwater.
'''Purifier''': This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations.  


'''Violet Rations''': The standard rations of Fusion Age militaries, violet rations are entire meals that come in pill form. The pill is placed under the tongue and dissolves, releasing not only the flavors of various foods but also the consumer’s daily supply of nutrients and vitamins. Each violet ration is the equivalent of a single meal and is nutritious, filling, and relatively appetizing.
'''Stellar Navigation Device''': One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible.  


== Sensor Equipment ==  
* '''In-Game Bonus''': Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.
 
'''Aquaconverter''': Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a '''Face Mask''' without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.
 
'''Star Map''': These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards.
 
* '''In-Game Bonus''': Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.
 
'''Gravimetric Positioning Device''': Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn't just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances's
 
* '''In-Game Bonus''': Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.
 
'''Environmental Recreation Personal Shield''': Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn't work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.
 
== Scanners ==  


:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]
:'''<u>Crafting Type</u>''': [[-_Electronic|Electronic]]
 
:'''<u>Masterworking</u>''': Scanners can only have Masterworked stats. They cannot gain Masterworked levels. (IE: Masterworked +2, +3 etc...).  A masterworked Scanner just acts like it has gone up a Tech Level.
This is equipment used to detect and test for the presence  of some material or materials.
This is equipment used to detect and test for the presence  of some material or materials.


Line 618: Line 605:
! Cost
! Cost
|-
|-
! colspan="4" | --- Tech Level -1/0 ----
! colspan="4" | --- Tech Level 2 ----
|-
! colspan="4" | --- Tech Level 1 ----
|-
|-
! colspan="4" | --- Tech Level 2 ----
| Environment Scanner || Small || 1 lb. || $1500 / 1
|-
|-
| Chemicomp || Small || 1 lb. || $1500
| Medical Scanner || Small || 1 lb. || $1500 / 1
|-
|-
| Geocomp || Small || 1 lb. || $1500
| Robotics Scanner || Small || 1 lb. || $1500 / 1
|-
|-
| Motion || Tiny || 0.5 lb. || $1000
| Security Scanner || Small || 1 lb. || $10,000 / 2
|-
|-
! colspan="4" | --- Tech Level 3 ----
! colspan="4" | --- Tech Level 3 ----
|-
| Armacomp || Small || 1 lb. || $2500
|-
| Democomp || Small || 1 lb. || $2500
|-
| Electricomp || Small || 1 lb. || $2500
|-
| Mechanicomp || Small || 1 lb. || $2500
|-
| Medicomp || Small || 1 lb. || $2500
|-
|-
! colspan="4" | --- Tech Level 4 ----
! colspan="4" | --- Tech Level 4 ----
|-
|-
| Robocomp || Small || 1 lb. || $4000
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2
|}
|}




'''Environment Scanner''': This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target.


'''Sensor, Chemicomp''': The chemicomp sensor computer is a handheld computer or computerized gauntlet designed to find individual chemical compounds. Chemicomps can locate a specific chemical, providing a +10 equipment bonus on Search checks when attempting to find
* '''In-Game Bonus''': This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.
chemical compounds.


'''Sensor, Geocomp''': The geocomp sensor computer is a handheld computer or computerized gauntlet designed to find individual minerals. Geocomps can locate a specific mineral, providing a +10 equipment bonus on Search checks when attempting to find minerals.
'''Medical Scanner''': This scanner is used to detect anomalies and diagnose problems in biological life forms.  


'''Sensor, Motion''': The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.
* '''In-Game Bonus''': This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2.  


'''Sensor, Armacomp''': The armacomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate weapons of all types. It grants a +6 equipment bonus on Search checks when searching for weapons. Additionally, the armacomp sensor’s advanced data on weapons of all types makes it a valuable resource when repairing weapons, granting a +4 equipment bonus on all Repair checks made on weapons. This does not include explosives and other demolitions devices, which are covered under the democomp sensor.
'''Robotics Scanner''': This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.


'''Sensor, Democomp''': The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants a +6 equipment bonus on Search checks when searching for explosives. Additionally, the democomp sensor’s advanced data on explosives of all types makes it a valuable resource when planting them, granting a +4 equipment bonus on all Demolitions and Disable Device checks made involving explosives.
* '''In-Game Bonus''': This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.


'''Sensor, Electricomp''': The electricomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate electronic devices of all types, including computers. It grants a +6 equipment bonus on Search checks when searching for electronics of a specific type. Additionally, the electricomp sensor’s advanced data on electronics of all types makes it a valuable resource when repairing computers and other electronics, granting a +4 equipment bonus on all Repair checks made on them. Additionally, the electricomp can be used to identify any flaws in cybernetics.
'''Security Scanner''': A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community.  


'''Sensor, Mechanicomp''': The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of mechanical devices. The mechanicomp can identify a vehicle’s, starship’s, or mecha’s current and maximum hit points. Additionally, thanks to the mechanicomp’s extensive library of mechanical blueprints, any repairs made using the mechanicomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to vehicles, starships, and mecha.
* '''In-Game Bonus''': This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.


'''Sensor, Medicomp''': The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and healing of the human body. The medicomp can identify a creature’s current and maximum hit points. Additionally, thanks to the medicomp’s extensive library of medical records and biological knowledge, any treatments administered using the medicomp as a reference are more efficient, granting a +4 equipment bonus on all Treat Injury checks.
'''Tricorder''': (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.


'''Sensor, Robocomp''': The robocomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of robots and robotic life forms. The robocomp can identify a robot’s current and maximum hit points. Additionally, thanks to the robocomp’s extensive library of robotic blueprints, any repairs made using the robocomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to robots.
* '''In-Game Bonus''' Provides a +2 to all the same things all the other Scanners provide.


== Poisons and Acids ==
== Poisons ==


:'''<u>Crafting Type</u>''': [[-_Chemical|Chemical]]
:'''<u>Crafting Type</u>''': [[-_Chemical|Chemical]]
 
:'''<u>Masterworking</u>''': Poison's can only be Masterworked they '''cannot''' gain Masterworking levels. To make a Masterworked Poison the crafter has to have a '''Craft Rank of 5''' instead of just 3. The Mastworked status just '''reduces the DC by 2'''. The '''cost is tripled''' and an additional Procure Difficulty is added.
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.


Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
;Type: This is either '''Ingested''', '''Injury''', or '''Inhaled'''.
 
:* '''Ingested''' : This means the player will have to find a way to make the target eat or otherwise consume the poison.
Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.
:* '''Injury''' : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated.  


Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons.  


Cost and Procure Diff: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save.  


Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.
;Secondary Damage: This is damage or other effects taken in intervals explained in the 'Time' column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage.  


Craft DC: The DC of the Craft check to create a quantity of the poison.
;Time: This is usually simply 'xdX Turns'. However it may also imply that each 'Turn' is actually 'X an Hour' meaning that the effect happens over hours instead of turns in combat. They may also be a 'Lingers' effect which means the poison stays in that spot and can effect anyone entering the area.  


Time: The amount of time required for the Craft check.
If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.


{| class="wikitable" style="10px;"
{| class="wikitable" style="10px;"
Line 696: Line 669:
! Initial Damage
! Initial Damage
! Secondary Damage
! Secondary Damage
! Cost <br />Procure Diff
! Craft DC
! Time
! Time
! Cost /<br />Procure Diff


|-
|-
|Arsenic||Ingested||15||1d4 Str||2d4 Con|| $750 / +2||24||4 hr.
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2
|-
|Atropine||Injury||13||1d6 Dex||1d6 Str|| $200 / +1 ||14||1 hr.
|-
|Belladonna (plant)||Injury||18||1d6 Str||2d6 Str||$2000 / +2 ||n/a||n/a
|-
|Blue vitriol||Injury||12||1d2 Con||1d2 Con|| $200 / +1 ||9||1 hr.
|-
|-
|Blue-ringed octopus venom||Injury||15||1d4 Con||1d4 Con||$2000 / +2 ||n/a||n/a
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1
|-
|-
|Chloral hydrate||Ingested||18||1d6 Dex||Unconsciousness 1d3 hours||$1000 / +2||28||8 hr.
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2  
|-
|-
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||||$750 / +2||24||4 hr.
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1
|-
|-
|Curare (plant)||Injury||18||2d4 Dex||2d4 Wis|| $7,500 / +2 ||n/a||n/a
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2
|-
|-
|Cyanide||Injury||16||1d6 Con||2d6 Con|| $7,500 / +3||31||15 hr.
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2
|-
|-
|Cyanogen||Inhaled||19||1d4 Dex||2d4 Con||$1000 / +2||28||8 hr.
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2  
|-
|-
|DDT||Inhaled||17||1d2 Str||1d4 Str||$750 / +2||20||4 hr.
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3
|-
|-
|Knockout gas||Inhaled||18||1d3 Dex||Unconsciousness 1d3 hours||$1000 / +2||26||8 hr.
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2
|-
|-
|Lead arsenate (gas)||Inhaled||12||1d2 Str||1d4 Con|| $500 / +1 ||17||2 hr.
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2
|-
|-
|Lead arsenate (solid) ||Ingested||12||1d2 Con||1d4 Con|| $500 / +1 ||18||2 hr.
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.
|-
|-
|Mustard gas||Inhaled||17||1d4 Con||2d4 Con||$1000 / +2||26||8 hr.
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2
|-
|-
|Paris green (gas)||Inhaled||14||1d2 Con||1d4 Con||$750 / +2||20||4 hr.
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2
|-
|-
|Paris green (solid)||Ingested||14||1d4 Con||1d4 Con||$750 / +2||24||4 hr.
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2
|-
|-
|Puffer poison (fish)||Injury||13||1d6 Str||Paralysis 2d6 minutes||$1200 / +2||n/a||n/a
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3
|-
|-
|Rattlesnake venom||Injury||12||1d6 Con||1d6 Con||$1000 / +2||n/a||n/a
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1
|-
|-
|Sarin nerve gas||Inhaled||18||1d4 Con||2d4 Con|| $7,500 / +3 ||30||15 hr.
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2
|-
|-
|Scorpion/tarantula venom||Injury||11||1d2 Str||1d2 Str||$1000 / +1 ||n/a||n/a
|Tear gas||Inhaled||15||Nauseated 1d6 rounds|||| (Lingers 1d4) 1d4 Turns ||$750 / +2
|-
|-
|Strychnine||Injury||19||1d3 Dex||2d4 Con||$750 / +2||23||4 hr.
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4
|-
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||—||$750 / +2||21||4 hr.
|-
|VX nerve gas||Inhaled||22||1d6 Con||2d6 Con|| $10,000 / +4||42||48 hr.
|}
|}


