General Equipment

From FuturePath
Jump to navigation Jump to search

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

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

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

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

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

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

Bags and Boxes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clothing

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

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

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

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

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

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

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

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

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

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

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

Computers and Consumer Electronics

Crafting Type: Electronic
Computers and Consumer Electronics
Object Size Weight Cost
--- Tech Level -1/0 ----
Camera Tiny 1 lb. $100
Computation Device Gagantic/Tiny 5000 lb./0.0001 lb $50 Million/$500
Image Replicator Medium 10 lbs. $250
Recorder Small 1 lb. $200
Remote Communications Small/Tiny 1 lb/0.01 lb. $1,000/300
--- Tech Level 1 ----
Camera, Digital Tiny 0.5 lb. $100
3D Fabricator/Scanner Large 500 lbs. ~$5,000
A.I Assistant Software - - $1,000
--- Tech Level 3 ----
Hackcard Dim 0.01lbs. $2,500
--- Tech Level 4 ----
Conscience Backup Device Large 1,000 lbs. $10 Million
Neural Link Fine - $250,000

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Crafting Materials and Equipment

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

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

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

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

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

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

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

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

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

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

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

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

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

Surveillance Gear

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Profession Kits

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

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

Professional Equipment
Object Size Weight Cost/Procure Diff.
Chemists Kit Med 5 lb. $250
Disguise kit, morphic Tiny 1 lb. 12
Demolitions Kit Med 5 lb. $200
Electrical Tool Kit Huge 33 lb. $400
Evidence Kit Med 8 lb. $400
First Aid Kit Small 1 lb. $50
Forgery Kit Small 3 lb. $400
Lock Picking Kit Small 5 lbs. $300/1
Mechanical Tool Kit Huge 45 lb. $250
Medkit Small 3 lb. $2500
Pharmacist Kit Med 6 lb. $150
Search-and-Rescue Kit Med 7 lb. $350
Surgery Kit Med 5 lb. $1000

Chemist Kit: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.

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

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

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

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

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

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

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

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

Medkit: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.

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

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

Surgery Kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage circumstance bonus on the Treat Injury skill's Stabilize and Surgery.

Survival Gear

Crafting Type: Mechanical

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

Survival Gear
Object Size Weight Cost
--- Tech Level -1/0 ----
Compass Small 1 lb. $50 / 0
Directed Light Source Small 3 lb. $25 / 0
Face Mask Small 3 lb. $250 / 0
Portable Stove Medium 10 lb. $300 / 0
Range Finding Binoculars Small 2 lb. $300 / 0
Rations (5 day pack) Medium 10 lb. $100 / 0
Rope (25ft) Small 4 lb. $100 / 0
Rural Map Dim 0.1 lb. $10 / 0
Terran Map Dim 0.1 lb. $15 / 1
Towel Tiny 1 lb. $15 / 0
Urban Map Dim 0.1 lb. $10 / 0
--- Tech Level 1 ----
Binoculars: Electro-Optical Small 4 lb. $400
Emergency Light Source (5 pack) Tiny 2 lb. $30 / 0
Hazard Suits Large 15 lb. $1,000 / 1
Planetary Satellite Navigation Tiny 1 lb. $225 / 0
Stellar Navigation Device Small 2 lb. $350 / 0
--- Tech Level 2 ----
Aquaconverter Medium 6 lb. $1,200 / 0
Star Map Fine - $100 / 0
--- Tech Level 3 ----
Gravimetric Positioning Device Medium 10 lb. $1,500 / 0
--- Tech Level 4 ----
Environmental Recreation Personal Shield Small 1 lb. $10,000 / 1


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

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

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

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

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

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

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

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

  • In-Game Bonus: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon. +1 for every Tech Level above 2.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sensor Equipment

Crafting Type: Electronic

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. $1500
Geocomp Small 1 lb. $1500
Motion Tiny 0.5 lb. $1000
--- Tech Level 3 ----
Armacomp Small 1 lb. $2500
Democomp Small 1 lb. $2500
Electricomp Small 1 lb. $2500
Mechanicomp Small 1 lb. $2500
Medicomp Small 1 lb. $2500
--- Tech Level 4 ----
Robocomp Small 1 lb. $4000


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.

