Gadgets: Difference between revisions

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;Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.
;Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.


'''Cost Increase''': $
'''Cost Increase''': %10


'''Procure Difficulty Modifier''': +4.
'''Procure Difficulty Modifier''': +1


=== Autofire Module ===
=== Autofire Module ===

Revision as of 06:14, 18 June 2015

THE GADGET SYSTEM The gadget system is a way to customize weapons, armor, and equipment even more to appropriately fit a given campaign or character play style. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment.

Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.

First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Cost and Procure Difficulty of the base item according to the gadget’s instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.


UNIVERSAL WEAPON GADGETS

The following gadgets are universal across all Tech Levels and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.

Alternate Weapon

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.

Restrictions
The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.

Cost Increase: %10

Procure Difficulty Modifier: +1

Autofire Module

Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.

Restrictions
Ranged weapon without autofire only.

Cost Increase: $

Procure Difficulty Modifier: +2.

Autoloader Module

Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.

Restrictions
Ranged weapons using box magazines or power packs only.

Cost Increase: $

Procure Difficulty Modifier: +3.

Booby Trapped

Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below. Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held. Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user. Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks. Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +6.

Collapsible

In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +2.

Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive. This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +2.

Expanded Magazine

Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +2.

Genetic Tags

Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.

Restrictions
Ranged ballistic weapons only.

Cost Increase: $

Procure Difficulty Modifier: +2.

Integrated Equipment

A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

Restrictions
The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.

Cost Increase: $

Procure Difficulty Modifier: +1.

Miniaturized

By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.

A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget. This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +5.

Scope, Rangefinding Laser

One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +1.

Sensor Baffling

From simple metal detectors to advanced x-ray scanners, there’s a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +2.

Spring-Loaded

Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.

Restrictions
Weapons of size Small or smaller only.

Cost Increase: $

Procure Difficulty Modifier: +2

Stun Module

One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.

Restrictions
Energy weapons only.

Cost Increase: $

Procure Difficulty Modifier: +2 (Con DC 12); +4 (Con DC 15); +6 (Con DC 18).

Techno-Organic Makeup

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +2.

Variable Ammunition

Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.

This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.

Restrictions
Ranged ballistic weapons only.

Cost Increase: $

Procure Difficulty Modifier: +4.

Variable Charge

As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.

Restrictions
Ranged energy weapons only.

Cost Increase: $

Procure Difficulty Modifier: +6.

Voice Recognition System

A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +1.

UNIVERSAL ARMOR GADGETS

The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.

Environment Seal

Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.

Restrictions
Medium, heavy, or powered armor only.

Cost Increase: $

Procure Difficulty Modifier: +4.

Integrated Equipment

A particular piece of non-weapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

Restrictions
The character must also purchase the piece of equipment to be integrated separately from the armor, before the

gadget modification is made.

Cost Increase: $

Procure Difficulty Modifier: +2.

Integrated Weapon

Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.

When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.

Restrictions
The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.

Cost Increase: $

Procure Difficulty Modifier: See text.

Storage Compartment

A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +1.

Techno-Organic Makeup

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +4.

Ultralight Composition

The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor’s speed limitation is increased by 5 feet (to a maximum of the user’s normal speed). So, for example, an armor with an Armor Check Penalty of –2 and a speed limitation of 20 feet now has an Armor Check Penalty of –1 and a speed limitation of 25 feet.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +4.

UNIVERSAL EQUIPMENT GADGETS

The following gadgets are universal and can apply to equipment found in any era, provided all gadget-specific restrictions are observed.

Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +1.

Miniaturized

By eliminating wasted space and using microscopic components, some engineers are capable of producing equipment vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +3.


Multiple Use Item

Similar in function to the alternate weapon gadget, the multiple use item gadget allows the character to integrate the function of two separate items into a single device.

When selecting the multiple use item gadget, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base object.

Restrictions
The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.

Cost Increase: $

Procure Difficulty Modifier: +1.

Paint-On LCD

One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD gadget. This allows almost any surface to be used as a computer display, as it grafts the color-changing pixels common to all display devices onto another surface.

Any piece of equipment with the paint-on LCD gadget can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armor may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +4.

Satellite Datalink

At the dawn of the Information Age, the value of knowledge and accurate intelligence became a crucial aspect of warfare. The ability to connect to a global communications network was critical to the success of any army, as intelligence traveled at the speed of light across the globe to command centers safe behind defended battle lines. The satellite datalink gadget enables any piece of equipment, from computer to communication device to heads-up display, to connect to a global (or, if in place, galactic) satellite network and communicate with computer systems in far remote areas.

Restrictions
This gadget may only be used with gear containing computerized communications equipment.

Cost Increase: $

Procure Difficulty Modifier: +1.

Storage Compartment

Like the gadget used for armor, the ability to store and carry small items in a safe place can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +1.

