Equipment

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Basic Artificial Organ
An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear.

Benefit: The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.

Type: Internal.

Defense Rating/Hit Points: 0/2.

Base Cost: Cr 60,000.

Basic Prosthetic Arm
A prosthetic arm fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist.

Benefit: The prosthetic arm duplicates the function of its biological counterpart. It provides no special game benefits.

Type: External.

Defense Rating/Hit Points: 3/5.

Base Cost: Cr 60,000.

Basic Prosthetic Leg

A prosthetic leg fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle.

Benefit: The prosthetic leg duplicates the function of its biological counterpart. It provides no special game benefits.

Type: External.

Defense Rating/Hit Points: 3/7.

Base Cost: Cr 60,000.

Improved Artificial Organ
This improved version of the TL8 artificial organ not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The improved artificial organ duplicates the function of its biological counterpart and cannot be disabled if the recipient takes a Major Wound.

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 100,000.

Improved Prosthetic Arm
This improved version of the TL8 prosthetic arm not only replaces a lost or destroyed arm but is also more resilient than its technological predecessor.

Benefit: The improved prosthetic arm duplicates the function of its biological counterpart but has more armour and hit points than the basic TL8 prosthesis.

Type: External.

Defense Rating/Hit Points: 5/10.

Base Cost: Cr 100,000.

Improved Prosthetic Leg
This improved version of the TL8 prosthetic leg not only replaces a lost or destroyed leg but is also more resilient than its technological predecessor.

Benefit: The improved prosthetic leg duplicates the function of its biological counterpart but has more armour and hit points than the basic TL8 prosthesis.

Type: External.

Defense Rating/Hit Points: 5/15.

Base Cost: Cr 100,000.

Advanced Artificial Organ
This advanced version of the TL8 artificial organ and TL10 improved organ not only replaces a defective or destroyed biological organ but is also more resilient and less impairing than its technological predecessors.

Benefit: The advanced artificial organ duplicates the function of its biological counterpart and cannot be disabled if the recipient takes a major wound. In addition, the advanced organ does not count toward the number of cybernetic implants the recipient has before suffering side effects (see Number of Implants).

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 120,000

Advanced Prosthetic Arm
This advanced version of the TL8 prosthetic arm and TL10 improved arm not only replaces a lost or destroyed arm but is also more resilient and less impairing than its technological predecessors.

Benefit: The advanced prosthesis duplicates the function of its biological counterpart. In addition, the advanced arm does not count toward the number of cybernetic implants the recipient has before suffering side effects (see Number of Implants).

Type: External.

Defense Rating/Hit Points: 5/10.

Base Cost: Cr 120,000.

Advanced Prosthetic Leg
This advanced version of the TL8 prosthetic leg and TL10 improved leg not only replaces a lost or destroyed leg but is also more resilient and less impairing than its technological predecessors.

Benefit: The advanced prosthesis duplicates the function of its biological counterpart. In addition, the advanced leg does not count toward the number of cybernetic implants the recipient has before suffering side effects (see Number of Implants).

Type: External.

Defense Rating/Hit Points: 5/15.

Base Cost: Cr 120,000.

Anti-Shock Implant
This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.

Benefit: The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).

Type: Internal.

Defense Rating/Hit Points: 0/1.

Base Cost: Cr 50,000.

External Weapon Mount
The recipient’s prosthetic arm ends in a weapon instead of a hand.

Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.

Type: External.

Defense Rating/Hit Points: 10/5 (mount only).

Base Cost: Melee weapon mount Cr 50,000, ranged weapon mount Cr 60,000 (the cost does not include the prosthetic arm or weapon).

Restriction: Military.

Identity Chip
Identity chips provide identification without requiring visual recognition— high-tech ID cards that function even when the wearer is unrecognisable. Identity Chips do not increase a character's ROB nor can they cause interference with other implants.

Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make purchases even when separated from his funds.

Type: Internal.

Defense Rating/Hit Points: 0/1.

Base Cost: Cr 20,000.

Injector Unit
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.

Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of a chemical. The hypos normally contain the following medicinal chemicals: Antitox, Boost, Neutrad, Sporekill, or Biocort but there is no reason why they can't be replaced with other chemicals. Using a combat action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced using a combat action.

Type: External.

Defense Rating/Hit Points: 2/5.

Base Cost: Cr 50,000 (medical hypos must be purchased separately).

Nightvision Optics
The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: The recipient operates as if he had the Darksight trait.

Type: Internal.

Defense Rating/Hit Points: –/2 (per eye).

Base Cost: Cr 90,000.

Subdermal Comm
The recipient has a small comm unit installed underneath the skin of his throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

Benefit: The recipient may carry on conversations using the subcutaneous comm. device without raising his voice above a whisper; Listen checks made to hear the recipient suffer a –20% penalty. The tiny speaker implanted in the recipient’s ear enables him to hear the other side of the conversation, but others cannot.

Type: Internal.

Defense Rating/Hit Points: 0/2.

Base Cost: Cr 70,000.

Anti-Flare Implants
The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.

Benefit: Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient.

Type: Internal.

Defense Rating/Hit Points: 0/1 (per eye).

Base Cost: Cr 40,000.

Internal Weapon Mount
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.

Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a Combat action.

Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check.

Type: Internal.

Defense Rating/Hit Points: 10/5 (mount only).

Base Cost: Melee weapon mount Cr 60,000, ranged weapon mount Cr 80,000 (the cost does not include the prosthesis or weapon).

Skill Augmentation
The character’s nervous system is rewired to be more suited to a particular task. A pilot might have his reflexes and sense of balance improved; a broker might be made capable of controlling his pupil responses and smelling the pheromones and skin salinity of the other party.