Poisons and Acids

Crafting Type: Chemical

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

Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.

Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.

Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

Cost and Procure Diff: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

Craft DC: The DC of the Craft check to create a quantity of the poison.

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

Table: Poisons
Poison Type Save DC Initial Damage Secondary Damage Cost
Procure Diff
Craft DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con $750 / +2 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str $200 / +1 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str $2000 / +2 n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con $200 / +1 9 1 hr.
Blue-ringed octopus venom Injury 15 1d4 Con 1d4 Con $2000 / +2 n/a n/a
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hours $1000 / +2 28 8 hr.
Chloroform1 Inhaled 17 Unconsciousness 1d3 hours $750 / +2 24 4 hr.
Curare (plant) Injury 18 2d4 Dex 2d4 Wis $7,500 / +2 n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con $7,500 / +3 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con $1000 / +2 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str $750 / +2 20 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 1d3 hours $1000 / +2 26 8 hr.
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con $500 / +1 17 2 hr.
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con $500 / +1 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con $1000 / +2 26 8 hr.
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con $750 / +2 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con $750 / +2 24 4 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes $1200 / +2 n/a n/a
Rattlesnake venom Injury 12 1d6 Con 1d6 Con $1000 / +2 n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con $7,500 / +3 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str $1000 / +1 n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con $750 / +2 23 4 hr.
Tear gas Inhaled 15 Nauseated 1d6 rounds $750 / +2 21 4 hr.
VX nerve gas Inhaled 22 1d6 Con 2d6 Con $10,000 / +4 42 48 hr.

Medical Items

Crafting Type: Pharmaceutical

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 ----
--- Tech Level 1 ----
Solvaway Diminutive - $150
Healing Concoction - - $500
Immunity Concoction - - $500
Pill Capsules (5-Pack) Fine - $1
Syringe Diminutive - $1
Spray Bottle Tiny - $5
Spray Grenade Small - $10
Restorative Concoction - - $500
--- Tech Level 2 ----
Antitox Diminutive - $1000
Boost Diminutive - $1000
Neutrad Diminutive - $250
Sporekill Diminutive - $250
Regenerative Concoction - - $1000
--- Tech Level 3 ----
biocort Diminutive - $500
--- Tech Level 4 ----
Plastiflesh Tiny 0.5 lb. $1500
Truthtell Diminutive - $2500
Regen Wand Small 1 lb. $3000


Solvaway: Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangler guns and tangler grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the compound had dissolved on its own.

Healing Concoction: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are "Pill Capsules", "Syringe", "Spray Bottle", or "Spray Grenade". A single dose of the Healing Concoction can go into either 4 of this devices each with a different method of administering the medicine.

Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech and Craft level. The number of dice is determined by the concentrations and thus bill of materials as well as crafting skill. The more dice or the higher level dice both effect how hard it is to Craft. d6 is Tech 1 and so on too Tech 4 which is d12. You can only craft healing concoctions as high as your current Tech Level. Tech 1 requires Rank 2, Tech 3 requires +1 skill Rank and Tech 4 requires +2 skill ranks.

Each time a dice is added the price of the Healing Concoction increases by $500 what it was before and each die level increases by another $500 per die. So 2dX is $1,000 and 3dX is 1,500 and so on. Each dice added beyond 1 also increases the Crafting skill required to craft it by one starting with 2dX with Craft Rank 2. So a 4d8 Healing Concoction would cost $4,000 and require Tech Level 2 and Crafting Pharmaceutical skill Rank of 4.

As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare.

