General Equipment: Difference between revisions

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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.


This section covers the wide variety of general gear available to characters of all sorts.
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 what role the items play in game. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too and what Tech Level as well as there 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.
 
Items in a lower Tech Level can be improved upon and sold at a higher Tech Level. The higher Tech level causes the base price to increase by %50 and any changes in price associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows the player or GM to customize the Items here. They can increase or decrease a single attribute of the Item. Either its Weight or Size or bonus it provides if listed. 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 the Item cannot receive any attribute changes and the cost increases for higher tech levels still apply. If an item is moved from Tech Level 4 to 5 it is considered Legendary. Its price is tripled and its Procure Diff is 5. An item can only go up the Tech Level once for one improvement. Anymore improvements or customizations will require [[Gadgets|Gadgets]]





Revision as of 20:59, 18 June 2015

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 what role the items play in game. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too and what Tech Level as well as there 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.

Items in a lower Tech Level can be improved upon and sold at a higher Tech Level. The higher Tech level causes the base price to increase by %50 and any changes in price associated with the Procure rules here. This allows the player or GM to customize the Items here. They can increase or decrease a single attribute of the Item. Either its Weight or Size or bonus it provides if listed. 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 the Item cannot receive any attribute changes and the cost increases for higher tech levels still apply. If an item is moved from Tech Level 4 to 5 it is considered Legendary. Its price is tripled and its Procure Diff is 5. An item can only go up the Tech Level once for one improvement. Anymore improvements or customizations will require Gadgets


Bags and Boxes

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
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
Patrol box Med 4 lb. $80

Aluminium Travel Case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.

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 20; break DC 10).

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.

Day Pack: This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders.

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.

Range Pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 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.

Patrol Box: Originally developed for use by police officers, this portable file cabinet has found flavor with travelling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).

Clothing

The items described here represent special clothing types or unusual outfits that a character might need to purchase.

Clothes have two effects on game mechanics: one on Disguise checks and one on Sleight of Hand checks.

First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks.

Clothes also help to hide firearms, body armor and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.

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 a +2 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 a +2 equipment bonus on Fortitude 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

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.

Computers and Consumer Electronics
Object Size Weight Cost
--- Tech Level -1/0 ----
Camera, Film Tiny 1 lb. $100
Computer Mainframe Gagantic 5000 lb. $10/50 Million
Ham Radio Medium 10 lbs. $250
--- Tech Level 1 ----
Camera, Digital Tiny 0.5 lb. $100
Cell Phone Dim $80
Computer: Desktop Large 10 lb. $300
Computer: Notebook Med 5 lb. $400
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
--- Tech Level 2 ----
Computer, card Diminutive - $1000
Display contacts Fine - $500
--- Tech Level 3 ----
--- Tech Level 4 ----
Neural Computer Link Fine - $2500
Neural Network Jack, wireless Fine - $750

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, 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 a +1 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.

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.

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).

  • 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.
  • 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.

Printer: The colour inkjet printer described here is suited for creating hard copies of text and image files from computers.

Scanner: A colour flatbed scanner allows the user to transfer images and documents from hard copy onto a computer in digital form.

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.

Walkie -Talkie: This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.

  • 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.
  • 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Surveillance Gear

Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job.

Surveillance Gear
Object Size Weight Cost
Black Box Tiny 0.5 lb. $100
Caller ID Defeater Tiny 1 lb. $60
Cellular Interceptor Tiny 0.5 lb. $500
Lineman's Buttset Tiny 1 lb. $30
Metal Detector Small 2 lb. $30
Night Vision Goggles Small 3 lb. $400
Tap Detector Tiny 1 lb. $20
Phone Line Tap Tiny 0.5 lb. $140
Phone Rcvr Tap Tiny 0.5 lb. $140
Telephone Line Tracer Med 5 lb. $35

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.

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.

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.

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.

Metal Detector: This hand-held device provides a +10 equipment bonus on all Perception checks involving metal objects.

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).

-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.

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.

Telephone Tap: These devices allow a character to listen to conversations over a particular phone line.

  • 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).
  • 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.

Professional Equipment

This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.

Professional Equipment
Object Size Weight Cost
Bolt Cutter Med 5 lb. $45
Demolitions Kit Med 5 lb. $200
Duct Tape Tiny 1 lb. $5
Electrical Tool Kit Huge 33 lb. $400
Evidence Kit Med 8 lb. $400
Fake ID Fine See text
Forgery Kit Small 3 lb. $400
Handcuffs: Steel Tiny 1 lb. $25
Handcuffs: Zip-tie Dim 0.5 lb. $25
Lock Release Gun Tiny 0.5 lb. $75
Mechanical Tool Kit Huge 45 lb. $250
Multi Purpose Tool Tiny 0.5 lb. $5
Pharmacist Kit Med 6 lb. $150
Search-and-Rescue Kit Med 7 lb. $350
Spike Strip Huge 22 lb. $450

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

Car Opening Kit: This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock.