Benefit: A skill augmentation gives the character a +20% Bonus when using that skill.. A character must possess the augemented skill at 10% to benefit from the augmentation. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple skill implants, but each is considered a separate cybernetic implant.

Type: Internal.

Defense Rating/Hit Points: 0/1.

Base Cost: Cr. 50,000.

Stabilizer
A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.

Benefit: If reduced to a level where he would normally be dead, the character is stabilised and held at death's door.

Type: Internal.

Defense Rating/Hit Points: 0/3.

Base Cost: Cr 100,000.

Telescopic Optics
The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Telescopic optics reduce the range difficulty modifier for Perception checks by one level (Very hard to Hard, Easy to very Easy).

Type: Internal.

Defense Rating/Hit Points: 0/2 (per eye).

Base Cost: Cr 50,000.

Voice Stress Analyzer
Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

Benefit: The recipient gains a +20% bonus on all Sense Motive rolls.

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 80,000.

Anti-Stun Implant
This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.

Benefit: The recipient cannot be stunned.

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 150,000.

Body Repair Weave
A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.

Benefit: The recipient heals naturally at twice the normal rate.

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 100,000.

Data Archive
A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.

Benefit: The recipient gains access to an information database that grants a +20% equipment bonus on all Knowledge checks.

Type: Internal.

Defense Rating/Hit Points: 0/2.

Base Cost: Cr 120,000.

Fortified Skeleton
The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

Benefit: The recipient gains +5 Hit Points to each treated hit location.

Type: Internal.

Defense Rating/Hit Points: N/A.

Base Cost: Cr 120,000

Initiative Implant
The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.

Benefit: The recipient gains a +2 bonus on initiative checks.

Type: Internal.

Defense Rating/Hit Points: 0/10.

Base Cost: Cr 100,000.

Neural Comm
A neural comm has identical capacities to a standard comm, but the cost is much higher and the TL is increased by 2. For example, an audio-only comm costs 250 Credits and is TL 10.

Benefit: A character can access the capabilities of a neural comm by thought alone but must still make any relevant skill checks and must still speak aloud to send audio messages.

Type: Internal

Defense Rating/Hit Points: 2/4

Base Cost: Varies by TL.

TL 10

Audio only

Cr. 1,000

TL 12

Audio and visual

Cr. 5,000

TL 14

Multiple forms of data

Cr. 20,000

Subdermal Body Armour
Subdermal body armour consists of small plates of flexible armour or a mesh of ballistic fibres implanted under the recipient’s skin.

Benefit: The character gains natural armour in addition to any worn armour. The Defense Rating depends on the density of the armour: Light +2, Medium +4, Heavy +6.

Type: Internal.

Defense Rating/Hit Points: –/N/A.

Base Cost: Light Cr 60,000, Medium Cr 100,000, or Heavy Cr 120,000.

Augmentation
Replacing slow nerve cells with faster synthetic substrates and implanting optoelectronic boosters can increase the speed at which a character thinks, effectively boosting his Intelligence.

Benefits: A permanent increase in INT, the number of points increased depends on the TL of the implant.

Type: Internal

Defense Rating/Hit Points: N/A

Base Cost: See below

TL 12

INT+1

Cr. 500,000

TL 14

INT +2

Cr. 1,000,000

TL 16

INT +3

Cr. 5,000,000

Laser Optics
The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.

Benefit: Using laser optics is a missile attack action. A “laser eye” deals 2d6 points damage, and has a normal range of 20m. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points damage). A creature equipped with multiple laser eyes must fire them simultaneously at the same target.

Type: Internal.

Defense Rating/Hit Points: 0/2 (per eye).

Base Cost: Single Cr 150,000, pair Cr 200,000.

Luminous Skin
Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer.

Benefit: The recipient can control the brightness of the luminescence as combat action, negating it entirely if desired. As its most intense, luminous skin can illuminate spaces adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.

Type: Internal.

Defense Rating/Hit Points: 0/0 (luminous skin ceases to function when the recipient is killed).

Base Cost: Cr 10,000 (Cr 12,000 for chronometer version).

Nanocomputer
The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.

Benefit: The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (Base Cost 5), allowing the recipient to transfer data without the benefit of a modem.

Type: Internal.

Defense Rating/Hit Points: –/4.

Base Cost: 35 (36 with integrated cellular modem).

Mindscreen Implant
A small implant in the recipient’s brain protects him against mental attacks.

Benefit: The recipient gains a +2 equipment bonus on saving rolls against mind-affecting attacks.

Type: Internal.

Defense Rating/Hit Points: –/2.

Base Cost: 28.

Physical Characteristic Augmentation
A character’s Strength, Constitution, Dexterity or Charisma can be increased in various ways, from replacing motor neurons with faster synthetic cells, to reinforcing bones and replacing organs with tougher vat-grown clones or producing pheromones via Subdermal glands. Augmentations must be purchased for each characteristic separately.

Benefits: Permanent increase of a single characteristic by a number of points depending on the TL.

Type: Internal

Defense Rating/Hit Points: N/A

Base Cost: See below

TL 11

Characteristic +1

Cr. 500,000

TL 12

Characteristic +2

Cr. 1,000,000

TL 15

Characteristic +3

Cr. 5,000,000

Prosthetic Enhancer
This implant attaches to a prosthetic arm or leg, making it stronger.

Benefit: If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by +5. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional 1 point of damage.

If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage.

A prosthetic enhancer does not count toward the total number of cybernetic implants the recipient can have before taking negative levels (see Number of Implants).