TECH LEVEL SPECIFIC GADGETS

Tech Level 2

Weapons Gadgets:


Scope, Video

The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battlefield from the comfort of a safe haven. The video scope is a three-inch- by-three-inch viewscreen attached to the rear of a standard scope. It allows the weapon’s user to sit back and examine the details in the image rather than having to press his eye against the scope.

Additionally, the viewscreen can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aides.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +3.


Armor Gadgets:


Prehensile Appendage

Useful for scientists, explorers, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and expensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the armor’s side or back. The prehensile appendage gadget essentially gives the wearer of the armor an additional hand with which to hold and manipulate objects. The gadget cannot be used to make normal melee attacks or fire ranged weapons, but it can make grapple attempts (with a Strength bonus of +2 and using the wearer’s base attack bonus).

The appendage is controlled through a pair of gloves worn by the user; by issuing commands via a specific set of hand signs, the wearer can order the gadget to pick up, drop, or manipulate an object once per round as a free action.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +6.


Equipment Gadgets:


Hud Software, Senor Link

A piece of software for the heads-up display device, the sensor link allows the user to directly link any computer sensor to the HUD. As a result, any sensor can be used hands-free as a free action, provided they are present on the character’s person.

Restrictions
Heads-up display only.

Cost Increase: $

Procure Difficulty Modifier: +1.

Hud Software, Targeting

A piece of software for the heads-up display device, targeting software links directly to a ranged weapon’s video scope. This allows the character to see exactly what the video scope displays without having to look at the weapon. The character may fire around corners without exposing himself as normal. The software also grants a +1 equipment bonus on ranged attacks using the weapon to which it is connected.

Restrictions
Heads-up display only, requires weapon with video scope gadget.

Cost Increase: $

Procure Difficulty Modifier: +2.

Hud Software, Vehicle Link

A piece of software for the heads-up display device, the vehicle link allows the onboard computer system of any vehicle to be displayed on the HUD. This grants a +1 equipment bonus on all Drive or Pilot checks made on a vehicle linked to the device.

Restrictions
Heads-up display only, requires vehicle with onboard computer system.

Cost Increase: $

Procure Difficulty Modifier: +2.

Self-Repairing

The self-repairing gadget implements nanotechnology in its infancy to repair minor problems with any piece of equipment. Whenever the equipment is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs one point of damage per minute to the equipment.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +6.

Tech Level 3

Weapons Gadgets:


Sound Suppressor

Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with almost all Gravity Age weapons.

The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +3.

Armor Gadgets:


Chameleonic Surace

Chameleonic materials are the end result of the marriage of sensor technology and nanotechnology. Similar in many ways to the painton LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. The armor blends in with any background.

This gadget provides the armor’s wearer a bonus on Hide checks. For light armor, this bonus is +4; for medium, +6, for heavy, powered, and environmentally sealed armor, +10.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +6.


Equipment Gadgets:


Hud Software, Ammunition Tracker

A piece of software for the heads-up display device, the Ammunition Tracker is able to keep track of exactly how many shots have been expended from a particular weapon. Additionally, when a character starts to get low on ammunition, a warning flashes on the HUD indicating that a reload must occur soon.

Restrictions
Heads-up display only, requires a weapon with an integrated computer.

Cost Increase: $

Procure Difficulty Modifier: +1.

Sound Suppressor

Similar to the technology that produced the silent suit, the sound suppressor gadget silences almost any noise. It generates a field of sonic energy that cancels sound produced within field, reducing all noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +3.

Tech Level 4

Weapons Gadgets:


Teleporting Magazine

One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.

Restrictions
Ranged weapons only.

Cost Increase: $

Procure Difficulty Modifier: +6.


Armor Gadgets:


Gravity Anchor

With space combat almost as common as ground combat in the Energy Age, armor manufacturers seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In low gravity and zero gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in any situation. Characters with this gadget are unaffected by low gravity and zero-g conditions.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +4.

Morphic Metal Alloy

A combination of nanotechnology and armor engineering, morphic metal alloy is a special material used in the construction of armor to enhance the user’s ability to move freely. When activated, morphic metal bends and shapes itself to the contours of the wearer’s body, giving it both a snug fit and increased mobility. An armor with the morphic metal alloy gadget reduces its armor check penalty by 1 and increases the maximum Dexterity bonus by 1 as well.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +6.

Neg-Grav Boosters

Similar in design to the gravity anchor, but with an opposite purpose, neg-grav boosters can be installed into any armor to give the wearer the benefits of low gravity conditions. Neg-grav boosters create a low-gravity field around the user and counteract the effects of gravity, allowing the character to jump to incredible heights. Any armor with this gadget grants a +10 bonus on all Jump checks in any situation where gravity is a factor. This gadget has no function in zero-g environments.

Restrictions
None.

Cost Increase: $

Procure Difficulty Modifier: +4.

Equipment Gadgets:


Hud Software, Biosensor

A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor software integrates elements of the medicomp sensor (though the sensor itself is not required) and can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.

Restrictions
Heads-up displays only.

Cost Increase: $

Procure Difficulty Modifier: +4.