Demolitions Kit: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This provides a +2 circumstance bonus on Craft (explosives).

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.

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 provides a +2 circumstance bonus on Craft (electronic) checks.

Evidence Kits: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides a +2 circumstance bonus on Knowledge checks under appropriate circumstances.

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 Linguistics 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 Linguistics skill.

Forgery Kit: This kit contains everything needed to use the Linguistics skill to prepare forged items. This provides a +2 circumstance bonus on Linguistics skill.

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.
  • 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).

Lock Release Gun: This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).

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 provides a +2 circumstance bonus on Craft (mechanical) or Craft (structural) checks.

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.

Pharmacist Kit: A portable pharmacy provides a +2 circumstance bonus on 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 a +2 circumstance bonus on Survival skill.

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.

Survival Gear

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

Survival Gear
Object Size Weight Cost
--- Tech Level -1/0 ----
Binoculars: Standard Small 2 lb. $50
Binoculars: Range-Finding Small 3 lb. $150
Chemical Light Sticks (5) Tiny 1 lb. $15
Compass Dim 0.5 lb. $10
Fire Extinguisher Med 3 lb. $40
Flash Goggles Tiny 2 lb. $20
Flashlight: Penlight Dim 0.5 lb. $5
Flashlight: Standard Tiny 1 lb. $10
Gas Mask Small 5 lb. $25
GPS Receiver Tiny 1 lb. $150
Map: Road Atlas Tiny 1 lb. $1
Map: Tactical Map Tiny 0.5 lb. $10
Mesh Vest Med 7 lb. $20
Portable Stove Tiny 1 lb. $25
--- Tech Level 1 ----
Binoculars: Electro-Optical Small 4 lb. $400
Portable Environment Gen. Medium 5 lb. 13
Flashlight: Battery Flood Small 2 lb. $30
Portable Glow Lamp Tiny 0.5 lb. 4
Puritizer Small 2 lb. 9
Soother Pulse Diminutive - 14
--- Tech Level 2 ----
Aquaconverter Medium 4 lb. 13
Violet Rations Fine - 5
--- Tech Level 3 ----
--- Tech Level 4 ----

Binoculars: Binoculars are useful for watching opponents, wild game and sporting events from a long distance.

  • Standard: Standard binoculars reduce the range penalty for Perception checks to –1 for every 50 feet (instead of –1 for every 10 feet).
  • 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.


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.

Compass: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +2 equipment bonus on Survival checks.

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.

Flash Goggles: These eye coverings provide total protection against blinding light.

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.

  • 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.
  • 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.

-Note: A gas mask DOES NOT supply oxygen in a low-ox environment.

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.

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.

Road Atlas: They can be purchased for most major metropolitan areas, detailing every street in the entire region.

Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. The map gives a +2 equipment bonus to Survival and Knowledge (tactics) checks, due to the increased detail of information provided

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.

Portable Stove: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking.

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.

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.

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.

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.

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 a +6 equipment bonus on all Handle Animal checks when dealing with an animal identified in the soother pulse’s database.

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.

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.

Sensor Equipment

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

Sensor Equipment
Object Size Weight Cost
--- Tech Level -1/0 ----
--- Tech Level 1 ----
--- Tech Level 2 ----
Chemicomp Small 1 lb. 18
Geocomp Small 1 lb. 18
Motion Tiny 0.5 lb. 14
--- Tech Level 3 ----
Armacomp Small 1 lb. 18
Democomp Small 1 lb. 18
Electricomp Small 1 lb. 18
Mechanicomp Small 1 lb. 18
Medicomp Small 1 lb. 18
--- Tech Level 4 ----
Robocomp Small 1 lb. 18


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 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.

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.

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.

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.

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.

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.

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.

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.

Chemical and Medical Equipment

This is Chemical and Medical equipment. More about Chemicals and what they can do here.