Line 753: Line 715:


:'''<u>Crafting Type</u>''': [[-_Pharmaceutical|Pharmaceutical]]
:'''<u>Crafting Type</u>''': [[-_Pharmaceutical|Pharmaceutical]]
:'''<u>Masterworking</u>''': Poison's '''cannot''' gain Masterworked status! The Crafting level determines the Healing Concoction and Regenerative Concoction abilities. All other medical items are as they are stated here and can only be '''Up Teched'''.


This is Chemical and Medical equipment. More about Chemicals and what they can do [[-_Pharmaceutical|here]].  
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]].  


{| class="wikitable" style="auto; float:right;"
{| class="wikitable" style="auto; float:right;"
Line 767: Line 730:
! colspan="4" | --- Tech Level 1 ----
! colspan="4" | --- Tech Level 1 ----
|-
|-
| Solvaway || Diminutive || - || $150
| Healing Concoction || - || - || $500 / 0
|-
|-
| Healing Concoction || - || - || $500
| Immunity Concoction || - || - || $500 / 0
|-
|-
| Immunity Concoction || - || - || $500
| Pill Capsules (10-Pack) || Fine || - || $1 / 0
|-
|-
| Pill Capsules (5-Pack) || Fine || - || $1
| Syringe (5-Pack) || Diminutive || - || $1 / 0
|-
|-
| Syringe || Diminutive || - || $1
| Spray Bottle || Tiny || - || $15 / 0
|-
|-
| Spray Bottle || Tiny || - || $5
| Spray Grenade || Small || - || $250 / 0
|-
|-
| Spray Grenade || Small || - || $10
| Restorative Concoction || - || - || $500 / 0
|-
|-
| Restorative Concoction || - || - || $500
! colspan="4" | --- Tech Level 2 ----
|-
|-
! colspan="4" | --- Tech Level 2 ----
| Booster || Diminutive || - || $1500 / 2
|-
|-
| Antitox || Diminutive || - || $1000
| Neutrad || Diminutive || - || $250 / 0
|-
|-
| Boost || Diminutive || - || $1000
| Sporekill || Diminutive || - || $250 / 0
|-
|-
| Neutrad || Diminutive || - || $250
| Resistance Concoction || - || - || $1000 / 1
|-
|-
| Sporekill || Diminutive || - || $250
| Regenerative Concoction || - || - || $1000 / 0
|-
|-
| Regenerative Concoction || - || - || $1000
| Rocket-X || Diminutive || - || $1000 / 1
|-
|-
! colspan="4" | --- Tech Level 3 ----
! colspan="4" | --- Tech Level 3 ----
|-
|-
| biocort || Diminutive || - || $500
| Antitox || Diminutive || - || $1000 / 0
|-
| Biocort || Diminutive || - || $500 / 1
|-
|-
! colspan="4" | --- Tech Level 4 ----
! colspan="4" | --- Tech Level 4 ----
|-
|-
| Plastiflesh || Tiny || 0.5 lb. || $1500
| Truthtell || Diminutive || - || $2500 / 2
|-
| Truthtell || Diminutive || - || $2500
|-
|-
| Regen Wand || Small || 1 lb. || $3000
|}
|}




'''Solvaway''': Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangler guns and tangler grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the compound had dissolved on its own.
'''Healing Concoction''': This is a concoction created using the Pharmaceutical crafting skill. This provides Hit Points back to the person that takes the substance. The substance has to be taken through some device such as '''Pill Capsules''', '''Syringe''', '''Spray Bottle''', or '''Spray Grenade'''. Each has there own delivery method.  
 
'''Healing Concoction''': This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". A single dose of the Healing Concoction can go into either 4 of this devices each with a different method of administering the medicine.
 
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech and Craft level. The number of dice is determined by the concentrations and thus bill of materials as well as crafting skill. The more dice or the higher level dice both effect how hard it is to Craft. d6 is Tech 1 and so on too Tech 4 which is d12. You can only craft healing concoctions as high as your current Tech Level. Tech 1 requires Rank 2, Tech 3 requires +1 skill Rank and Tech 4 requires +2 skill ranks.


Each time a dice is added the price of the Healing Concoction increases by $500 what it was before and each die level increases by another $500 per die. So 2dX is $1,000 and 3dX is 1,500 and so on. Each dice added beyond 1 also increases the Crafting skill required to craft it by one starting with 2dX with Craft Rank 2. So a 4d8 Healing Concoction would cost $4,000 and require Tech Level 2 and Crafting Pharmaceutical skill Rank of 4.
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech Level of the concoction. The number and type of dice is used too determined by the Craft Rank. The number of dice is equated to the concentration of the concoction while the tech level determines the die type. A 4d6 requires a [[-_Pharmaceutical|Pharmaceutical]] skill rank of 4. (4 Ranks because there are 4 dice to roll, and no additional ranks required because the Xd6 is a Tech level 1 concoction.) While a 4d10 requires a [[-_Pharmaceutical|Pharmaceutical]] skill rank of 5. (4 Ranks because there are 4 dice to roll, and +1 additional rank required because the Xd10 is a Tech level 3 concoction.) Tech 1 and 2 do not require any additional ranks while Tech 3 requires +1 Rank and Tech 4 requires +2 rank.
 
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare.  


Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.
{| class="wikitable" style="margin-right: 10px; text-algin:center;"
{| class="wikitable" style="margin-right: 10px; text-algin:center;"
|+ Healing Concoction Overview
|+ Healing Concoction Overview
Line 824: Line 781:
! scope="col", rowspan="2" | Dice => <br /> v=# of Dice=v
! scope="col", rowspan="2" | Dice => <br /> v=# of Dice=v
! scope="col" | Xd6 ($500)
! scope="col" | Xd6 ($500)
! scope="col" | Xd8 ($1,000)
! scope="col" | Xd8 ($650)
! scope="col" | Xd10 ($1,500)
! scope="col" | Xd10 ($850)
! scope="col" | Xd12 ($2,000)
! scope="col" | Xd12 ($1000)
|-
|-
! scope="col" | Tech 1 / Rank +0
! scope="col" | Tech 1 / Rank +0
Line 833: Line 790:
! scope="col" | Tech 4 / Rank +2
! scope="col" | Tech 4 / Rank +2
|-
|-
! scope="row" | 1dX <br /> Craft Rank 2
! scope="row" | 1dX <br /> Craft Rank 1
| style="text-align:center;"| 1d6 /<br > $500
| style="text-align:center;"| 1d6 /<br > $500
| style="text-align:center;"| 1d8 /<br > $1,000
| style="text-align:center;"| 1d8 /<br > $650
| style="text-align:center;"| 1d10 /<br > $1,500
| style="text-align:center;"| 1d10 /<br > $850
| style="text-align:center;"| 1d12 /<br > $2,000
| style="text-align:center;"| 1d12 /<br > $1,000
|-
|-
! scope="row" | 2dX <br /> Craft Rank 2
! scope="row" | 2dX <br /> Craft Rank 2
| style="text-align:center;"| 2d6 /<br > $1,000
| style="text-align:center;"| 2d6 /<br > $1,000
| style="text-align:center;"| 2d8 /<br > $2,000
| style="text-align:center;"| 2d8 /<br > $1,300
| style="text-align:center;"| 2d10 /<br > $3,000
| style="text-align:center;"| 2d10 /<br > $1,700
| style="text-align:center;"| 2d12 /<br > $4,000
| style="text-align:center;"| 2d12 /<br > $2,000 / 1
|-
|-
! scope="row" | 3dX <br /> Craft Rank 3
! scope="row" | 3dX <br /> Craft Rank 3
| style="text-align:center;"| 3d6 /<br > $1,500
| style="text-align:center;"| 3d6 /<br > $1,500
| style="text-align:center;"| 3d8 /<br > $3,000
| style="text-align:center;"| 3d8 /<br > $1,950
| style="text-align:center;"| 3d10 /<br > $4,500
| style="text-align:center;"| 3d10 /<br > $2,550 / 1
| style="text-align:center;"| 3d12 /<br > $6,000
| style="text-align:center;"| 3d12 /<br > $3,000 / 1
|-
|-
! scope="row" | 4dX <br /> Craft Rank 4
! scope="row" | 4dX <br /> Craft Rank 4
| style="text-align:center;"| 4d6 /<br > $2,000
| style="text-align:center;"| 4d6 /<br > $2,000
| style="text-align:center;"| 4d8 /<br > $4,000
| style="text-align:center;"| 4d8 /<br > $2,600 / 1
| style="text-align:center;"| 4d10 /<br > $6,000
| style="text-align:center;"| 4d10 /<br > $3,400 / 1
| style="text-align:center;"| 4d12 /<br > $8,000
| style="text-align:center;"| 4d12 /<br > $4,000 / 2
|-
|-
! scope="row" | 5dX <br /> Craft Rank 5
! scope="row" | 5dX <br /> Craft Rank 5
| style="text-align:center;"| 5d6 /<br > $2,500
| style="text-align:center;"| 5d6 /<br > $2,500 / 1
| style="text-align:center;"| 5d8 /<br > $5,000
| style="text-align:center;"| 5d8 /<br > $3,250 / 1
| style="text-align:center;"| 5d10 /<br > $7,500
| style="text-align:center;"| 5d10 /<br > $4,250 / 2
| style="text-align:center;"| 5d12 /<br > $10,000 / 1
| style="text-align:center;"| 5d12 /<br > $5,000 / 2
|-
|-
! scope="row" | 6dX <br /> Craft Rank 6
! scope="row" | 6dX <br /> Craft Rank 6
| style="text-align:center;"| 6d6 /<br > $3,000
| style="text-align:center;"| 6d6 /<br > $3,000 / 1
| style="text-align:center;"| 6d8 /<br > $6,000
| style="text-align:center;"| 6d8 /<br > $3,900 / 2
| style="text-align:center;"| 6d10 /<br > $9,000 / 1
| style="text-align:center;"| 6d10 /<br > $5,100 / 2
| style="text-align:center;"| 6d12 /<br > $12,000 / 2
| style="text-align:center;"| 6d12 /<br > $6,000 / 3
|-
|-
! scope="row" | 7dX <br /> Craft Rank 7
! scope="row" | 7dX <br /> Craft Rank 7
| style="text-align:center;"| 7d6 /<br > $3,500
| style="text-align:center;"| 7d6 /<br > $3,500 / 2
| style="text-align:center;"| 7d8 /<br > $7,000 / 1
| style="text-align:center;"| 7d8 /<br > $4,550 / 2
| style="text-align:center;"| 7d10 /<br > $10,500 / 2
| style="text-align:center;"| 7d10 /<br > $5,950 / 3
| style="text-align:center;"| 7d12 /<br > $14,000 / 2
| style="text-align:center;"| 7d12 /<br > $7,000 / 3
|-
|-
! scope="row" | 8dX <br /> Craft Rank 8
! scope="row" | 8dX <br /> Craft Rank 8
| style="text-align:center;"| 8d6 /<br > $4,000 / 1
| style="text-align:center;"| 8d6 /<br > $4,000 / 2
| style="text-align:center;"| 8d8 /<br > $8,000 / 2
| style="text-align:center;"| 8d8 /<br > $5,200 / 3
| style="text-align:center;"| 8d10 /<br > $12,000 / 2
| style="text-align:center;"| 8d10 /<br > $6,800 / 3
| style="text-align:center;"| 8d12 /<br > $16,000 / 3
| style="text-align:center;"| 8d12 /<br > $8,000 / 4
|-
|-
| style="font-size:70%;align="left" colspan="5" | *'''Regenerative Concoction''' Is like '''Healing Concoction''' except instead of Dice based on<br /> Craft Rank it is the Number of Turns it effects the target.
|}
|}
* '''In-Game Bonus''': This item '''CANNOT''' be used without an administering tool such as "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. However, if a character chooses to help administrate the Healing Concoction they can follow the [[Treat_Injury#Restore_Hit_Points_with_Medical_Item_.28DC_10.29|Restore Hit Points with Medical Item]] skill check.


'''Immunity Concoction''': Much like the "Healing Concoction" this requires a form of administering such as "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.
'''Immunity Concoction''': Much like the "Healing Concoction" this requires a form of administering such as "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.
*<u>Note on crafting</u>: The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction.
*<u>Note on Masterworked</u>: Masterworked of this item simply means that the character now gets double advantage. This item can be Masterwoked +2 as well for triple advantage.
'''Pill Capsules (10-Pack)''': A very simple and cheap way to administer a "Concoction". Craft for this is can either be 'Structural' or 'Pharmaceutical'. This capsules can hold a single dose of a "Concoction" and can only be used once. They are made 10 at a time.


Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item.
* '''In-Game Bonus''': This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action and does not count as a Treat Injury check. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster nor can another Character use a Treat Injury check to improve the outcome of a Concoction taken with a Pill Capsule.


'''Pill Capsules (10-Pack)''': A very simple and cheap way to administer a "Concoction". Craft for this is can either be 'Structural' or 'Pharmaceutical'. This capsules can hold a single dose of a "Concoction" and can only be used once. They are made 10 at a time.
'''Syringe (5-Pack)''': Another very simple and cheap way to administer a "Concoction". Craft skill for this can either be 'Structural' or 'Pharmaceutical'.  A Syringe can only be used once and then is disposed of.
 
* '''In-Game Bonus''': The point of a Syringe is that it can be administered by somebody else, therefore taking advantage of the [[Treat_Injury#Restore_Hit_Points_with_Medical_Item_.28DC_10.29|Treat Injury]] skill check, and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action.
 
'''Spray Bottle''': The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of "Concoction". Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 1 more use. Craft skill for this can either be 'Mechanical' or 'Pharmaceutical'. For every 5ft or +1 use the price doubles.
*<u>Note on Masterworked</u>: A masterworked item provides either a 5ft boost to range '''or''' 1 more use. The crafter decides. The cost doubles each time.
 
* '''In-Game Bonus''': However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.


There are no bonuses associated with Crafting the item. Crafting this item takes 1/4th the normal time and has a DC of 5. If a Character has a Craft skill total of 5 or higher then they automatically are successful.
'''Spray Grenade''': The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.


'''Syringe''': Another very simple and cheap way to administer a "Concocation". Craft skill for this can either be 'Structural' or 'Pharmaceutical'. The point of a Syringe is that it can be administered by somebody else where as a "Pill Capsule" has to be used directly by the person taking the pill. A Syringe can only be used once and then is disposed of.  
* '''In-Game Bonus''': The HP restored is evenly distributed (round down) among all targets within the circle.


There are no bonuses associated with Crafting the item. Crafting this item takes 1/4th the normal time and has a DC of 5. If a Character has a Craft skill total of 5 or higher then they automatically are successful.
'''Resistance Concoction''': These are drugs and special concoctions designed to give the person temporary resistance to certain types of damage. DR against either Electric, Chemical, or Thermal damage. It provides +1 DR for a chosen type per Tech level starting at level 2 and per Masterwork level.  The effect lasts for 1d6 rounds.
*<u>Note on Masterworked</u>: Master-work can also improve the length of time by adding +1 turns to the 1d6 die roll however, the crafter has to choose between longer effect or a more powerful effect. The price increases by an additional $1000 for ever Tech or Masterwork level.


'''Spray Bottle''': The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (10 uses) of a single type of "Concoction". Each Tech level higher provides a bonus of 5ft extra range and the ability to hold more uses. Craft skill for this can either be 'Mechanical' or 'Pharmaceutical'. For every 5ft or 5 uses the price doubles.
'''Restorative Concoction''': The Restorative Concoction helps restore a targets Ability damage. This doesn't remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back.  
*<u>Note on Masterworked</u>: Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.


A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range or 5 more uses. The crafter decides.  
'''Booster''': A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered 'Boosted'. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.


'''Spray Grenade''': The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase with crafting bonuses or Tech level. The price triples each range increment increase.
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)


'''Restorative Concoction''': The Restorative Concoction helps restore ones Ability damage. This doesn't remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back.  
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage.  


Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.
'''Neutrad''': A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.


'''Antitox''': A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.
'''Sporekill''': A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.


'''Boost''': A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was originally conceived for military purposes in an attempt to make the soldiers of the Fusion Age stronger, faster, and more combat-capable. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, increases the character’s movement speed by 10 feet. These effects last for 1 minute (10 rounds).
'''Rocket-X''': A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).


Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.
Line 915: Line 888:
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.


'''Neutrad''': A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.
'''Regenerative Concoction''': This acts just like the "Healing Concoction" except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from "Healing Concoction" when it comes to price and crafting level. An example would be instead of a 4d10 Healing Concoction (which requires 5 Ranks in Pharmaceuticals to craft and is Tech 3, cost $3,400 / 1) it would be a 1d10 Regenerative Concoction that lasts for 4 turns. (Which requires 6 ranks in Pharmaceuticals to craft and is Tech 4, however, the cost is still $3,400 / 1).  
 