Type: Internal.

Defense Rating/Hit Points: –/2.

Base Cost: Cr 120,000

Rage Implant
This brain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.

Benefit: The recipient can activate the implant as a Combat action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +20% morale bonus, but he takes a –20% penalty to Dodge.

The increase in Constitution increases the recipient’s hit points, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including manifesting Psionic powers), or any items that must be activated to function.

The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.

At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.

Type: Internal.

Defense Rating/Hit Points: 0/3.

Base Cost: Cr 150,000

Skill Plexus
This unit, implanted in the recipient’s brain, allows multiple skill augmentations to function as a single cybernetic implant.

Benefit: The recipient may have up to four skill augmentation implants attached to the skill plexus, and together they are treated as a single cybernetic implant. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.

Type: Internal.

Defense Rating/Hit Points: 0/4.

Base Cost: Cr 180,000 (does not include skill implants).

Targeting Optics
The recipient’s eyes are replaced with ocular implants that use a projected targeting system to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Targeting optics grant a +20% bonus on all attack rolls made with ranged weapons.

Type: Internal.

Defense Rating/Hit Points: 0/2 (per eye).

Base Cost: Cr 80,000

Wafer Jack
A wafer jack is a computer system implanted into the base of the skull that consists of an external data socket and a processor running an interface program.

Benefit: A character with a wafer jack can use computer modules for tasks relying on Intelligence or Education only. The main benefit of the jack is that it is much smaller and more discrete than a hand computer, and the user can access the computer module by thought alone. A wafer jack is an INT 3 Computer (INT 6 at TL 13). It is always running Intelligent Interface at no cost.

Type: Internal

Defense Rating/Hit Points: 0/1

Base Cost: Cr. 10,000.

Wireless Wafer Jack
A wireless wafer jack is the same as a wafer jack but uses a wireless connection, so it does not need a data cable plugged into the interface.

Benefit: A character with a wireless wafer jack can use computer modules in the same way that someone with a wafer jack can, however he does not need to be wired into the computer network, he can be free-roaming as long as a wireless network is available. Such networks are normally present in TL8+ environments. There is a danger, however, that someone with a wireless wafer jack can be hacked into by somebody else unless he had a good security module loaded into the wafer jack.

Type: Internal

Defense Rating/Hit Points: 0/1

Base Cost: Cr. 40,000.

Invisiware
This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).

Benefit: By using invisiware to bend light around its body, a creature can turn invisible.

While invisible, the creature gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space.

Activating or deactivating invisiware is a Combat action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.

Type: External.

Defense Rating/Hit Points: 4/20.

Base Cost: Cr 200,000

Equipment infodump
Personal Display Equipment

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.

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 can further augment the abilities of a HUD.

Display Contacts: 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.

Counter-Security Equipment

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 centre 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 gives the character a bonus of +40% ro the skill attempted. Each time the hackcard is used there is a 10% chance of it being detected and nullified if used on high-tech equipment. A nullified hackcard is useless.

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 colour, a hair prosthetic that changes colour, 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 +20% bonus on all Disguise checks while in use.

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 give a +40% bonus to any attempt to disable, disarm or unlock any piece of equipment or conventional lock. Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.

Security Equipment

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.

Other Equipment

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.

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 20 metres (good manoeuvrability).

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 +20% bonus on all Animal checks when dealing with an animal identified in the soother pulse’s database.

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 it is on, or what star system it 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.

Piercing Visor: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a combat 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.

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 centres 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.

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.

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 roll 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 an INTx2% roll to prevent the recorder from functioning.

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.

Polyvox: The polyvox translates the languages of different cultures.

Tools

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.

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.

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.

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.

Toolkits

Technical skills require specialist tools of various kinds. These kits contain diagnostic sensors, hand tools, computer analysis programs and spare parts. All kits cost Cr. 1,000 and weigh 12 kg.

Combat Engineering: Required for building or maintaining combat fieldworks

Engineer (specific specialty): Required for performing repairs and installing new equipment.

Forensics: Required for investigating crime scenes and testing samples.

Interrogation: Required for interrogating a suspect

Mechanical: Required for repairs and construction.

Scientific: Required for scientific testing and analysis.

Surveying: Required for planetary surveys or mapping.

Weapon Engineering: Required for repairing or constructing weapons

Communications

Battle Computer: The battle computer is a man-portable system (backpack weighing 18 kilograms) capable of capturing and collating intelligence and providing approximations of enemy forces. It can be linked to untended ground sensors via communication links to increase its potential and can provide visual displays overlaid on maps when interfaced with a map box (see below). When attached to a communicator it can direct a powerful laser communication beam at one of several preprogrammed targets (such as relay satellites or tactical communication hubs) and automatically switch to back-up relays if primaries are jammed or rendered inaccessible. A battle computer system grants the commander of any battle a +20% bonus to all Tactics rolls when dealing with a monitored area. Availability is 10+, cost is Cr. 100,000.

Bug: Surveillance devices such as hidden microphones and tiny cameras, bugs are available from TL 5 onwards. They rapidly miniaturise and become more intelligent. A TL 14 bug can be no bigger than a dust mote. The smaller a bug, though, the shorter its range – a bug that transmits data needs a much larger power supply than one that just records until it is collected.

TL 5

Audio

Cr. 50

TL 7

Audio or Visual

Cr. 100

TL 9

Audio or Visual or Data

Cr. 200

TL 11

Audio/Visual/Data

Cr. 300

TL 13

Audio/Visual/Data/Bioscan

Cr. 400

TL 15

Audio/Visual/Data/Bioscan/Computer

Cr. 500

Audio: The bug records anything it hears.

