Gear
General Gear
B&E
Automatic lockpicker: May make its own lockpicking test without any input from the user, using (Rating × 2)
as its dice pool.
As every culture's locks behave differently, each culture requires its own tools to pick them.
Disguise Kit: Up to rating 6. Adds its rating to any Disguise test.
Lockpick Set: Adds (Rating)
to any lockpicking test.
As every culture's locks behave differently, each culture requires its own tools to pick them.
Combat
Area Denial weapons: Allows the character to make an INT + Tactics (Trapsetting)
test to lay them down in an anticipated combat area; bank the hits. Once the enemy is in the combat area, the GR for any action involving movement is increased by the bank's value. In case of a glitch:
Grease: The character slips and falls, becoming prone and taking (GRV) Impact damage.
Glue: The character is stuck, and cannot move until cutting free, a 2 IP action which requires a cutting implement.
Caltrops: The character recieves 8P (size class A) damage. If the damage gets through, the character's movement speed is halved.
Computer
FlashHacker: Can be used to create a hacking entry point on any computer with an active camera; see the Hacking chapter for details.
Remote EM Modulator: For any known Core, the REMM can be tuned to oscillate particular electromagnetic signals and insert them into the computer, enabling an access point where none is present. REMM's are notoriously flaky; if a REMM is being used on a Core, any action involving that Core has a Glitch Risk of +3 (including hacking it with the REMM).
Medical
AutoMed: This unit is capable of healing many medical issues on its own, without a person controlling it. When activated, it can make any healing test using a dice pool of Rating × 2
.
Rating may be between 1 and the culture's MED TL
Cryogenic Pod: This unit freezes a character for any length of time. The character must first lay down, and from there the freezing process takes a couple of minutes.
Once the character is under, it requires a constant power flow. Inside, the TMP is Considered to be 0, and no life signs are present. For all intents and purposes, while under, this character is dead. The character does not age, nor does his body or mind progress in any other way - no additional overflow damage is received, and diseases do not advance. Cryogenic stassis may be used for long-term space travel, and may keep medical conditions (including life-threatening injuries) in check until the patient can make it to a proper medical facility.
Cryogenic stassis deals a one-time 12F damage to the occupant (unresisted), but due to preservation, is not considered to be in overflow damage. A healing test is immediately performed when the patient is revived. For healing this damage, the pod itself acts as either a First Aid Kit or an AutoMed (depending on available technology) with a Rating of the culture's MED TL; a doctor may use INT + Medicine (Cryogenics)
to heal this damage. If the character's damage is still enough to be in overflow after this healing test, then at that point, he goes into overflow damage, with all the problems this incurs.
If power is interrupted, the unit will attempt to revive the patient immediately using its reserve power; if available and undamaged, the unit will use its own AutoMed, but if not, the damage dealt will be unresisted (a doctor will not be able to access the patient quickly enough in an unplanned thawing, unless the doctor happens to be in the room when it happens; an unplanned thaw takes only about a minute). After this, the patient is released and may be healed normally.
At MED 9, the Cryogenic Pod works for all species.
Dynamic Ration Device: This is an emergency nourishment provider that is intended to provide for basic nutritional needs. It contains a stock of nutrutional material and a bioscanner which analyzes the user's blood, determines which nutrients are most needed, and creates a ready-to-eat meal containing only those nutrients. It takes a specially-made ration as its raw material, and doubles the effect of those rations.
At MED 6, a non-invasive scanner replaces the invasive blood test.
At MFR 7, it can take any biomatter as its raw material, not just specially made rations.
At CPU 6, it keeps a record of all blood/scanner results of its users, and access to this data gives a doctor +4 dice on all Diagnosis or Pathology tests involving someone who regularly used the device. These records may be disabled or deleted by the user.
At MED 8, it is capable of adapting its nutritional output to the needs to any race.
First Aid Kit: A First Aid Kit adds its rating to healing tests in which it is used; the kit is consumed after any given set of medical actions (as determined by the GM), often good for 1 combat scenario's worth of medical care.
Rating may be between 1 and the culture's MED TL.
Ration: A ration is a meal-sized portion of food that is designed to remain edible under any conditions. It does not require refrigeration or cooking. Each ration will satisfy 1 person (of its intended race) for 1 day.