'''Sporekill''': A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.
 
'''Regenerative Concoction''': This acts just like the "Healing Concoction" except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from "Healing Concoction" when it comes to price and crafting level.


'''Biocort''': Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period.
'''Antitox''': A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. (Usually longer then the poison lasts, or doing that time the Character gains advantage to save against it)


'''Plastiflesh''': Contained in a small spray can, plastiflesh bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray immediately recovers 1d4 hit points. No Treat Injury check is required to use plastiflesh.
'''Biocort''': Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care.  


'''Truthtell''': Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.
'''Truthtell''': Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.


A character injected with truthtell may make a Wisdom save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.
 
'''Regen Wand''': A regen wand is a tubular device roughly fifteen inches long. It emits waves of energy that promote cellular growth and healing. A character can use a regen wand as a first aid kit or medical kit. Because of the device’s simplicity, Treat Injury checks made with the regen wand gain double Advantage equipment bonus.


== Miscellaneous Equipment ==
== Miscellaneous Equipment ==
Line 943: Line 910:
! Weight  
! Weight  
! Crafting<br /> Type
! Crafting<br /> Type
! Cost
! Cost<br /> Procure Diff
|-
|-
! colspan="5" | --- Tech Level -1/0 ----
! colspan="5" | --- Tech Level -1/0 ----
Line 949: Line 916:
! colspan="5" | --- Tech Level 1 ----
! colspan="5" | --- Tech Level 1 ----
|-
|-
|Bolt Cutter ||Med ||5 lb. || Mechanical  ||$45
|Fake ID ||Fine ||— || Language Skill||See text / 2
|-
|Duct Tape ||Tiny ||1 lb. || Chemical ||$5
|-
| Duracable ||Medium || 3 lb. || Structure || $200/50 ft
|-
|Fake ID ||Fine ||— || Language Skill||See text
|-
| Grappler tag || Tiny || 1 lb. || Mechanical || $10
|-
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$25
|-
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15
|-
| Heads-up display || Tiny || 1 lb. || Electronic || $100
|-
|-
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical ||$75
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0
|-
|-
| Laser tripwire || Diminutive || - || Electronic || $150
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1
|-
|-
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical ||$5
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0
|-
|-
| Shepherd chip || Fine || - || Electronic || $500
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1
|-
|-
| Spike Strip ||Huge ||22 lb. || Mechanical ||$450
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical ||$15 / 0
|-
|-
! colspan="5" | --- Tech Level 2 ----
! colspan="5" | --- Tech Level 2 ----
|-
|-
| Energy Shield || Tiny 0.5 lb. || DR 2/- || Electronic || $25,500
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1
|-
|-
| Flash-seal || Tiny || 1 lb. || Chemical|| $500
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1
|-
|-
| Fusion torch || Medium || 3 lb. || Electronic || $500
| Nanobeacon || Fine || - || Electronic || $1,500 / 1
|-
|-
| Intellipicks || Small || 1 lb. || Electronic|| $1,500
| Shepherd chip || Fine || - || Electronic || $15,000 / 1
|-
| Jetpack || Large || 35 lb. || Mechanical || $10,000
|-
| Nanobeacon || Fine || - || Electronic || $3,000
|-
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000
|-
| Spray LCD || Tiny || 0.5 lb. || Electronic || $250
|-
| Universal Comm. || Tiny || 0.5 lb. || Electronic || $150
|-
|-
! colspan="5" | --- Tech Level 3 ----
! colspan="5" | --- Tech Level 3 ----
|-
|-
| Force Field, Personal || Small || 2 lb. || Electronic || $50,000
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1
|-
|-
| GalPos Device || Small || 3 lb. || Electronic || $1,000
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1
|-
|-
| Grappling tether || Small || 2 lb. || Structure  || $1,500
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0
|-
|-
| Hologram Player || Small || 2 lb. || Electronic || $500
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2
|-
|-
| Hologram recorder || Diminutive || - || Electronic || $500
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0
|-
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000
|-
| Power backpack || Medium || 3 lb. || Electronic || $1,500
|-
| Projectile Deflector || Small || 0.5 lb. || Mechanical || $200,000
|-
| Micro-aural Comm. || Fine || - || Electronic || $10,000
|-
|-
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2
|-
! colspan="5" | --- Tech Level 4 ----
! colspan="5" | --- Tech Level 4 ----
|-
|-
| Hologuise || Small || 1 lb. || Electronic || $100,000
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2
|-
| Matter shield || Tiny || 0.5 lb. || Electronic || $60,000
|-
| Neural Recorder || Small || 1 lb. || Electronic || $10,000
|-
|-
| Photon Shield || Small || 2 lb. || Electronic || $500,000
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2
|-
|-
| Polyvox || Tiny || 0.5 lb. || Electronic || $100,000
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1
|}
|}


'''Bolt Cutter''': An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences.


'''Duct Tape''': Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.
'''Fake ID''': Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger's Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.


'''Duracable''': Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 10 metric tons of weight.
'''Grappler Tag''': Often used in conjunction with '''Rope''' or '''Duracable''' the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.  


'''Fake ID''': Purchasing a falsified driver's license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has the Linguistics skill. When a character purchases a fake ID, the GM secretly makes a Language check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $100 + $10 per each rank in the forger's Language skill.
* '''In-Game Bonuses''': When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM's discretion.
 
'''Grappler Tag''': Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.


'''Handcuffs''': Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.
'''Handcuffs''': Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.


*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.
*  Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
*  Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).
 
'''Heads-Up Display (HUD)''': One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.
 
Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer’s optical nerve and tampers with the signals sent to the brain.
 
The standard HUD can be used to highlight the outline of a person or object on voice command, granting an Advantage bonus on Perception checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time. Individual software packages (represented as gadgets) can further augment the abilities of a HUD.


'''Lock Release Gun''': This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).
'''Lock Release Gun''': This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged. Also the device itself can only be used once. It is meant to be disposed of or else be possibly used as evidence.  


'''Multipurpose Tool''': This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.
'''Multipurpose Tool''': This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.


-Note: This tool eliminates the penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus.
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus.  


'''Spike Strip''': This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord) the spikes extend. Each time a individual moves through a square containing an activated spike strip at any rate greater than half speed, or each round a individual spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit and the injury reduces foot speed to half normal (a successful Heal check, DC 15, or one day's rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.
'''Flash-Seal''': Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.


'''Laser Tripwire''': The laser tripwire is a simple device that replaces the standard physical tripwire. A single focused beam of light is projected out from the tripwire generator until it hits a solid surface. If the beam is broken by, for example, a person passing through the beam, the tripwire generator immediately sends out a signal from its data port. This can be used to activate an alarm, trigger an explosive device, or even just turn on the lights in a particular room, depending on what event the signal is set to trigger.
'''Jetpack''': A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours. A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.


'''Nanobeacon''': An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target.
'''Nanobeacon''': An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.


'''Shepherd Chip''': The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.
'''Shepherd Chip''': The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private.  


In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips so that they no longer have to use physical money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, in later years the shepherd chip can be linked to computers (particularly neural implants) such that any information can be transferred between two shepherd chips—a great boon to the espionage community as it allows for discrete information transfers.
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.  


Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such.  


'''Spray LCD''': The rise to prominence of paint-on LCDs allowed many people freedom and portability with computing never before felt. The spray LCD is the logical extension of this technology. A pressurized canister similar to a can of spray paint, it can spray an LCD onto almost any surface. Any object coated with spray LCD automatically gains the paint-on LCD gadget for 1 hour. After that hour, the spray begins to dissolve and no longer functions. Each canister of spray LCD is enough to produce one working LCD.
'''Force Field Emitter''': This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.


'''Flash-Seal''': Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.
'''Gravity Tether ''': Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime.  


'''Fusion Torch''': The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion.
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.


'''Intellipicks''': Though not technically an actual set of lockpicks, intellipicks are a cluster of several tiny machines (though not quite small enough to be called nanites) that can pick almost any lock and open almost any door. Intellipicks come in a small box that, when placed on the lock to be opened, releases the miniscule robots to do their work. Once the intellipicks penetrate the lock, they move tumblers and shift bolts in an efficient and rapid manner, opening the lock in way that no human could. Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks). Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.
'''Hologram Player/Recorder''': A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene.  


'''Jetpack''': A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 2 hours. A character equipped with a jetpack can fly at a speed of 60 feet (good maneuverability). Replacement fuel cells have a purchase DC of 10.
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite.  


'''Neural Scrambler''': The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the character has no knowledge of events that took place while she was restrained.
'''Piercing Visor''': The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.


'''Universal Communicator (Unicom)''': The unicom is an all-in-one piece of equipment that handles the communication needs of a single person. Each unicom has its own frequency and can send transmissions both directly to another individual unicom as well as to an entire group of unicoms. The unicom also has a data port so that it can be linked to a computer system and receive data as well as audio and visual communications. In later eras, the unicom also frequently incorporates the hologram recorder and projector devices (via the multiple use item gadget).
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though.  