Visual: The bug records anything it sees.

Data: If attached to a computer system, the bug can search and copy data from the computer. The bug cannot breach computer security on its own, but if a user accesses the computer in the bug’s presence, the bug can read his data.

Bioscan: The bug has a basic biological scanner, allowing it to sample the area for DNA traces, chemical taint and so forth.

Computer: The bug has an onboard computer system with an INT 3 Specialised Computer.

A bug can be active or passive. An active bug transmits data (either constantly, or when triggered). Passive bugs just record until activated.

Transceiver: A transceiver is a stand-alone communications device. Unlike a comm, which relies on the presence of an established communications network, a transceiver can send and receive directly under its own power.

To reach orbit reliably, a transceiver needs a range of 500 kilometres.

Radio Transceivers

Mass (kg)

Range

Cost (Cr.)

TL 5

20

Distant (5 km)

50

TL 8

2

Distant (5 km)

100

TL 9 (Computer INT 3)

1

Very Distant (50 km)

250

TL 12 (Computer INT 4)

1

Regional (500 km)

500

TL 13 (Computer INT 5)

1

Continental (5,000 km)

1,000

Laser Transceivers

TL 9

1.5

Regional (500 km)

100

TL 11 (Computer INT 3)

0.5

Regional (500 km)

250

TL 13 (Computer INT 4)

-

Regional (500 km)

500

Comm: A personal comm unit is a portable telecommunications device/computer/camera, ranging in size from a bulky handset to a slim watch or pen-like cylinder. Larger comms have physical controls and screens, while smaller units either project data and control displays onto nearby surfaces, have fold-out plastic screens, or connect to cybernetics. Comms have only short-range transmission and reception capabilities, but most technologically advanced worlds will have planet-wide comm networks allowing the user to send messages and access data anywhere.

TL 6

Audio only

Cr. 50

TL 8

Audio and visual, computer INT 3

Cr. 150

TL 10

Multiple forms of data, computer INT 4

Cr. 500

Commdot: A commdot is a tiny microphone/speaker and transmitter, ranging in size between a few centimetres and a few millimetres across. A commdot is capable of interfacing with another communications device and relaying messages back and forth. Commdots have a range of only a few metres. They are usually used as hands-free communicators, but can also be used as improvised bugs or throat microphones. Cr. 10 each.

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).

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.

Radio Jammers: First available in base-camp versions, and then made portable by tech level 8, the radio jammer suite is a static generator that fills the wavelengths with incomprehensible noise. The basic models make radio-wave communications impossible up to 2 km of its location. It requires a Difficult Electronics roll to get a single transmission through. Most jammers are not effective against tight beam laser communication, however. Cost: Cr. 500.

(TL 8): This version is more efficient, raising the range to 5 km and the cost to Cr. 2,000.

(TL 10): personal This version is as small as a cufflink, and has a 10 km range. It costs Cr. 5,000.

(TL 10): stationary This is a huge version of a jammer attached to a power plant or starship, jamming unsanctioned radio communications up to 100 km away from its location. It costs Cr. 20,000.

Rescue Transponder: Activated with a quick snap of a safety tag, normally when wounded or captured, the tracker sends out a nearly constant emergency signal across several bandwidths to let allies know where the wearer is. It has a 10 km range, lasts twelve hours, has no Availability score, and costs Cr. 50.

(TL 10): This version is more efficient, raising the range to 200 km and the cost to Cr. 200.

(TL 13): This version is not worn; it is swallowed and has a 1000 km range. It costs Cr. 750.

Tactical Relay Network: Every participating member on a tactical relay network can use the Tactics skill of the character monitoring the central hub, to a limit depending on the TL of the network.

TL

Information Relayed

Maximum Tactics Level Used

Cost1

TL6

Audio only

Tactics 60%

Cr. 50

TL8

Audio and visual

Tactics 70%

Cr. 100

TL10

A/V, Transponder location

Tactics 80%

Cr. 200

TL12

A/V, medical readings, equipment status

Tactics 90%

Cr. 350

1 This cost is per member unit; the central hub costs ten times this amount.

Holographic Equipment

Holographic Projector: A holographic projector is a toaster-sized box that, when activated, creates a three-dimensional image in the space around it or nearby – the range is approximately three metres in all directions. The image can be given pre-programmed animations within a limited range and the projector includes speakers for making sound. The projected holograms are obviously not real so this device is mostly used for communication. The TL 12 version can produce holograms real enough to fool anyone who fails an Intelligence check (made upon first seeing the hologram) and the TL 13 version can produce holograms that are true-to-life images. TL 11 Cr. 1,000, TL12 Cr. 2,000, TL13 Cr. 10,000.

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 colour 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 +20% bonus to Disguise.

Medical Equipment

Cryoberth: A cryoberth, or ‘icebox’, is a coffin-like machine similar to the low or frozen berths used on some spacecraft. A cryoberth can be used to place a severely injured character into stasis until he receives medical treatment. While in a cryoberth, a character’s wounds neither heal nor degrade and all disease and poison activity is halted. A cryoberth’s internal power system can function for up to one week on its own, but a berth is usually connected to a vehicle’s power supply. Wt. 200 kg, Cr. 50,000.

SickBed: A SickBed is an automated machine that provides various levels of support, but is not as advanced as a MediBay. At its basic it is a Life Support System and can be used to keep an injured or sick person alive and stable. Unlike in a cryoberth, a patient in a Sickbed is not frozen and is often awake and alert, although under medication. A Sickbed cannot perform operations but does allow a Medic to perform operations and assists where possible. A SickBed is a small AI in itself and has an INT of between 2 and 4, depending on its TL. Cost: Cr 100,000.