Healing Concoction Overview
Dice =>
v=# of Dice=v
Xd6 ($500) Xd8 ($1,000) Xd10 ($1,500) Xd12 ($2,000)
Tech 1 / Rank +0 Tech 2 / Rank +0 Tech 3 / Rank +1 Tech 4 / Rank +2
1dX
Craft Rank 2
1d6 /
$500
1d8 /
$1,000
1d10 /
$1,500
1d12 /
$2,000
2dX
Craft Rank 2
2d6 /
$1,000
2d8 /
$2,000
2d10 /
$3,000
2d12 /
$4,000
3dX
Craft Rank 3
3d6 /
$1,500
3d8 /
$3,000
3d10 /
$4,500
3d12 /
$6,000
4dX
Craft Rank 4
4d6 /
$2,000
4d8 /
$4,000
4d10 /
$6,000
4d12 /
$8,000
5dX
Craft Rank 5
5d6 /
$2,500
5d8 /
$5,000
5d10 /
$7,500
5d12 /
$10,000 / 1
6dX
Craft Rank 6
6d6 /
$3,000
6d8 /
$6,000
6d10 /
$9,000 / 1
6d12 /
$12,000 / 2
7dX
Craft Rank 7
7d6 /
$3,500
7d8 /
$7,000 / 1
7d10 /
$10,500 / 2
7d12 /
$14,000 / 2
8dX
Craft Rank 8
8d6 /
$4,000 / 1
8d8 /
$8,000 / 2
8d10 /
$12,000 / 2
8d12 /
$16,000 / 3

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

Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item.

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

There are no bonuses associated with Crafting the item. Crafting this item takes 1/4th the normal time and has a DC of 5. If a Character has a Craft skill total of 5 or higher then they automatically are successful.

Syringe: Another very simple and cheap way to administer a "Concocation". Craft skill for this can either be 'Structural' or 'Pharmaceutical'. The point of a Syringe is that it can be administered by somebody else where as a "Pill Capsule" has to be used directly by the person taking the pill. A Syringe can only be used once and then is disposed of.

There are no bonuses associated with Crafting the item. Crafting this item takes 1/4th the normal time and has a DC of 5. If a Character has a Craft skill total of 5 or higher then they automatically are successful.

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

A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range or 5 more uses. The crafter decides.

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

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

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

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.

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

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

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

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

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

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

Regenerative Concoction: This acts just like the "Healing Concoction" except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from "Healing Concoction" when it comes to price and crafting level.

Biocort: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period.

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.

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

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

Regen Wand: A regen wand is a tubular device roughly fifteen inches long. It emits waves of energy that promote cellular growth and healing. A character can use a regen wand as a first aid kit or medical kit. Because of the device’s simplicity, Treat Injury checks made with the regen wand gain double Advantage equipment bonus.

Miscellaneous Equipment

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

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

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

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

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

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.

Fake ID: Purchasing a falsified driver's license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has the Linguistics skill. When a character purchases a fake ID, the GM secretly makes a Language check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $100 + $10 per each rank in the forger's Language skill.

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

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

  • 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).

Heads-Up Display (HUD): One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.

Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer’s optical nerve and tampers with the signals sent to the brain.

The standard HUD can be used to highlight the outline of a person or object on voice command, granting an Advantage bonus on Perception checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time. Individual software packages (represented as gadgets) can further augment the abilities of a HUD.

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

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.

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.

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.

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 +1 equipment bonus to AC against ranged attacks. Melee attacks are unaffected by this device.

The deflector requires special small sized ammunition in the form of battery cells. Its uses works like ammunition for weapons. Each battery back has 5 uses and each round uses one of them. The Deflector will need to be reloaded like a weapon after 5 rounds.

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

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

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

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 +1 against all damage types except thermal. The shield is thrown down and covers a 15ft diameter circle. Most bio matter can pass thru the shield without struggle others have to do a strength check of DC10. Once activated the shield becomes damaged and cannot be used again without repair and a replacement battery back which can be bought as Large Special Ammunition in the form of a battery back. The matter shield stays active for 10 rounds or 30 seconds.

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 Perception check (DC 40 if the character is not moving, DC 20 if he or she is moving). Additionally, a character wearing a photon shield gains total concealment (50% miss chance) against attacks, even if the attackers correctly pinpoint its fighting space.

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

Bundle Packs

Place Holder

Customization And Upgrades

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

There are two forms of improvement.

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

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

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

Improvements

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

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