Chemical and Medical Equipment
Object Size Weight Cost
--- Tech Level -1/0 ----
Herbs and Teas Kit Medium 3 lb. $200
--- Tech Level 1 ----
First Aid Kit Small 1 lb. $50
Surgery Kit Med 5 lb. $125
--- Tech Level 2 ----
Chemical, Antitox Diminutive - 6
Chemical, Boost Diminutive - 6
Chemical Neutrad Diminutive - 6
Chemical Solvaway Diminutive - 5
Chemical, sporekill Diminutive - 6
Medkit, advanced Small 3 lb. 7
Medkit, fast use Small 3 lb. 7
Plastic Surgery Kit, Personal Tiny 1 lb. 1
--- Tech Level 3 ----
Chemical, biocort Diminutive - 6
--- Tech Level 4 ----
Chemical, Plastiflesh Tiny 0.5 lb. 6
Chemical, Truthtell Diminutive - 8
Regen Wand Small 1 lb. 18


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.

First Aid Kit: This Kit is used to help stabilize a Character when down and to give a Minor (+1) advantage bonus to Treat Injury skill. With an automatic +1 health point.

Surgery Kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides a +2 circumstance bonus on the Heal skill.

Chemical, 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.

Chemical, 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 a +4 bonus to Strength and a +2 bonus on Reflex saves, increases the character’s movement speed by 10 feet, and increases the character’s massive damage threshold by +4. These effects last for 1 minute (10 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 a –2 penalty to her Dexterity and a –1 penalty on Fortitude 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 –4 penalty to Dexterity and –2 on Fortitude saves, and the recovery time increases to 48 hours.

Chemical, 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.

Chemical, 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.

Chemical, 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.

Medkit, Advanced: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks.

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. A character may use the Treat Injury skill with the fast-use medkit as a move action. The fast-use medkit cannot be used as a surgery kit.

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.

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.

Chemical, 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.

Chemical, 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.

Chemical, 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.

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 a +4 equipment bonus.

Miscellaneous Equipment

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 Cost
--- Tech Level -1/0 ----
--- Tech Level 1 ----
Duracable Medium 3 lb. 4
Grappler tag Tiny 1 lb. 5
Heads-up display Tiny 1 lb. 7
Laser tripwire Diminutive - 5
Nanobeacon Fine - 12
Shepherd chip Fine - 12
Spray LCD Tiny 0.5 lb. 8
--- Tech Level 2 ----
Disguise kit, morphic Tiny 1 lb. 12
Energy Shield Tiny 0.5 lb. 16
Flash-seal Tiny 1 lb. 8
Fusion torch Medium 3 lb. 10
Intellipicks Small 1 lb. 12
Jetpack Large 35 lb. 16
Neural Scrambler Small 1 lb. 10
Universal Comm. Tiny 0.5 lb. 6
--- Tech Level 3 ----
Force Field, Personal (DR 5/-) Small 2 lb. 18
Force Field, Personal (DR 10/-) Medium 6 lb. 22
GalPos Device Small 3 lb. 6
Grappling tether Small 2 lb. 9
Hologram Player Small 2 lb. 6
Hologram recorder Diminutive - 9
Piercing Visor Small 1 lb. 15
Power backpack Medium 3 lb. 8
Projectile Deflector Small 0.5 lb. 15
Micro-aural Comm. Fine - 6
--- Tech Level 4 ----
Hologuise Small 1 lb. 20
Matter shield Tiny 0.5 lb. 20
Neural Recorder Small 1 lb. 15
Photon Shield Small 2 lb. 24
Polyvox Tiny 0.5 lb. 10


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 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.

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 a +2 bonus on Spot 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.

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.

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.

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.

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.

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.

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 +6 equipment bonus on all Disguise checks while in use.

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.

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.

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.

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.

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.

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).

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).

A GalPos device with the satellite uplink gadget can function as a GPS receiver on worlds where such systems are available.

Grappling Tether: 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.

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. 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.

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 +4 equipment bonus to Defense against ranged attacks. Melee attacks are unaffected by this device.

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

An energy shield grants its wearer one of the following types of energy resistance, as determined by the wearer upon activation: cold resistance 5, electricity resistance 5, fire resistance 5, or sonic/ concussion resistance 5. As a move action, the wearer can adjust the shield to provide a different type of energy resistance, selected from the list above.

Force Field, Personal(DR 5 and DR 10): 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 personal force field comes in two varieties, one that provides a DR of 5/— and another that provides DR 10/—. The device contains a power pack that provides up to 2 hours of use. A power backpack may be used to extend this duration to 8 hours.

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.

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.

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.

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.

The matter shield grants its wearer DR 5/— against ballistic, bludgeoning, piercing, and slashing attacks.

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.

Using a microcom does not provoke a normal Listen check and cannot be heard by any normal means.

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.

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.

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 Spot 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.

Polyvox: The polyvox translates the languages of different cultures and species.