'''Galpos Device''': The GalPos device is the Gravity Age equivalent of the GPS system of the modern era. Equipped with star charts and a link to the galactic satellite network, the GalPos device (known also as a GPD) triangulates its own position based on distance between satellite relays and its knowledge of stellar cartography. If the GalPos is taken to a region of space where it cannot contact the galactic satellite network, or to a region of space not included in its star charts, it does not function. Otherwise, the GPD can be used to indicate what planet the is on, or what star system she is in (if not on a planet).
'''Mobile Powerpack''': The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on


A GalPos device with the satellite uplink gadget can function as a GPS receiver on worlds where such systems are available.
'''Neural Scrambler''': The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.


'''Grappling Tether''':
* '''NOTE''': Any species with the '''Hive Mind''' attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.
Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.


While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button.
'''Hologuise''': The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies.  


'''Piercing Visor''': The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as an attack action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.
* '''In-Game Bonuses''': An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks.  
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.


'''Power Backpack''': The power backpack is essentially a portable generator. While worn, the power backpack can replace the power packs used by laser and plasma weapons, granting an infinite supply of ammunition while attached. Additionally, the power backpack can provide energy to almost any device requiring electrical power.
'''Personal Force Field''': Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster.  


'''Projectile Deflector''': A defensive item that is in many ways the predecessor to the personal shield, the projectile deflector generates a field of gravity-altering energy around its user. Often worn as a belt or other piece of jewelry, the device actually bends the path of incoming high-speed projectiles, making the target harder to hit. The projectile deflector grants a +1 equipment bonus to AC against ranged attacks. Melee attacks are unaffected by this device.  
* '''In-Game Bonuses''': While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.


The deflector requires special small sized ammunition in the form of battery cells. Its uses works like ammunition for weapons. Each battery back has 5 uses and each round uses one of them. The Deflector will need to be reloaded like a weapon after 5 rounds.
'''Polyvox''': The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a '''Neural Link''' it can auto translate to the point where the person appears to be speaking in the Character native language.


'''Energy Shield''': The energy shield is a potent defense mechanism that protects the user from dangerous energy.
== Other ==


An energy shield is designed to protect against one of the four damage types. Kinetic, Electric, Thermal, Chemical. It provides a +1 DR to any one of these and can be improved with better craftsmen ship. One wears it like a small buckler. It has only 20 uses before it will need to be repaired or replaced. Each use activates the shield for 10 minutes. You cannot turn it off sooner to save a use.
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]].  


'''Force Field, Personal''': The most reliable and powerful personal defense mechanism in the Energy Age, the personal force field projects a defensive bubble around a single Medium-size or smaller character or item. The shield provides DR +1 against all types of damage. It uses ammunition like a weapon does as Medium Special in the form of a battery. The field can stay active for up to 7 rounds until the battery back needs to be reloaded which takes a full round action.  
Looking for [[Armor]]? Go the armor page [[Armor|here]].


'''Hologram Player''': A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images), or even to a unicom to receive three-dimensional images for real-time communications.
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.


'''Hologram Recorder''': A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The device can make a three-dimensional recording of anything within its cone-shaped recording area. Hologram recorders can store up to one hour of three-dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a unicom to serve as a video input device for real-time holographic communications. The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence and can prevent abuse on the part of the authorities.
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start.  


'''Hologuise''': The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. An active hologuise grants the wearer a +10 equipment bonus on all Disguise checks.
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide '''starter kits''' for Characters.


'''Matter Shield''': Designed to protect off-world miners from micrometeorites and the debris of mining explosions, matter shields were quickly adapted for military and law enforcement use.
== Starter Packs ==


The matter shield grants its wearer DR +1 against all damage types except thermal. The shield is thrown down and covers a 15ft diameter circle. Most bio matter can pass thru the shield without struggle others have to do a strength check of DC10. Once activated the shield becomes damaged and cannot be used again without repair and a replacement battery back which can be bought as Large Special Ammunition in the form of a battery back. The matter shield stays active for 10 rounds or 30 seconds.  
There are suggestions as to what Starter Packs to pick from based on either the [[Advance_Classes|Advance Classes]] a Player wants to be and/or the [[Professions]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.


'''Micro-Aural Communicator (Microcom)''': The micro-aural communicator consists of three components. A tiny earpiece transmits incoming communications directly into the ear, at a volume far too low to allow others to hear. A small node placed on the inside of the lip allows the user to broadcast while speaking no louder than a whisper. Finally, a wristband functions as the input/output port for hooking other devices into the microcom.
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)


Using a microcom does not provoke a normal Listen check and cannot be heard by any normal means.
;Doctor's Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.


'''Neural Recorder''': A flexible cap that resembles a grasping clawed hand, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.
;Explorer's Pack: - Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character's desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.


'''Photon Shield''': The photon shield is a technology loosely based on the light-bending properties of black holes. By using controlled gravity waves to create millions of microscopic black holes around the user, the photon shield bends light renders him invisible.
;Official's Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder


A photon shield can cover a Medium-size or smaller creature or a Huge or smaller object. It grants a +40 equipment bonus on Hide checks if the subject is standing still, or a +20 equipment bonus if the subject is moving. Pinpointing the location of a character wearing a photon shield that isn’t attempting to hide requires a Perception check (DC 40 if the character is not moving, DC 20 if he or she is moving). Additionally, a character wearing a photon shield gains total concealment (50% miss chance) against attacks, even if the attackers correctly pinpoint its fighting space.
;Outlaw's Pack: - Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).


'''Polyvox''': The polyvox translates the languages of different cultures and species.
;Settler's Pack: - Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.


== Bundle Packs ==
;Technician's Pack: - Contractor's Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.


Place Holder
All Characters should also have at least one small [[Weapons]], and some simple [[Armor]].


== Customization And Upgrades ==
== Customization And Upgrades ==

Latest revision as of 05:44, 26 May 2018

Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.

This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table.

The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period.

To many items? Do not want to read through all that? Then Bundle Packs may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.

At the bottom of the page is the Customization and Upgrades section. Go there to learn how to customize and upgrade items.

NOTE: Below you may sometimes see 'In-Game Bonus' under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn't the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.

Bags and Boxes

Crafting Type: Structural All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.
Note about Tech Level: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to Up Tech the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.
Bags and Boxes
Object Size Weight Cost
Aluminium case 10 lb. Med 5 lb. $50
Aluminium case 40 lb. Large 10 lb. $190
Aluminium case 75 lb. Large 15 lb. $250
Briefcase Med 2 lb. $60
Container Med 5 lb. $50
Contractor's Field Bag Med 2 lb. $30
Day Pack Small 2 lb. $20
Handbag Small 1 lb. $40
Range Pack: Standard Small 2 lb. $30
Range Pack: Oversized Med 3 lb. $50
Secure Wallet Small 0.5 lb. $80

Aluminium Travel Case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against Disable Device checks. It can be modified via Masterwork or Up Teching to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space.

Briefcase: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it's cheap lock is not very secure (Disable Device DC 10; break DC 10).

  • In-Game Bonus: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to Disguise and/or Profession checks.

Container: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or Disable Device checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic.

Contractor's Field Bag: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock.

  • In-Game Bonus: This is used 'on-site' by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to Disguise checks under the right circumstances.

Backpacks: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer.

  • In-Game Bonus: Backpacks provided additional carrier capacity to the wearer.

Handbag: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.

  • In-Game Bonus: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to Sleight of Hand checks to hide a small item.

Range Pack: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.

  • In-Game Bonus: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to Sleight of Hand checks to hide non-clunky/clumsy weapons and ammo.

Secure Wallet: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as 'papers' and 'id cards' as well as financial tools like a credit card.

  • In-Game Bonus: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a 'prop' to help pretend to be richer then one really is.

Clothing

Crafting Type: Structural All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.
Note about Tech Level: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make.
In-Game Bonus:
  • ALL these items can be associated with Disguise checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check.
  • SOME clothes can also help with Sleight of Hand checks. If the tailor (crafter) can masterwork Structural items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the Sleight of Hand checks when hiding or quick drawing a hidden weapon.
NOTE: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the Armor rules and review the Special Attributes Shirt under the customize section.
Clothing
Object Size Weight Cost
Business Med 3 lb. $100
Casual Med 2 lb. $80
Formal Med 3 lb. $150
Fatigues Med 3 lb. $60
Uniform Med 2 lb. $90
Ghillie suit Med 5 lb. $125
Fatigue Jacket Med 2 lb. $60
Outerwear Coat Med 2 lb. $45
Parka Med 3 lb. $75
Photojournalist's Vest Med 1 lb. $50
Tool belt Small 2 lb. $25
Windbreaker Med 1 lb. $30
Lab Coat Med 2 lb. $80
Explorers Outfit Med 2 lb. $120
Clothing Outfit

An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.

  • Business: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.
  • Casual: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.
  • Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.
  • Fatigues: They're rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.
  • Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.

Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.

Outerwear: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).

Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.

Outerwear Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.

Parka: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.

Photojournalist's Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist's vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.

Tool Belt: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.

Windbreaker: This is a lightweight jacket made of wind-resistant material.