Time Dilation Pod: This unit places a character in stassis for any length of time - or more accurately, it slows the passage of time by a factor of 10^(PHY)
(at PHY 10, three seconds in the pod equals approximately one year outside it; this is 10 years for PHY 11 and 100 years for PHY 12). Unlike the Cryogenic Pod, this Stassis Pod actually stops time inside the pod. It requires a constant flow of power while active. The unit takes advantage of gravitics and relativity, creating and controlling a minimally-sized high gravity field centered on the character's body and shaped to match; as such, it creates interference which is detectable with gravitic mapping sensors, even on small ships.
Entering and exiting time dilation Stassis is much easier on the body than with Cryogenics; it deals 10S damage upon revival, resisted by WIL.
Voran Milk Substitute: The equivalent of rations for Voran drones - a synthetic replacement for the milk of a queen. This substance is a prerequisite for any semblance of independence for drones. It follows the same rules as a ration.
Utility
Carrying Pack: This convenient Carrying Pack is used to store items. Items Placed in the backpack have their weight distributed in a convenient way around the carrier's body, effectively reducing it. The pack's total weight is (Rtg/2)+(Carried items' weight/2) (rounded up), and it can carry up to (Rtg × 2) Weight in items.
This is not a bag of holding, and it is not a technological marvel; all the items are still there, and take up the same amount of physical space, their weight is merely distributed more efficiently. Some items may be too awkwardly shaped to fit into such a pack, at the GM's discretion.
Rating may be between 1 and the Culture's MFR TL. One of these may be improvised from found materials; to determine its rating, roll INT + Crafting (Handcraft)
Climbing Gear: All relevant climbing gear, except for ropes, for one person
Gravitic attractor: Creates an artificial gravitic attraction. Any character in the area (within a (Rating × 10)
meter radius) will be drawn towards the device, with an effective GRV of (Rating)
; resisting this attraction requires a character to either be against a stable wall, or spend IP to fight the attraction, using (BOD × spent IP)
as the amount of GRV that can be resisted. Any characters that do not resist will take falling damage.
Rating may be between 1 and the culture's PHY TL.
Handcuff: Used to bind another character's hands. May be escaped only with a successful AGI + Stealth (Escape Artist)
test with a threshold of Rating.
ITG Pack: Unlike the Carrying Pack, this is a bag of holding. Though this device's mass still increases as items are stored in it, it has a far greater ability to reshuffle the mass to improve carrying effiency. Items stored in an ITG Pack become shapeless, and cannot be detected by any normal means.
The ITG Pack's total weight is (Rtg)+(Carried items' weight/5)
(rounded up), and it can carry up to (Rtg × 4)
Weight in items.
Rating may be between 1 and 5
Magnetic Boots: Standard issue gear for zero-gravity maneuvering, these boots magnetically attach to hulls and bulkheads of ships, so that characters can walk along them.
Quick-draw Arm Holster: This holster, usually on the inside of the forearm, allows a weapon stored there (anything with a Weight of 2 or less) to be "picked up" by that hand by triggering a Digital Macro. Commonly paired with an interface that allows this to be a free action, such as a neural interface.
Rope: A solid, sturdy rope that can hold the weight of multiple people. The force required to break it is (MFR × 2 - summed BOD of all people/objects on the rope)
. This assumes a GRV (or TR) of 4; adjust as appropriate for different gravity or thrust levels. If multiple ropes are available the weight can be evenly distributed among them.
Thrust Pack: The Thrust Pack is a unit worn in space to allow propulsion in zero gravity. Its effective TR is (PRP TL - 3)
, and it has a Manuevering fuel capacity of PRP TL × 50
dV. To pilot it, use AGI + Pilot (Precision Spacecraft)
.
Armor
Standard Outfit: Standard clothing, not designed for combat.
Light Armor: Basic, lightweight armor.
Specialized Light Armor: Use the higher number when using it for its intended purpose
Camouflage Outfit: A camo pattern designed to blend into a particular environment, such as grays for urban areas, browns and tans for desert, green for wilderness, and so on. Standard issue for many militaries. Grants +2 dice to Stealth tests.
Chameleon Outfit: An active camouflage system which is able to adapt its coloring to the terrain around it. While this does not make the wearer invisible, it does help them blend in with their surroundings. Grants +6 dice to Stealth checks.
Bulletproof vest: A garment to cover areas of main body mass, made out of tough materials such as kevlar, designed to protect against piercing weapons. In addition to its standard Armor value, this vest can convert up to 6 Piercing damage into Impact damage one time, at which point its structure is compromised and offers only the main Armor value.
Active Bulletproof vest: This vest is a bulletproof vest with one modification: It can fire jets of matter in the opposite direction of an incoming projectile. This negates the inertia of the projectile (which, with a standard bulletproof vest, may still cause injury). As a result, one time, this vest can fully negate up to 6 Piercing damage in addition to its standard Armor value.