MediBay: A MediBay is an automated machine that provides various levels of support. At its basic it is a Life Support System and can be used to keep an injured or sick person alive and stable. However, a MediBay can also perform simple operations and can assist a Medic in performing complex operations. A MediBay is a small AI in itself and has an INT of between 4 and 8, depending on its TL. Cost: Cr 200,000.

Regen Tank: A Regen tank is a tank filled with amniotic fluid that stimulates the regrowth of severed limbs or other body parts. A limb takes 1 week per 10% lost, other body parts take 1 day per 10% lost. The regrown limb or body part operates as normal but is without any scars or special properties obtained over the years. Cost: Cr 300,000.

Medikits

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 without needing a medical roll.

Adhesive Bandages: The use of adhesive bandages while using the Medic skill halves the time it takes to perform first aid, but incurs a -10% Penalty to the Medic skill roll. The cost is Cr. 10 for a three-dose tube.

TL8: Cr. 50 for a five use spray.

TL10: Cr. 75 for a ten use roll-on.

TL12: Cr. 100 for twenty use applicator wand.

TL14: Cr. 500 for a hundred use gelling gun.

Medkit, Advanced: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +20% bonus to all Treat Injury checks. Cost: Cr 50.

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 combat action.

The fast-use medkit cannot be used as a surgery kit. Cost: Cr 500.

Medikit: There are different types of medikit available at different Technology Levels. All medikits contain diagnostic devices and scanners, surgical tools and a panoply of drugs and antibiotics, allowing a medic to practise his art in the field. Higher-technology medikits do not give a bonus to basic treatment, but can help with more exotic problems or when treating augmented individuals. For example, a TL 8 medikit can test blood pressure and temperature (among other things); a TL 14 kit has a medical densitometer to create a three-dimensional view of the patient’s body and can scan brain activity on the quantum level. All medikits weigh 8 kg.

TL 8: Cr, 1,000.

TL 10: Cr. 1,500.

TL 12: Cr. 5,000.

TL 14: Cr. 10,000.

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 colour. Using the kit takes one hour, during which the character is unconscious.

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, Medical checks made with the regen wand gain a +40% bonus.

Trauma Pack: The use of a trauma pack requires a Medic roll, but will give a wounded character back a temporary 1d6 Hit Points. These Hit Points can be used to bring a technically 'dead' character back from 0 or less Hit Points (so long as the new total is above 0), so long as they suffered their last wound within 30 seconds. This regained Hit Points lasts for 1d6 hours - at which point it vanishes, potentially killing them. A character can only benefit from one administration of a trauma pack per day. Higher technological versions of the trauma pack are not any more efficient, merely lighter.

TL8: Weight 2 kg, Cr. 750.

TL10: Weight: 1 kg, Cr. 1,500.

TL12: Weight: 0.5 kg, Cr. 3,500.

TL14: Negligible Weight, Cr. 7,500.

Medicinal Drugs

Medicinal Drugs include vaccines, antitoxins and antibiotics. They range in cost from five credits to several thousand credits, depending on the rarity and complexity of the drug. Medicinal drugs require the Medic skill to use properly – using the wrong drug can be worse than doing nothing. With a successful Medic check the correct drug can counteract most poisons or diseases, or at the very least give a positive Bonus towards resisting them. If the wrong drug is administered, treat it as a Difficult poison with a damage of 2d6.

Anti-rad Drugs must be administered before or immediately after (within ten minutes) radiation exposure. They absorb up to 100 rads per dose. A character may only use anti-rad drugs once per day – taking any more causes permanent CON damage of 1d6 per dose. Cr. 1,000 per dose.

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.

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.

Clotting Aid: Someone currently on a daily dosage of clotting aids will give a +10% to other people's Medic rolls to treat them. They cost Cr. 200 per 30 day bottle.

Hibernation Drug puts the user into a state akin to suspended animation, slowing his metabolic rate down to a ratio of 60 to 1 – a subjective day for the user is actually two months. Hibernation drug is normally used to prolong life support reserves or as a cheap substitute for a cryoberth and costs 200 credits per dose.

Medicinal Accelerator is a variant of the Metabolic Accelerator drug. It can only be applied safely in a medical facility where life-support and cryo technology is available as it increases the metabolism to around thirty times normal, allowing a patient to undergo a month of healing in a single day. Medicinal slow costs 500 credits per dose.

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 analyser 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 analyser, 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.

Panaceas are wide-spectrum medicinal drugs that are specifically designed not to interact harmfully. They can therefore be used on any wound or illness and are guaranteed not to make things worse. A character using panaceas may make a Medic check as if he had Medic 20% when treating an infection or disease. Panaceas cost 200 credits per dose.

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.

Other Drugs

Adrenaliser : One dose of the drug is the equivalent of ten hours of sleep, after which the user will have 2d6 x 5 minutes to find someplace to lay down - because the lost amount of sleep will hit him without fail at the end of that time. Adrenalisers cost Cr. 150 per dose.

Combat Drug : This drug increases reaction time and improves the body’s ability to cope with trauma, aiding the user in combat. A character using a combat drug adds +4 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge once each round with no effect on his initiative score and reduces all damage suffered by two points. The drug kicks in twenty seconds (four rounds) after injection, and lasts around ten minutes. When the drug wears off, the user is fatigued. Combat drugs cost 1,000 credits per dose.