Computers and Consumer Electronics

Crafting Type: Electronic
Computers and Consumer Electronics
Object Size Weight Cost
--- Tech Level -1/0 ----
Camera Tiny 1 lb. $100 / 0
Computation Device Gagantic/Tiny 5000 lb./0.0001 lb $500 - $50 Million / 0 - 2
Image Replicator Medium 10 lbs. $250 / 0
Recorder Small 1 lb. $200 / 0
Remote Communications Small/Tiny 1 lb/0.01 lb. $1,000 / 0
--- Tech Level 1 ----
Camera, Digital Tiny 0.5 lb. $100 / 0
3D Fabricator/Scanner Large 500 lbs. ~$5,000 / 1
A.I Assistant Software - - $1,000 / 1
--- Tech Level 3 ----
Hackcard Dim 0.01lbs. $2,500 / 2
Neural Recorder Small 1 lb. $10,000 / 1
--- Tech Level 4 ----
Conscience Backup Device Large 1,000 lbs. $10 Million / 1
Neural Link Fine - $250,000 / 1

Camera: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1.

  • In-Game Bonus: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used 'onsite'. Each Tech level higher increases this Misc bonus by one.

Computation Device: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how 'advanced' there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in EVERY advanced civilization that has attempted to conquer the stairs.

  • In-Game Bonus: A necessary component in crafting viruses. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1.

Image Replicator: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a Remote Communications device to also have the ability to 'Fax' or otherwise send images to other Image Replicator's or Computation Devices. Although fairly common product in Civilizations that also have Cameras this generally doesn't improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.

  • In-Game Bonus: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.

Recorder: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image.

Remote Communications: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with 'Computation Devices' and 'Recorders'. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node.

  • In-Game Bonus: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to 'break' phones. However ~0.9/Tech 1+ devices can be considered 'Tiny' and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.

3 Dimensional Fabricator/Scanner: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has 'blue prints'. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size.

Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.
Chemical: $5,000
Electronic: $2,500
Mechanical: $2,000
Pharmaceutical: $7,500
Structural: $1,500
  • In-Game Bonus: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20.

A.I Assistant Software: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work.

  • In-Game Bonus: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.)

Hackcard: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person.

  • In-Game Bonus: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering.

Neural Recorder: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.

A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.

Conscience Backup Device: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be 'resurrected' with the memories of there life all the way up until the last time they synced.

  • In-Game Bonus: You may need to read up on Death to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.

Neural Link: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.

One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people's thoughts, memories, emotions if they two have a Neural Link and are near to each other.

  • In-Game Bonus: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of Cybernetics.

Crafting Materials and Equipment

Crafting Materials and Equipment
Object Size Weight Cost
Chemical Crafting Materials 1 Unit 100 lb. $250 / 0
Electronic Crafting Materials 1 Unit 100 lb. $100 / 0
Mechanical Crafting Materials 1 Unit 100 lb. $150 / 0
Pharmaceutical Crafting Materials 1 Unit 100 lb. $500 / 0
Structural Crafting Materials 1 Unit 100 lb. $100 / 0
Adv. Chemical Crafting Materials 1 Unit 100 lb. $750 / 1
Adv. Electronic Crafting Materials 1 Unit 100 lb. $300 / 1
Adv. Mechanical Crafting Materials 1 Unit 100 lb. $450 / 1
Adv. Pharmaceutical Crafting Materials 1 Unit 100 lb. $1500 / 1
Adv. Structural Crafting Materials 1 Unit 100 lb. $300 / 1
Crafting Type: N/A

These items are used for crafting and repairing. Rules for crafting can be found on the craft page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials.

You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in 'units' which is a measurement explained in the Space Ships page. But one unit is roughly 1x1x1ft and roughly 100 lbs.

Chemical Crafting Materials: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.

Electronic Crafting Materials: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories.

Mechanical Crafting Materials: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.

Pharmaceutical Crafting Materials: These are common crafting materials for making Electronics. Usually drugs or healing items.

Structural Crafting Materials: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.

Advanced Chemical Crafting Materials: These are more advanced building materials used for constructing masterworked items.

Advanced Electronic Crafting Materials: These are more advanced building materials used for constructing masterworked items.

Advanced Mechanical Crafting Materials: These are more advanced building materials used for constructing masterworked items.

Advanced Pharmaceutical Crafting Materials: These are more advanced building materials used for constructing masterworked items.

Advanced Structural Crafting Materials: These are more advanced building materials used for constructing masterworked items.

Surveillance Gear

Crafting Type: Electronic
Note about Tech Level: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by Up Teching. Each Up Teching doubles the price.

Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.

Surveillance Gear
Object Size Weight Cost/Pro Diff
Binoculars Tiny 1 lb. $100 / 0
Comms Interceptor Small 1 lb. $1500 / 2
Comms Trackers Tiny 0.5 lb. $1500 / 2
Electronics Detector Tiny 1 lb. $1,000 / 1
Long range audio recorder Medium 5 lb. $1,000 / 1
Micro-Recorder Dim 0.1 lb. $600 / 1
Signal Jammer Small 2 lb. $2,000 / 2
Tap Tiny 0.5 lb. $1,500 / 1
Tracker Bot Med 25 lb. $10,000 / 2

Binoculars: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price.

  • In-Game Bonus: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.

Comms Interceptor: An attachment or Gadget that can be attached to a communications device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to Decrypt the message.

  • In-Game Bonus: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each Up Tech done.

Comms Trackers: An attachment or Gadget that can be attached like the Comms Interceptor. It can track the location of a remote transmission.

  • In-Game Bonus: Provides a +2 Misc bonus to a Survival Follow Tracks check when using this item to track down the source of a signal. +1 for each Up Tech done.

Electronics Detector: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower.

  • In-Game Bonus: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each Up Tech done starting at Tech 1.

Long range audio recorder: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances.

  • In-Game Bonus: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every Up Tech done.

Micro-Recorder: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.

Signal Jammer: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.

Tap: A common device used to 'tap' into hard wired communication and security systems. This can be used both to spy on people and to gain a 'backdoor' into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.

  • In-Game Bonus: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every Up Tech done.

Tracker Bot: (Requires Tech 2) This moderately stealthy robot can attempt to trail a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a Comms Tracker, Comms Interceptor. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.

Profession Kits

Crafting Type: Mechanical
Note about Tech Level: All crafting kits are considered Tech Neutral. This means that they cannot be Up Teched only Masterworked.
NOTES:
  • Regarding Uses. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default.
  • Regarding Masterworked/Advance: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)

This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have uses. The prices shown in the table below are for normal kits, the cost is 3x as much for Masterworked Kits.

Professional Equipment
Object Size Weight Cost/Procure Diff.
Chemists Kit (20 uses) Med 5 lb. $250 / 0
Disguise kit, morphic (20 uses) Tiny 1 lb. $300 / 1
Demolitions Kit (20 uses) Med 5 lb. $200 / 1
Electrical Tool Kit (20 uses) Huge 33 lb. $400 / 0
Evidence Kit (20 uses) Med 8 lb. $400 / 1
First Aid Kit (10 uses) Small 1 lb. $50 / 0
Forgery Kit (20 uses) Small 3 lb. $400 / 1
Lock Picking Kit (20 uses) Small 5 lbs. $300 / 1
Mechanical Tool Kit (20 uses) Huge 45 lb. $250 / 0
Medkit (20 uses) Small 3 lb. $2500 / 0
Pharmacist Kit (20 uses) Med 6 lb. $150 / 1
Search-and-Rescue Kit (20 uses) Med 7 lb. $350 / 0
Surgery Kit (10 uses) Med 5 lb. $1000 / 0

Chemist Kit: This kit negates the disadvantage penalty with attempting to Craft a Chemical.

  • Note on crafting: This required 2 ranks in Chemistry and 1 Rank in Mechanical to craft.
  • Note on Masterworked: The Master-worked version provides an Advantage bonus to Crafting Chemicals.

Disguise Kit, Morphic: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.

Demolitions Kit: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.

Electrical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.

Evidence Kits: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge, Perception, and Study checks under appropriate circumstances.

First Aid Kit: This Kit is used to help stabilize a Character when down and provide health.

Forgery Kit: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.

Lock Picking Kit: This kit contains everything needed to disable mechanical locks. This is used when performing a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provide an Advantage Bonus.

Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.

Medical Kit: Or 'Medkit'. This is a required tool for performing Restore Hit Points Treat Injury checks.

  • Note on crafting: This requires Rank 2 in both Pharmacy and Chemistry and 1 Rank in Mechanical to craft.
  • Note on Masterworked: This unlocked the Expert Restore Hit Points skill check, too learn more go here. This also provides bonus health to a target when using Stablize Dying Character skill check.

Pharmacist Kit: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.

Search-and-Rescue Kit: This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.

Surgery Kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. This can be used to Stabilize or Perform Surgery on a Character. The Advanced Surgery kit provides an Advantage bonus on the Treat Injury skill's Stabilize and Surgery.

  • Note on crafting: This requires 2 Ranks in Pharmaceutical, 2 Ranks in Mechanical, 1 Rank in Electrical

Survival Gear

Crafting Type: Mechanical

Survival gear helps characters keep themselves alive in the great outdoors.