SWAT Armor: Heavy armor covering the entire body.
Heavy Military Armor: The heaviest armor available. While this is advantageous for obvious reasons, walk and run speeds are reduced by half.
Powered Assist Exoskeleton: The Weight attribute for all powered options only applies if the suit is unpowered. If powered, the suit carries its own weight in addition to the bonus it grants. All powered armor includes an Embedded Device Core which administrates the environmental controls; this may be upgraded to a Secure ED for the price of the improved Core.
Powered Armor: Armor that includes the benefits of a powered exoskeleton.
Emergency Atmospheric Bubble: An unarmored life-preserving pod. The unit consists of a disk on which the subject stands; he then pulls up the flexible bubble and seals the unit above his head. It then inflates with breathable air, becoming a bubble. The disc portion has two leg sleeves with limited mobility for the wearer's legs, and magnetic boots; the wearer's arms and head are fully contained within the bubble. This unit is designed to be put on in seconds in an emergency situation, including situations where a room has already been depressurized. It does not provide the wearer any ability to manipulate the surroundings aside from very basic movement. It contains only a few hours of breathable air, but can be easily hooked into a vessel's air supply for replenishment.
At CPU 5, the unit is equipped with an integrated core allowing it to interface with ship's systems.
At CPU 7, the unit is equipped with minimal grabber arms (effective BOD of 1) protruding from the disc section, allowing the wearer to interact physically with his surroundings.
At PRP 6, the unit is equipped with miniature maneuvering jets (50 ΔV) to allow simple mobility in vacuum.
Environment Suit: Life support on the go for hostile enviroments, including space. An environment suit can alter many aspects of an outside environment So that the inside environment is suitable for the squishy person. They include an Embedded Device Core which administrates the environmental controls; this may be upgraded to a secure ED for the price of the improved core.
Rating is between 1 and 20, based on the Culture's MFR TL, and each point means the suit can extend the effective survivable range of environments for a character by 1 Point in either direction. This combination of extensions is part of the suit's design, and cannot be changed after the suit is created.
If ATM is one of the attributes altered, it is assumed to include a small reservoir of breathable air, to be hermetically sealed, and to have a standard connector to which a breathing tank can be attached.
Generally includes magnetic boots.
Environment Armor: An Environment Suit with added protection.
Powered Environment Suit: Combines the protection of an environment suit with the lifting capabilities of the powered exoskeleton.
Powered Environment Armor: The "all of the above" option, most commonly used by space military with money to spare.
G-Suit: A flight suit squeezes the body in specific ways designed to negate the damaging effects of high G-forces.
Radiation Suit: A suit designed to protect against hard radiation, ideal for working with nuclear engines and weapons. Standard issue among engineering crews.
Breathing Mask: Suitable for life in low-pressure environments or where a non-breathable atmosphere exists, the mask allows one to breathe normally. It includes a small reservoir of air breathable by its intended species.
Pressure Suit: Able to be used in limited situations in space; has no protection against temperature extremes nor radiation. A common emergency escape suit found on spacecraft, it will generally keep someone alive long enough for rescue to arrive.
Diving Suit: Designed to bring people or aliens down to the depths (generally underwater).
Shape Memory Armor: Shape memory armor hardens when a current is run through it. It can be activated with a Digital Macro, increasing its Armor value and effective Weight (by becoming stiffer and more awkward). It can be deactivated the same way.
The armor has a base Armor rating of 2. It is divided into sections - one for each limb, one for the head, and one for the torso (different combinations with different numbers of sections are available at different costs). Each section can be hardened individually. When a section is hardened, it adds 6 Armor to the total armor value; that section cannot be moved as long as it is hardened. (In the case of the torso, it causes a -4 dice pool to all physical actions.)
A specially shaped Environment Suit that fits over this armor without causing extra Weight is available at standard prices.
Antiflare Lenses: Antiflare lenses can be added to any other armor. Their armor value is only effective when resisting Sensory damage.
Computer Gear
Cores
Primitive ED: Only generally used in cultures where a Standard ED is not available. This ED has no decision-making capabilities and very limited amounts of controls available, often making when are described as autonomic functions require a Simple Action by the user instead.
Embedded Device: The standard device included in many products that need only a small amount of control. By far the most common type of device your hacker will come across - everything from light bulbs to toasters.
Secure ED: When you need an ED that's tougher. Commonly used in door locks, weapons, etc. Almost always operates in Lockdown mode.