Nervous Response Dampeners : Taken a few hours before battle, the dampeners last for a day or so, granting the user a bonus point of Morale for 2d6 x 3 hours. They have an Availability of 8+, and cost Cr. 100 per dose.

Metabolic Accelerator  boosts the user’s reaction time to superhuman levels. A character using a Metabolic Accelerator in combat adds +8 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge up to twice each round with no effect on his initiative score. The drug kicks in 45 seconds after ingestion or injection and lasts for around ten minutes. When the drug wears off, the user’s system crashes. He suffers 2d6 points of damage and is exhausted. Metabolic accelerator costs 500 credits per dose.

Meta-Performance Enhancer ('Titan Drug', TL10): The drug kicks in 60 seconds after injection, and lasts for around fifteen minutes, adding 6 to the user's strength (up to a maximum total strength of 21 for a human). When the drug wears off, the user's muscles cramp painfully under the stress and fatigue. He suffers 1d6 Hit Points of damage and is instantly enfeebled (STR of 5 for 1d6 hours). Meta-Performance Enhancer costs 600 credits per dose.

Anagathics  slow the user’s aging process. Synthetic anagathics become possible at TL 15, but there are natural spices and other rare compounds that have comparable effects at all Technology Levels. Anagathics are illegal or heavily controlled on many worlds. They cost 2,000 Credits per dose. One dose must be taken each month to maintain the anti-aging effect – if the character taking anagathics misses a dose they must make an immediate roll on the aging table as their body reacts badly to the interrupted supply.

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 STR, +2 CON, + 2 Movement, and increases the character’s Serious Wound threshold by +4. These effects last for 1 minute.

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 –10% penalty on Resilience rolls. 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 –20% on Resilience rolls, and the recovery time increases to 48 hours.

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.

Starlight Drops : In darkness or near-dark environments, any DM penalty is negated, as the character can see perfectly well. The effects of the drug last for 1d6 hours, during which time the user's eyes look silvery and cloudy. A dropper of starlight drops carries 6 doses (12 eyes) and costs Cr. 500.

Stim Drugs  remove fatigue, at a cost. A character who uses stim may remove the effects of fatigue but suffers one point of damage. If stims are used to remove fatigue again without an intervening period of sleep, the character suffers two points of damage the second time, three points the third time, and so on. Stims cost 50 credits per dose.

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 roll Persistence vs. the Truthtell's POT negate its effects. On a failed roll, 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.

Sensors

At TL 11 sensors become notably more discriminating because they can be hooked up to a system running Intellect that can dynamically filter information based on pre-set parameters – not sounding the alarm if the motion sensor picks up anything too small to be an intruder, for example.

Sensor equipment does not offer a bonus to skill checks but allows the user to find things that they would otherwise not be able to.

Binoculars  : Allows the user to see further. 1 kg, Cr. 75. At TL 8 electronic enhancement allows images to be captured; light-intensification allows them to be used in the dark. Cr 750. At TL 12 PRIS (Portable Radiation Imaging System) allows the user to observe a large section of the EM-spectrum, from infrared to gamma rays. Cr 3,500.

Geiger Counter : Detects radiation, both presence and approximate intensity. Cr. 250. The Sensors skill is not needed to detect the presence of radiation with a Geiger counter but anything more complex than that requires a check.

IR Goggles : Permits the user to see exothermic (heat-emitting) sources in the dark. Cr. 500.

Light-Intensifying Goggles : Permits the user to see normally in anything less than total darkness by electronically intensifying any available light. Cr. 500. At TL 9, IR goggles and light-intensifying goggles can be combined into a single unit costing Cr. 1,250.

Motion Sensor : A motion sensor simply detects any and all movement within the area assigned to it. It cannot differentiate between kinds of movement, it just reports whether there is movement or not in an area roughly six metres in diameter. Cr. 500. At TL 9 the motion detector can report the general qualities of motion – size, speed and duration – but no more. Cr. 1,000. The Sensors skill is not required to use a motion detector to detect motion. When trying to interpret data from a TL 9 motion sensor, the Sensors skill may need to be checked.

Electromagnetic Probe : This handy device detects the electromagnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment (+1 DM to work out what’s wrong with it) or when searching for hidden bugs or devices. Cr 1,000. The Sensors or Investigation skills can be used to sweep a room for bugs.

Densitometer : The remote densitometer uses an object’s natural gravity to measure its density, building up a three-dimensional image of the inside and outside of an object. 5 kg. Cr. 20,000.

Bioscanner : The bioscanner ‘sniffs’ for organic molecules and tests chemical samples, analysing the make-up of whatever it is focussed on. It can be used to detect poisons or bacteria, analyse organic matter, search for life signs and classify unfamiliar organisms. 3.5 kg. Cr. 350,000. The data from a bioscanner can be interpreted using the Sensors or the Life Sciences (biology) skills.

NAS : This device consists of a backpack and detachable handheld unit, and can detect neural activity up to 500 metres away. The device can also give a rough estimation of the intelligence level of organisms based on brainwave patterns. 10 kg. Cr 35,000. The data from a neural activity scanner can be interpreted using the Sensors, the Life Sciences (biology) or the Social Sciences (Sophontology) skills.

Chemicomp Sensor : 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% bonus on Search checks when attempting to find chemical compounds.

Geocomp Sensor : 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% bonus on Search checks when attempting to find minerals.

Motion Sensor : 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 30 meters.

Armacomp Sensor : 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.

Democomp Sensor(TL11): The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants a +60% 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 +40% bonus on all Demolitions and Disable Device checks made involving explosives.