Survival Gear
Object Size Weight Cost
--- Tech Level -1/0 ----
Compass Small 1 lb. $50 / 0
Directed Light Source Small 3 lb. $25 / 0
Duct Tape Tiny 1 lb. $5 / 0
Face Mask Small 3 lb. $250 / 0
Portable Stove Medium 10 lb. $300 / 0
Range Finding Binoculars Small 2 lb. $300 / 0
Rations (5 day pack) Medium 10 lb. $100 / 0
Rope (25ft) Small 4 lb. $100 / 0
Rural Map Dim 0.1 lb. $10 / 0
Terran Map Dim 0.1 lb. $15 / 1
Towel Tiny 1 lb. $15 / 0
Urban Map Dim 0.1 lb. $10 / 0
--- Tech Level 1 ----
Duracable (25ft) Medium 0.1 lb. $200 / 0
Emergency Light Source (5 pack) Tiny 2 lb. $30 / 0
Hazard Suits Large 15 lb. $1,000 / 1
Planetary Satellite Navigation Tiny 1 lb. $225 / 0
Purifier Small 2 lb. $75 / 0
Stellar Navigation Device Small 2 lb. $350 / 0
--- Tech Level 2 ----
Aquaconverter Medium 6 lb. $1,200 / 0
Star Map Fine - $100 / 0
--- Tech Level 3 ----
Gravimetric Positioning Device Medium 10 lb. $1,500 / 0
--- Tech Level 4 ----
Environmental Recreation Personal Shield Small 1 lb. $10,000 / 1

Compass: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0.

  • In-Game Bonus: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.

Directed Light Source: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.

  • In-Game Bonus: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity.

Duct Tape: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.

Face Mask: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.

Portable Stove: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.

Range Finding Binoculars: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed.

  • In-Game Bonus: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player's accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot.

Rations: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2.

Rope: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level.

  • In-Game Bonuses: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.

Rural Map: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.

  • In-Game Bonus: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional Up Tech or masterworked bonuses.

Terran Map: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after.

  • In-Game Bonus: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional Up Tech or masterworked bonuses.

Towel: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it's clean enough.

  • In-Game Bonus: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.

Urban Map: A map of the local city. This can provide all sorts of cultural information besides just where you are located.

  • In-Game Bonus: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional Up Tech or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.

Duracable: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn't strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional Rope.

  • In-Game Bonuses: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.

Emergency Light Source: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.

Hazard Suits: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.

Planetary Satellite Navigation: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.

  • In-Game Bonus: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.

Purifier: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations.

Stellar Navigation Device: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible.

  • In-Game Bonus: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.

Aquaconverter: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a Face Mask without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.

Star Map: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards.

  • In-Game Bonus: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.

Gravimetric Positioning Device: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn't just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances's

  • In-Game Bonus: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.

Environmental Recreation Personal Shield: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn't work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.

Scanners

Crafting Type: Electronic
Masterworking: Scanners can only have Masterworked stats. They cannot gain Masterworked levels. (IE: Masterworked +2, +3 etc...). A masterworked Scanner just acts like it has gone up a Tech Level.

This is equipment used to detect and test for the presence of some material or materials.

Sensor Equipment
Object Size Weight Cost
--- Tech Level 2 ----
Environment Scanner Small 1 lb. $1500 / 1
Medical Scanner Small 1 lb. $1500 / 1
Robotics Scanner Small 1 lb. $1500 / 1
Security Scanner Small 1 lb. $10,000 / 2
--- Tech Level 3 ----
--- Tech Level 4 ----
Tricorde Tiny 0.5 lb. $250,000 / 2


Environment Scanner: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target.

  • In-Game Bonus: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the Study skill. An additional +1 for each Tech Level above 2.

Medical Scanner: This scanner is used to detect anomalies and diagnose problems in biological life forms.

  • In-Game Bonus: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2.

Robotics Scanner: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.

  • In-Game Bonus: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.

Security Scanner: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community.

  • In-Game Bonus: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.

Tricorder: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.

  • In-Game Bonus Provides a +2 to all the same things all the other Scanners provide.

Poisons

Crafting Type: Chemical
Masterworking: Poison's can only be Masterworked they cannot gain Masterworking levels. To make a Masterworked Poison the crafter has to have a Craft Rank of 5 instead of just 3. The Mastworked status just reduces the DC by 2. The cost is tripled and an additional Procure Difficulty is added.

Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.

Type
This is either Ingested, Injury, or Inhaled.
  • Ingested : This means the player will have to find a way to make the target eat or otherwise consume the poison.
  • Injury : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated.
Save DC
The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons.
Initial Damage
The damage a character takes immediately upon failing his or her Constitution save.
Secondary Damage
This is damage or other effects taken in intervals explained in the 'Time' column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage.
Time
This is usually simply 'xdX Turns'. However it may also imply that each 'Turn' is actually 'X an Hour' meaning that the effect happens over hours instead of turns in combat. They may also be a 'Lingers' effect which means the poison stays in that spot and can effect anyone entering the area.


Table: Poisons
Poison Type Save DC Initial Damage Secondary Damage Time Cost /
Procure Diff
Arsenic Ingested 15 2 Str 2 Con 1d6 Turns / 1 an Hour $750 / +2
Atropine Injury 13 3 Dex 1 Str 1d8 Turns $200 / +1
Belladonna (plant) Injury 18 3 Str 1 Str 1d6 Turns $2000 / +2
Blue vitriol Injury 12 1 Con 1 Con 1d6 Turns $1200 / +1
Chloral hydrate Ingested 18 3 Dex Unconsciousness(Instant) 1d3 hours n/a $1000 / +2
Chloroform1 Inhaled 17 Unconsciousness 1d3 hours n/a $750 / +2
Curare (plant) Injury 18 4 Dex 2 Wis (Instant) n/a $7,500 / +2
Cyanide Injury 16 1 Con 2 Con 1d4 Turns $7,500 / +3
Cyanogen Inhaled 19 1 Dex 1 Con 1d6 Turns $1000 / +2
DDT Inhaled 17 1 Str 1 Str 1d6 Turns $750 / +2
Mustard gas Inhaled 17 1 Con 2 Con 1d4 Turns $1000 / +2.
Paris green (gas) Inhaled 14 1 Con 1 Con 1d6 Turns $750 / +2
Paris green (solid) Ingested 14 2 Con 1 Con 1d8 Turns $750 / +2
Puffer poison (fish) Injury 13 3 Str Paralysis 2d4 Turns n/a $2750 / +2
Sarin nerve gas Inhaled 18 1 Con 2 Con 1d12 Turns / 1 an Hour $7,500 / +3
Insect Venom Injury 11 2 Str - n/a $1000 / +1
Strychnine Injury 19 2 Dex 1 Con 1d4 Turns $1750 / +2
Tear gas Inhaled 15 Nauseated 1d6 rounds (Lingers 1d4) 1d4 Turns $750 / +2
VX nerve gas Inhaled 22 2 Con 3 Con (Lingers 1d6) 1d4 Turns $25,000 / +4

Medical Items

Crafting Type: Pharmaceutical
Masterworking: Poison's cannot gain Masterworked status! The Crafting level determines the Healing Concoction and Regenerative Concoction abilities. All other medical items are as they are stated here and can only be Up Teched.

This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do here.

Chemical and Medical Equipment
Object Size Weight Cost
--- Tech Level -1/0 ----
--- Tech Level 1 ----
Healing Concoction - - $500 / 0
Immunity Concoction - - $500 / 0
Pill Capsules (10-Pack) Fine - $1 / 0
Syringe (5-Pack) Diminutive - $1 / 0
Spray Bottle Tiny - $15 / 0
Spray Grenade Small - $250 / 0
Restorative Concoction - - $500 / 0
--- Tech Level 2 ----
Booster Diminutive - $1500 / 2
Neutrad Diminutive - $250 / 0
Sporekill Diminutive - $250 / 0
Resistance Concoction - - $1000 / 1
Regenerative Concoction - - $1000 / 0
Rocket-X Diminutive - $1000 / 1
--- Tech Level 3 ----
Antitox Diminutive - $1000 / 0
Biocort Diminutive - $500 / 1
--- Tech Level 4 ----
Truthtell Diminutive - $2500 / 2


Healing Concoction: This is a concoction created using the Pharmaceutical crafting skill. This provides Hit Points back to the person that takes the substance. The substance has to be taken through some device such as Pill Capsules, Syringe, Spray Bottle, or Spray Grenade. Each has there own delivery method.

Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech Level of the concoction. The number and type of dice is used too determined by the Craft Rank. The number of dice is equated to the concentration of the concoction while the tech level determines the die type. A 4d6 requires a Pharmaceutical skill rank of 4. (4 Ranks because there are 4 dice to roll, and no additional ranks required because the Xd6 is a Tech level 1 concoction.) While a 4d10 requires a Pharmaceutical skill rank of 5. (4 Ranks because there are 4 dice to roll, and +1 additional rank required because the Xd10 is a Tech level 3 concoction.) Tech 1 and 2 do not require any additional ranks while Tech 3 requires +1 Rank and Tech 4 requires +2 rank.

Below is a Table that shows the Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.