Commlink: A standard personal communication device, Commonly referred to as "phones", but Can be used to refer to a wide variety of gadgets including smart watches, glasses, tablets, and so on, depending on the attached UI.
Slicer: A favorite with hackers, this nimble core is explicitly designed to hack, and is forbidden in most jurisdictions.
Pack Core: A computing device designed to be carried with you, sometimes controlling other cores. This device is common among hackers and special ops alike. May take the form of a laptop or tablet, or simply a computing package stored in a backpack controlled by another means.
Computer: A generic personal computer. Reasonably capable, and reasonably priced.
Translator: Translates in real-time between two languages. When using this, it effectively has a skill rating in the target language, of its originating culture's CPU TL. This translator requires language databases be installed manually; these databases are available at a cost of between 10 and 1000 per language, depending on the obscurity of the language sought; all languages of the originating culture are included with the unit (if the culture only has one language listed, then other databases must be purchased in order for the translator to be useful.)
AutoTranslator: Can listen to languages and learn new languages. For every 5 minutes of continued speech it listens to, the AutoTranslator's effective skill in a given language increases by 1 up to a maximum of its Culture's CPU TL.
Router: A router or switch (which are very similar and generally serve the same purpose) is a central "hub" of a computer network.
Secure Router: This variation on a router contains added security features, making it difficult to break through. Often used in the central, high-security areas of a network's topology.
Firewall: This router-like device is generally placed on the perimeter of a network's topology to safeguard it from outside intruders.
Mainframe: This massive computer is designed to handle large amounts of data and support many users. By the time a culture reaches CPU TL 6 or So, this machine is generally unnecessary and will not be used, in favor of many smaller rack-mounted computers.
Cluster Core: Can join with up to 5 others, combining pools, CPU Power, and storage attributes
Datastick: A handheld storage device. Easy to hide basically anywhere, and capable of holding a reasonable amount of data.
Data Drive: A more capacious storage device, like a hard drive. Generally capable of holding any data that is generated by its own CPU TL.
Data Mainframe: A standalone drive that can hold massive amount of data, and serve it up to multiple computers on the network.
Navicomputer: The Navicomputer - all but required for all space travel - is the computer which processes the spacecraft's orbital trajectory, times and sometimes executes its burns and maneuvers, and so on.
The Navicomputer can use the Astronautics, Deep Space Maneuvering, and Precision Spacecraft specializations. Its dice Pool is (CPU TL / 2 + CPU)
, which is the same dice pool for the abilities listed below, if it has them. For Astronautics (and only Astronautics), the Navicomputer can roll as an assist to the pilot's own Astronautics test. For the Deep Space Maneuvering and Precision Spacecraft specializations, the test incurs a GR of 1.
At CPU TL 5, the Navicomputer can use the Deep Space Maneuvering Specialization without a GR. At CPU TL 6, the Navicomputer can use the precision Spacecraft Specialization without a GR.
The Navicomputer can be purchased at a Rating of up to (CPU TL / 2)
.
Embedded Nav: An embedded form of the Navicomputer. It can make the same tests, but for all tests, the GR is increased by 1, unless the CPU TL is 6 or higher. Used by many small, automated spacecraft, such as Smart Chaff and Cube Sets.
Core Mods & Software
Tactical Software: 1 IP: Add (Rtg)
dice to any Tactics skill.
Rating may be between 1 and (CPU TL) / 2
Tactical Network Software: 1 IP: Adds (Rtg)
dice to the Team Pool; runs automatically each turn.
Rating is between 1 and (CPU TL) / 2
AR Tactical Net: Should be run by individual team members. Allows the character to add (Rtg) to every perception test, if he is near other teammates whose sensory inputs may contribute to the test.
Hardening: Adds (Rtg) dice to resist any electrical damage.
Rating may be between 1 and (MFR TL)
Extra Sockets: Adds 1 to the Network rating of the Core
Ruggedization: Adds (Rtg) dice to resist any impact or ballistic damage. Also adds (Rtg/3) to the Core's Weight attribute.
Rating may be between 1 and (MFR TL).
Camouflage: Disguises the Core as Something else of a Similar or greater Size.