Electricomp Sensor : 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 +60% 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 +40% bonus on all Repair checks made on them. Additionally, the electricomp can be used to identify any flaws in cybernetics.

Mechanicomp Sensor : 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 +40% bonus on all Repair checks made to vehicles, Starships, and Mecha.

Medicomp Sensor : The medicomp 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 +40% equipment bonus on all Medical rolls.

Robocomp Sensor : 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 +40% bonus on all Repair checks made to robots.

Energy Emission Warning Beacon : Any character hooked up to an EEWB feed adds an additional -10% Penalty to attackers using energy weaponry at Long Range or farther when they react. Weighs 4.5 kg, Availability 10+, cost Cr. 60,000.

Forensic Sweeper : Within an hour of sweeping a twenty square metre area with the handheld wand, and succeeding in an Investigate roll, the device will know all of the following pieces of information.

The types of weapons fired in past 36 hours.

The known species of any beings passing through the area in the past 12 hours.

The known species of anyone injured in the area during the past 48 hours.

If any chemicals (drugs, poisons and so on.) were in use during the past 12 hours.

Weighs 2 kg, cost Cr. 7,500.

Anti-personnel Equipment Scanner : By looking at a target with great scrutiny (1-6 minutes) within five metres, the character may make an Investigate roll. If successful, the goggles penetrated the target's clothing/armour and found all inorganic devices in or on them. Weighs 1 kg, cost Cr. 10,000.

Options

Helmet Reader : A single type of sensor feed can be wirelessly fed into the eyepiece HUD of a basic combat helmet with this option. Cost Cr. 250.

TL10: Can receive up to three feeds at once. Cost Cr. 500.

TL11: Can receive up to five feeds at once. Cost Cr. 750.

TL12: Can receive up to eight feeds at once. Cost Cr. 1,000.

TL15: Can receive information from unlimited feeds at once. Cost Cr. 5,000.

Force Fields

Force Field Technology is developed at Tech Level 11 and consists of interwoven bands of energy that form a mesh protecting against physical and energy attacks. Force Fields feel physical and can act as barriers.

Force Wall : A Force Field Generator is built into a physical wall and has a number of filaments surrounding a physical area. The Force Wall generated acts as a barrier with Defense Rating and Structure Points. Breaking through a force Wall is difficult as it has an effective STR equal to its Rating x 5. It is possible to overload a Force Wall by punching through, but this typically requires damage equal to its STR.

Force Bubble : This consists of a Force Field Generator and a series of filaments that allow a Force Field to be created around the generator, protecting all those within the Force Bubble. This is typically used to protect against hostile environments, in combat situations or as an emergency structural support.

Survival Gear and Supplies

Tent  : A basic tent provides shelter for two people against the weather, reducing skill check penalties by 2. Cr. 200. The TL 7 tent can be pressurised. There is no airlock – the tent is depressurised when opened. Cr 2,000.

Rebreather : The rebreather is a bulky backpack containing breathable atmosphere and a face mask that collects exhaled gasses and ‘scrubs’ them back into breathable gasses again. A rebreather provides six hours of breathable atmosphere and can be used to breathe in any environment that is not otherwise harmful, such as underwater. 10 kg, Cr. 250.

Respirator : This device concentrates inhaled oxygen, allowing a character to breathe on worlds with a thin atmosphere. Respirators take the form of a face mask or mouthpiece initially. Cr. 100. The more advanced TL 10 respirator is small enough to fit into the nose, or can even be a lung implant for 3 x cost. Cr. 2,000.

Filter : Filters are breathing masks that strip out harmful elements from the air inhaled by the character, such as dangerous gases or dust particles. Cr 100. The TL 10 filter is small enough to fit into the nose, or can even be a lung implant for 3 x cost. Cr. 2,000.

Breather Mask : Combines the filter and respirator into a single package. Cr. 150.

Artificial Gill : Extracts oxygen from water allowing the wearer to breathe underwater. Only works on worlds with breathable atmospheres (type 4–9). 4 kg. Cr 4,000.

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.

Environment Suit : Designed to protect the wearer from extreme cold or heat, the environment suit has a hood, gloves and boots but leaves the face exposed in normal operations. Costs Cr 500.

Habitat Module : A modular, unpressurised quarters for six people, capable of withstanding anything less than hurricane-force winds. Includes survival rations and enough batteries to keep the lights on and the heaters (or air conditioning) running for a week. Requires 12 man-hours to assemble, and can be attached to other modules to form a base. Cr 10,000. The TL 10 module is pressurised, and includes life-support for six occupants for one week (1000 person/hours). Cr 20,000.

Rescue Bubble : A large (2m diameter) pressurised plastic bubble. Piezoelectric layers in the bubble wall translate the user’s movements into electricity to recharge the bubble’s batteries and power its distress beacon, and a small oxygen tank both inflates the bubble and provides two person/hours of life support. A self-repairing plastic seal serves as an emergency airlock. Rescue bubbles are found on both space and sea vessels as emergency lifeboats. Cr. 600.

Thruster Pack : A simple thruster pack gives the user the ability to manoeuvre in zero-gravity. A Zero-G check is required to use a thruster pack accurately. Thruster packs can only be used in microgravity environments and are only practical for journeys between spacecraft at Adjacent range. Cr. 2,000.

At TL 12 the long-range thruster pack gives 0.1g acceleration for up to 48 hours, using standard Starship fuel. This increases its practical range on the spacecraft scale to Short but gives it a weight of 10 kg. Cr. 14,000. The TL 14 version of the long-range pack is much smaller as it uses Grav-thruster plates instead, but has the same performance profile as the TL 12 version. Cr. 20,000.