Healing Concoction Overview
Dice =>
v=# of Dice=v
Xd6 ($500) Xd8 ($650) Xd10 ($850) Xd12 ($1000)
Tech 1 / Rank +0 Tech 2 / Rank +0 Tech 3 / Rank +1 Tech 4 / Rank +2
1dX
Craft Rank 1
1d6 /
$500
1d8 /
$650
1d10 /
$850
1d12 /
$1,000
2dX
Craft Rank 2
2d6 /
$1,000
2d8 /
$1,300
2d10 /
$1,700
2d12 /
$2,000 / 1
3dX
Craft Rank 3
3d6 /
$1,500
3d8 /
$1,950
3d10 /
$2,550 / 1
3d12 /
$3,000 / 1
4dX
Craft Rank 4
4d6 /
$2,000
4d8 /
$2,600 / 1
4d10 /
$3,400 / 1
4d12 /
$4,000 / 2
5dX
Craft Rank 5
5d6 /
$2,500 / 1
5d8 /
$3,250 / 1
5d10 /
$4,250 / 2
5d12 /
$5,000 / 2
6dX
Craft Rank 6
6d6 /
$3,000 / 1
6d8 /
$3,900 / 2
6d10 /
$5,100 / 2
6d12 /
$6,000 / 3
7dX
Craft Rank 7
7d6 /
$3,500 / 2
7d8 /
$4,550 / 2
7d10 /
$5,950 / 3
7d12 /
$7,000 / 3
8dX
Craft Rank 8
8d6 /
$4,000 / 2
8d8 /
$5,200 / 3
8d10 /
$6,800 / 3
8d12 /
$8,000 / 4
*Regenerative Concoction Is like Healing Concoction except instead of Dice based on
Craft Rank it is the Number of Turns it effects the target.
  • In-Game Bonus: This item CANNOT be used without an administering tool such as "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a Treat Injury check. This simply just works. However, if a character chooses to help administrate the Healing Concoction they can follow the Restore Hit Points with Medical Item skill check.

Immunity Concoction: Much like the "Healing Concoction" this requires a form of administering such as "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.

  • Note on crafting: The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction.
  • Note on Masterworked: Masterworked of this item simply means that the character now gets double advantage. This item can be Masterwoked +2 as well for triple advantage.

Pill Capsules (10-Pack): A very simple and cheap way to administer a "Concoction". Craft for this is can either be 'Structural' or 'Pharmaceutical'. This capsules can hold a single dose of a "Concoction" and can only be used once. They are made 10 at a time.

  • In-Game Bonus: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action and does not count as a Treat Injury check. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster nor can another Character use a Treat Injury check to improve the outcome of a Concoction taken with a Pill Capsule.

Syringe (5-Pack): Another very simple and cheap way to administer a "Concoction". Craft skill for this can either be 'Structural' or 'Pharmaceutical'. A Syringe can only be used once and then is disposed of.

  • In-Game Bonus: The point of a Syringe is that it can be administered by somebody else, therefore taking advantage of the Treat Injury skill check, and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action.

Spray Bottle: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of "Concoction". Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 1 more use. Craft skill for this can either be 'Mechanical' or 'Pharmaceutical'. For every 5ft or +1 use the price doubles.

  • Note on Masterworked: A masterworked item provides either a 5ft boost to range or 1 more use. The crafter decides. The cost doubles each time.
  • In-Game Bonus: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.

Spray Grenade: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.

  • In-Game Bonus: The HP restored is evenly distributed (round down) among all targets within the circle.

Resistance Concoction: These are drugs and special concoctions designed to give the person temporary resistance to certain types of damage. DR against either Electric, Chemical, or Thermal damage. It provides +1 DR for a chosen type per Tech level starting at level 2 and per Masterwork level. The effect lasts for 1d6 rounds.

  • Note on Masterworked: Master-work can also improve the length of time by adding +1 turns to the 1d6 die roll however, the crafter has to choose between longer effect or a more powerful effect. The price increases by an additional $1000 for ever Tech or Masterwork level.

Restorative Concoction: The Restorative Concoction helps restore a targets Ability damage. This doesn't remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back.

  • Note on Masterworked: Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.

Booster: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered 'Boosted'. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.

However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become sickened. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)

If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage.

Neutrad: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.

Sporekill: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.

Rocket-X: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).

Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.

Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.

If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.

Regenerative Concoction: This acts just like the "Healing Concoction" except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from "Healing Concoction" when it comes to price and crafting level. An example would be instead of a 4d10 Healing Concoction (which requires 5 Ranks in Pharmaceuticals to craft and is Tech 3, cost $3,400 / 1) it would be a 1d10 Regenerative Concoction that lasts for 4 turns. (Which requires 6 ranks in Pharmaceuticals to craft and is Tech 4, however, the cost is still $3,400 / 1).

Antitox: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. (Usually longer then the poison lasts, or doing that time the Character gains advantage to save against it)

Biocort: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care.

Truthtell: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.

A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.

Miscellaneous Equipment

Crafting Type: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components.

These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.

Miscellaneous Equipment
Object Size Weight Crafting
Type
Cost
Procure Diff
--- Tech Level -1/0 ----
--- Tech Level 1 ----
Fake ID Fine Language Skill See text / 2
Grappler tag Tiny 1 lb. Mechanical $50 / 0
Handcuffs: Steel Tiny 1 lb. Mechanical $35 / 1
Handcuffs: Zip-tie Dim 0.5 lb. Mechanical $15 / 0
Lock Release Gun Tiny 0.5 lb. Mechanical $75 / 1
Multi Purpose Tool Tiny 0.5 lb. Mechanical $15 / 0
--- Tech Level 2 ----
Flash-seal Tiny 1 lb. Chemical $500 / 1
Jetpack Large 35 lb. Mechanical $10,000 / 1
Nanobeacon Fine - Electronic $1,500 / 1
Shepherd chip Fine - Electronic $15,000 / 1
--- Tech Level 3 ----
Force Field Emitter Small 5 lb. Electronic $15,000 / 1
Gravity Tether Small 2 lb. Structure $1,500 / 1
Hologram Player/Recorder Small 2 lb. Electronic $500 / 0
Piercing Visor Small 1 lb. Mechanical $2,000 / 2
Mobile Powerpack Medium 3 lb. Electronic $1,500 / 0
Neural Scrambler Small 1 lb. Electronic $4,000 / 2
--- Tech Level 4 ----
Hologuise Small 1 lb. Electronic $100,000 / 2
Personal Force Field Small 4 lb. Electronic $75,000 / 2
Polyvox Tiny 0.5 lb. Electronic $60,000 / 1


Fake ID: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a Knowledge skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger's Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.

Grappler Tag: Often used in conjunction with Rope or Duracable the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.

  • In-Game Bonuses: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM's discretion.

Handcuffs: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.

  • Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.
  • Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).

Lock Release Gun: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged. Also the device itself can only be used once. It is meant to be disposed of or else be possibly used as evidence.

Multipurpose Tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.

-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus.

Flash-Seal: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.

Jetpack: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours. A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.

Nanobeacon: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.

Shepherd Chip: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private.

Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.

Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such.

Force Field Emitter: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.

Gravity Tether : Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime.

While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.

Hologram Player/Recorder: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene.

Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite.

Piercing Visor: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.

The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though.

Mobile Powerpack: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on

Neural Scrambler: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.

  • NOTE: Any species with the Hive Mind attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is Dazed. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.

Hologuise: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies.

  • In-Game Bonuses: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks.

Personal Force Field: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster.

  • In-Game Bonuses: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.

Polyvox: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a Neural Link it can auto translate to the point where the person appears to be speaking in the Character native language.

Other

Looking for Weapons? Go the the weapons page here.

Looking for Armor? Go the armor page here.

Looking for traps, sensors, explosives and such? They are found on the weapons page Grenades and Traps. You may want to look at the Making your Own Explosives section.

Looking for Space Ships and all there Equipment? The Space Ships page is where you should start.

Want to hurry up and play without having to pick out all your gear? Go the the next section below. The Starter Packs section can provide starter kits for Characters.

Starter Packs

There are suggestions as to what Starter Packs to pick from based on either the Advance Classes a Player wants to be and/or the Professions they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.

Businessman’s Pack
- Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)
Doctor's Pack
- Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8, Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.
Explorer's Pack
- Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character's desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.
Official's Pack
- Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder
Outlaw's Pack
- Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).
Settler's Pack
- Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.
Technician's Pack
- Contractor's Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.

All Characters should also have at least one small Weapons, and some simple Armor.

Customization And Upgrades

Items can be updated either by improving the craftsmanship or by using the Gadget system (Under Construction). Below are the rules associated with Masterwork and Up Teching items.

There are two forms of improvement.

  1. Have the item Masterworked/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.
  2. Improving an item's Tech Level IE: (Up Teching). However an item must first be Masterworked in order to improve its Tech Level.

In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.

Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules here. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.

Improvements

The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides.

  • Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.
  • Weight: This reduces the weight by 1/2 each time.
  • Size: This can reduce the size increment down by one. This can only be done once.
  • Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn't have a bonus only shows features then this item cannot be upgraded in this way. Some items do have 'default' ways too upgrade them that may be described in the description of the category itself.