Rating may be between 1 and (MFR TL), and Serves as the threshold for detection
Core Interfaces
Core UIs | |||
---|---|---|---|
Interface | Min TL | Design | Cost |
Embedded | CPU 1 | 0 | 10 |
Keypad | CPU 2 | 1 | 20 |
Graphical UI Controls | CPU 3 | 2 | 100 |
Verbal Command | CPU 3 | 0 | 100 |
Chroma Command | CPU 4 | 0 | 200 |
Touchscreen | CPU 4 | 2 | 250 |
Natural Language Processor | CPU 5 | 5 | 400 |
Natural Chromalinguitistics Processor | CPU 6 | 5 | 800 |
Holographic Interface | CPU 4, PHY 4 | 5 | 5000 |
HUD Glasses | CPU 5 | 0 | 300 |
AR/VR Glasses | CPU 6 | 6 | 800 |
AR/VR Contacts | CPU 8 | 6 | 1200 |
Matter Projection | CPU 6, PHY 6 | 8 | 20000 |
Neural Interface | CPU 7, MED 4 | 4 | 5000 |
Embedded: A minimal UI designed for a limited set of functionality on a particular device, like a small set of configuration knobs or buttons.
Keypad: Though it is possible to input complex data with one of these, it is time-consuming and exacting.
Graphical UI Controls: You probably know these better as keyboards, mice, and joysticks, combined with a screen made of pixels. These are mechanical input devices and a simple graphical display.
Verbal Command: This interface responds to a limited set of voice commands. Voice command systems can be operated with a free action, but gain no bonuses due to the cumbersome nature of the voice recognition; in fact, it adds 2 to the Glitch Risk of any operation being undertaken. And using this interface requires talking, of course. There's always the risk that you look like a crazy person, muttering arcane voice commands into your phone on a crowded train. Glitches when dealing with this interface should be interpreted as the most hilarious possible misunderstanding of what was actually said.
At CPU 4, it adds only 1 to the Glitch Risk.
At CPU 6, it may be accessed via a Subvocal microphone instead; the user mouths the words but makes no sounds, and the UI can pick up on the intended words. Using Subvocal increases the Glitch Risk by 1 and is optional.
Chroma Command: Generally only useful to Vorans, this device attaches to the claw and reads in the Chromalinguistic patterns that are flashed. It functions the same way as Verbal Command does, with very similar drawbacks. It is vulnerable to flash-hacking.
At CPU 5, It does not add to the Glitch Risk.
Touchscreen: A screen with an intuitive UI that responds to touches. Naturally adept at entering graphical, artistic, and intuitive data, earning +2 Design for these kinds of data. Large amounts of typing or number entry gain no bonus.
Natural Language Processor: Unlike the verbal command interface, a NLP interface can understand whole sentences, recognizes context, understands and predicts intent, and adapts to the patterns and verbal tics of the user. A NLP interface still requires you to talk, but it makes it sound more like a conversation when you do.
At CPU 6, it may be accessed via a Subvocal microphone instead; the user mouths the words but makes no sounds, and the UI can pick up on the intended words. Using Subvocal increases the Glitch Risk by 1.
Natural Chromalinguitistics Processor: A Natural Language Processor equivalent for Vorans using Chromalinguistics.
Holographic Interface: Projects a 3-D visualization into the real world which may be viewed and interacted with by multiple people. The holograms are not real and cannot be touched, but it can respond to the physical location of the hands as if it were touched.
HUD Glasses: HUD Glasses consist of a display that is embedded into glasses or goggles. These are strictly an output interface, and are used in combination with some other UI for input (often voice command). This device is simply a screen right next to your eyeballs; it cannot overlay real-world data in virtual space or vice versa.
AR/VR Glasses: These glasses consist of a display plus an array of sensors (including visual, depth, motion, orientation, and audio sensors) that allow the glasses to replicate the wearer's orientation and real-world situation in a virtual environment, and overlay the virtual graphics on the real visuals. AR creates an interface in a layer of reality only visible to the user, and the user interacts with this layer with his own body as if it were really there.
AR/VR Contacts: The same thing as AR/VR glasses, except that the technology is entirely built inside compact lenses. These are essentially impossible to detect by real-world perception tests (unless the user has explicitly chosen to wear distinctive ones).
Cybereyes may function as Contacts.
Matter Projection: A hologram with solidity - can physically be touched and interacted with, and looks more realistic than an old-fashioned hologram. Discerning between a Matter Projection simulation and reality requires (PHY TL / 2)
hits on a PER + Computer (Simulation)
test.
Because it can touch, it can also cause damage. A virtual fist can hurt. The amount of damage it can deal with one action is limited to (PHY TL / 2)
, and this may only be Impact or Piercing damage.