Portable Generator : This is a heavy-duty portable fusion generator, capable of recharging weapons and other equipment for up to one month of use. Cr. 500,000.

Chemical Sniffer : Costs Cr. 2,500.

Protein Tap : The device adds a +10% Bonus to all Survival skill checks made to 'find' food in the wild. Cost Cr. 1,000.

Map Box : Scale may be adjusted by hand using a few button presses or voice commands (TL11 or higher). Most inhabited planets have insert wafers available for Cr. 150 each that will update the box appropriately. When not available, two orbital sweeps of the world are required to obtain the necessary photographs to construct a map wafer. Blank map box wafers are available for Cr. 30. The use of a map box grants the user a +20% bonus to all skill rolls involving direction and navigation of the mapped planet. The cost of a map box (with one planet preprogrammed) is Cr. 3,000.

Nuclear Dampers : Any nuclear devices that are not currently already in a state of fusion (fusion cells, starship cores, etc.) will have a penalty of the Effect of the damper operator's Computer skill roll to any attacks made. The range of the damper field is proportional to the distance separating the two stations. At TL 13, the ratio is 100:1 (a separation of 50 metres between stations would give a field range of 5 kilometres). Each damper station weighs 75 kg, and the maximum distance the stations can be apart before the field disperses is 200 metres. Cost MCr. 5.

(TL14): As above, and the ratio is now 500:1. Cost MCr. 10.

(TL16): As above, and the ratio is now 1,000:1. Cost MCr. 20.

Purifier Tabs : These small chemical tablets are dropped into potentially questionable water, turning up to one gallon of it into drinkable (perhaps not tasty) water. The process takes only a few minutes, and turns the water an off-blue colour. The tablet only purifies natural contaminants, not synthetic poisons or toxins. Cost Cr. 10 per tablet.

TL10: More advanced chemicals will even isolate and purify man-made toxins and pollutants. Cost Cr. 50.

Tent Barracks (TL8The pole structure requires 1-6 man hours to set up properly. Weight 10 kg. Cost Cr. 500.

(TL10) The TL10 version can be effectively pressurised using a chemical seal from the inside. There is no actual airlock - the tent depressurises when it is opened. Cost Cr. 5,000.

Modifications

Self-Assembling : The self-assembling upgrade can be given to tents, habitat modules and other basic structures. The structure is capable of expanding and assembling itself with only minimal aid, reducing the time needed to set up the shelter to a single man-hour. Cr. 5,000.

Self-Sealing : Structures can be made self-repairing and self-sealing at TL 13 for Cr. 2,000. Small breaches and rips are automatically fixed in seconds.

Armoured : Survival structures (tents, habitats and so on) can be layered with the armoured option, granting Armour 5 to those inside from attacks originating outside of the structure (and vice versa). This triples the weight of the structure. Cr. 2,500.

Chameleonic Fibres : The structure gains the benefits of advanced camouflage. The TL12 version bleeds heat excesses to match the background infrared levels and effectively renders those inside invisible to IR sensors (Hard to detect with sensors).

Cost Cr. 8,000.

(TL13) The advanced TL13 version uses both the IR and Vislight camouflage technologies, adding light-bending technology to the structure, making everyone inside nearly invisible to the naked eye (Hard to spot).

Cost Cr. 60,000. ==Equipment Modifications== Compact: By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is half its normal size (mass/ENC). Price: Cr 50

Miniaturized: By eliminating wasted space and using microscopic components, some engineers are capable of producing equipment vastly smaller than normal. Anything that has been miniaturised is one-fifth its normal ENC/mass. Price: Cr 200.

Multiple Use Item: The multiple use item modification allows the character to integrate the function of two separate items into a single device. When selecting the multiple use item modification, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base object or not at the time of purchase. This modification may be selected multiple times, each time adding a single additional piece of equipment to the base object. Price: Cost of both pieces of equipment + Cr 50.

Paint-On LCD: One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD modification. This allows almost any surface to be used as a computer display, as it grafts the colour-changing pixels common to all display devices onto another surface. Any piece of equipment with the paint-on LCD modification can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armour may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data. Cost: Cr 500

Satellite Datalink: At the dawn of the Information Age, the value of knowledge and accurate intelligence became a crucial aspect of warfare. The ability to connect to a global communications network was critical to the success of any army, as intelligence travelled at the speed of light across the globe to command centres safe behind defended battle lines. The satellite datalink modification enables any piece of equipment, from computer to communication device to heads-up display, to connect to a global (or, if in place, galactic) satellite network and communicate with computer systems in far remote areas. Cost: Cr200

Storage Compartment: The ability to store and carry small items in a safe place can sometimes be of critical importance. The storage compartment modification accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment modification allows the wearer to carry two small items in a container built into the piece of equipment. This modification may be taken multiple times, each time providing another compartment where small items may be carried. Clearly, the number and size of compartments depend on the size of the original object - this should not be abused. Cost: Cr 50.

Techno-Organic Makeup: Though the technology of Earth is based on electronics and mechanics, some cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency. Equipment with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal equipment, those with this modification heals itself at a rate of one hit point per hour when damaged. Additionally, equipment with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material. Cost: Item price x 10.

Ultralight Composition: The development of new and experimental alloys constantly allows technology to advance to the point where once bulky and heavy equipment become as easy to carry as lighter models. Any armour with the ultralight composition modification weighs significantly less than similar pieces of armour and is more easily used and worn and has its ENC by 1 per location. Other equipment with the ultralight modification has ENC reduced by 1. Cost: Item Price x 2