Neural Interface: A number of electrodes worn around the brain of the user (often in the form of a helmet, hat, or headband) read and transmit low-level electrical signal between the core and the user's brain. In addition to the Design benefit, a neural interface provides intantaneous access (turning Digital Macros into a Free Action). If the Neural Interface is unexpectedly lost (for example, when the Core gets bricked), the user suffers 6E
damage from extreme disorientation, resisted by WIL.
Hardwired Neural Interface: Provides the same benefits (and risks) as a Neural Interface by wiring the device directly into the brain. This interface requires brain surgery to install and carries some risk, opening up the user to receiving physical brain damage (up to 12E damage, resisted by WIL) to his brain from the Core, often upon a command from a hacker.
Cybernetic Enhancements
Air Filter: This addition to the trachea filters out any toxins when breathing. A common augmentation for space travelers (and especially Venusians), as it also filters CO~2~, allowing humans to survive in high-CO~2~ environments (as long as there is also oxygen to breathe) without CO~2~ poisoning.
At CPU 5, the air filter can communicate the makeup of the air to the character's Core, and can alert them in case of a dangerous situation.
Air Oxygenator: This upgraded air filter can separate oxygen from a wide variety of molecules in the air, as long as the molecules contain some atomic oxygen. The most common use is to breathe in CO~2~, allowing effectively unlimited rebreathing of stale air. The atoms separated from the oxygen will form new compounds, and the implant itself simply deposits the byproduct in a dumpable storage sack in the throat (if solid, such as carbon, the byproduct from CO~2~), or returns it to the air (if gaseous, such as hydrogen or nitrogen). When breathing in an environment without free oxygen, the GM should roll a glitch test with a GR of +2; if a glitch is rolled, the oxygenator will cause damage of some sort (whether to other life in the area or perhaps to machinery, for example) due to its byproduct.
At CPU 6, the device can inform the user what it is converting and what the byproduct will be, reducing the GR to +1.
If a character knows the makeup of the air being breathed by this device, they can make a INT + Science (Chemistry)
test with a threshold of 3; if successful, the character knows whether such a glitch will occur, and what its effect will be (although the effect is not necessarily negated).
This implant also confers the same benefits as the Air Filter.
Venusian CO~2~ Filter: Made cheap through mass production, this device functions identically to the Air Oxygenator, with one exception: it only functions if the ATM of the environment is at least 4.
Amygdala Gate: +Rtg dice to any roll dependent on suppressing emotions, but -Rtg dice to all CHA tests. Can be activated or deactivated with a digital macro
Armored Skin: Adds (Rtg) to the character's armor rating against piercing damage, and extends the minimum ATM tolerance by 1 (regardless of rating), to a minimum of 1. However, it also reduces sensitivity, subtracting (Rtg) from any tactile PER tests made by the user. Incisions will have to cut through the armor; any attempts at surgery will have the threshold increased by Rating, on top of the difficulties from the Disruption score.
If the Rating is 3 or higher, this skin can extend the minimum ATM tolerance by 1 to a minimum of 0, instead.
Artificial Organ: A replacement for a lost or malfunctioning natural organ. The cost ranges from about 3000 for minor glands, up to 20000 for major organs like hearts. This does not apply to any organs which are covered by other listed cybernetics items, such as eyes.
Blood Filter: Able to filter out any toxins or poisons in the system. Adds (Rtg) dice to all toxin resistance tests.
Bone Infusion: A chemical modification of the bones, increasing their strength. Adds (Rtg) to tests resisting impact, explosive, or crushing damage.
Chameleon Skin: The skin is replaced with color-changing elements which add 3 dice to any stealth check, or 6 dice if the character is unclothed.
Cortical Stack: Allows memories to be stored; optionally, it may transmit them to a remote storage device, to be restored and simulated in the event of emergency.
Cyberears: Replace the PER attribute with its Rtg on audio perception tests, including on individuals who have no natural sense of hearing.
Cybereyes: Replace the PER attribute with its Rtg on visual perception tests, including on individuals who have no natural sense of hearing.
In many species, the wet eye is one of the body parts most vulnerable to the vacuum of space; the lower ATM tolerance of the character may be extended by 1, to a minimum of 1.
Cyberfur: Cyberfur is specially engineered to be extremely insulating, and can form air pockets more efficiently than natural fur or hair. Additionally, it can be set to relax with a Digital Macro, freeing the air pockets in the fur to allow the skin to breathe normally. It extends the minimum TMP environmental tolerance by 1 (to a minimum of 1), and the maximum tolerance by 1 for short periods of time (approximately 15 minutes).
This augmentation is compatible with Armored Skin; in fact, a high rating of Armored Skin combined with Cyberfur can make a character much more resistant to hard vacuum, able to survive in space for space periods of time as long as he has some way to breathe.
Cybergun: May be any firearm with a Weight of 0 or 1. Considered to always be Braced.
Cyberhair: Thousands of tiny cyberfollicles are implanted into the skin. Cyberhair can be set to grow at any color, and may grow much faster than natural hair (up to a rate of approximately 1 inch per day), or may be set to not grow at all, maintaining it at just the right length with no need for a haircut. This allows the character to keep up with the latest fashions trends effortlessly, granting +1 to BEA
.
Cyberlimb: Replaces a limb, either after an accident or by choice. When using the limb, the effective BOD
and AGI
is (Rtg)
.
Cyberweapon: Any melee weapon with a Reach of 1 or less.
Datajack: When combined with a Hardwired Neural Interface, it can allow a hardwired connection into a network, allowing the hacker to work natively even when there is no wireless.
Electronic Nerve Replacement: This system replaces every nerve connection to the limbs with soft electronic wiring, which responds more quickly to impulses from the brain than natural nerves. Each time initiative is rerolled, (Rtg)
is added to the initiative pool in addition to the dice roll result. The Character becomes more vulnerable to electricity-based attacks; anytime electrical damage is received, the amount of this type of damage is increased by (Rtg)
.
Embedded Tracking Device: This tracking device gives off a signal that can be traced by the party that had it installed. This may be used either as protection for the character or to track them. The Rating serves as the threshold for a INT + Computer (Telemetry)
test for a third party to trace the location of the signal.
FrankenCollar: An implanted Shock Collar. When activated via digital macro, it can deal (Rtg)E damage to the wearer. Often implanted in slaves to keep them obedient.
Hardwired Neural Interface: See the Core UI section for details
Hidden Compartment: Allows you to store an object up to (Rtg) BOD
of a size class one class below your own in an isolated compartment in your body, often accessible under a flap of skin.
Hormone Pump: Upon receiving the signal from a digital macro, the Hormone Pump pumps the contained substance into the bloodstream.
At MED 5, the dosage can be carefully controlled and adjusted for the user's biochemistry; in game terms, the user does not need to roll BOD
to resist this sybstance, instead choosing the result of their die roll, helping prevent overdoses and, often, addiction.
Implanted Magnet: This extremely simple upgrade is nothing more than a coated magnet inserted into one finger. It allows the character to sense many electrical and magnetic phenomena. He can determine (by holding his finger nearby) whether electric current is passing through a wire, whether a device is powered up (and, if the power is variable, to what degree), whether an object is ferrous or not, and more. It takes only a few months for this sense to become second nature. The character gains 2 dice on all Crafting tests involving electronics, may make a Perception Test to detect electromagnetic phenomena, and may have additional benefits if the GM Permits it in a particular situation.
If the character is placed in a strong enough magnetic field, the implant may rip itself out of the body, dealing 4P damage (to that hand in particular).
Magnetic Hand/Foot: Acts as a magnetic boot that's embedded into the character's hand or foot.
Muscular Optimizer: A series of miniature electrodes and massagers gives more accurate control over the muscles. Adds (Rtg) to AGI.
Nano fibers: Millions of tiny fibers Cover the Soft gripping Surface of a hand or foot, granting a +3 dice pool modifier to the character on climbing tests, and increases the threshold for losing grip on anything by 2 (including having weapons stolen).
Pacemaker: Allows the heart to remain active longer than it otherwise would. When in overflow damage from either blood loss or a cardiac health problem, a pacemaker adds Rtg to the number of overflow points required to die.
Pheromone Emitters: +Rtg to tests with a particular social attribute, chosen when the implant is installed. At MED 7, the unit can affect any one of the three, and can switch between the modes at will. At MED 9, it can affect all three simultaneously.
Pressurized Lung: Stores extra breathable gas to breathe in extreme environments. This tank stores enough gas to last for (Rtg × 5)
minutes. This alleviates the need to breathe, but not the need for pressure; it is suitable for low-pressure environments, but in vacuum, only halves the environmental damage taken. After use, it must be refilled.
At CPU 5, it replenishes itself automatically as soon as it returns to an oxygenated environment.
Shape Memory Armored Skin: Concealable armor. When deactivated, it appears as lines running along the skin. When activated, it unfolds and covers the whole skin with a shape memory covering that is (Rtg/2)
cm thick, adding (Rtg)
armor. Can be activated or deactivated with a digital macro.
This mod is compatible with the Armored Skin mod, but their combined levels top out at MFR/2.
Shape Memory Claws: Essentially functions as retractible claws. They are a melee weapon with +4 dice, 4P damage, and no reach, and can be activated/deactivated with a digital macro.
Shape Memory Teeth: Teeth that can either do (BOD × 2)
Piercing or (BOD × 2)
Crushing damage; generally not useful in combat, incurring a -5 dice pool penalty on attack tests with them. However, they allow much more versatility when it comes to eating food and serve as a useful tool, granting +5 dice on many Survival tests.
Skilljack: Allows the user to slot new skill specializations, whether or not he has the requisitve skill level. When rolling for this specialization, the character does not default, and gets the bonus for having the specialization. A character gets no benefit is using a Skilljack for a specialization he already knows. Specializations are available as pieces of software at a cost of 1000 each.
Spectrographic Eyes: Functions much the same way as the Spectrographic Retina genetic quality. However, this sense is much less natural to the character than that. Rather than an intuitive understanding of the sensory input, these cybernetic eyes must convert the spectrographic data into a false color image in order to convey any useful data. Therefore, sensing any chemicals requires a digital macro to configure the sensor to scan and highlight the chemicals being searched for (or to highlight unusual concentrations of chemicals). The character rolls PER + (Rtg)
to make a spectrographic perception test.
At PHY 7, it allows the character to distinguish between different isotopes, granting the ability to give approximate radioactive dating for many things, usually the date of death of a life form.
Not compatible with Cybereyes.
Spectrolfactory Sense: A drastic upgrade to the sense of smell, this replaces the smell receptors with a spectrograph, giving a far more precise and versatile definition of the makeup of the surrounding atmosphere, enabling characters to "smell" things they normally would not be able to even consider smelling - the elemental makeup of the air, precise chemical compositions, and so on.
At PHY 5, it allows the character to distinguish between different isotopes, granting the ability to give approximate radioactive dating for many things, usually the date of death of a life form. This also grants a +3 dice pool modifier to any test involving nuclear fusion or fission as long as the character is in a position to be able to sample the radioactive molecules.
Thermic Controller: Tubes implanted throughout the surface of the body can draw liquid from a carried fluid pack, altering the surface temperature of the character's body. The typical use of this is to pump in liquid that counteracts the outside temperature, effectively extending the TMP tolerance by 1. The character may control which direction the tolerance is extended in by choosing hot or cold liquid.
A secondary usage is to disguise the character's heat signature by pumping cold liquid, countering the natural body temperature of the character and conferring a threshold increase of 2 to detect the character's body heat.
The system can be enabled or disabled with a digital macro.
Tooth Compartment: Can store and conceal something tiny (a data chip or poison, for example); GM determines what is permitted.
Subtances, Toxins, & Drugs
Alcohol: A common recreational substance. Alcohol has been turned into an art form by humans, and Bactarans - who have had alcohol previously but usually only in pure form - have in recent years begun importing the more enjoyable varieties of alcohol from Earth. The Guigu, on the other hand, had their own alcohol refinement techniques to teach humans.
Amphetamine: This drug is neurologically active for many species, and carefully controlled with prescriptions and laws.
Arsenic: An element common throughout the universe, but frequently toxic in large amounts.
Caffiene: This drug is often used by humans to stay awake longer. When introduced to other species, it has unpredictable effects on their body chemistry.
Chlorine (gas): This gas is generally poisonous, but in small quantities is useful for sterilization.
DDT: This insecticide, once outlawed on Earth due to its environmental effects, gains popularity among a number of separatist groups as "bug-killer" when it's learned that it is effective against Vorans.
Diazepam: This muscle relaxant is commonly used by human snipers to steady their aim, and by Vorans as a mild painkiller.
GHB: Among humans, this drug is used as a muscle relaxant to put its victims unconscious, most notoriously used for rape. It has the opposite effect on Guigu, amping them up instead.
Heroin: Heroin is bad, very bad, for humans - and only humans. The drug seems to have no effect on any other species.
Ibuprofen: A low-strength painkiller for humans. It has a minor effect on Vorans, and notably, recreational purposes for Bactarans.
Kerosene: This rocket fuel is usualy just poisonous, but if administered in the right dosage, has a stimulating effect on Bactarans.
LSD: Humans and Bactarans get differing effects from this hallucinogen, but in places where they coexist, often take it together recreationally.
MDMA: Also known as Ecstasy among humans, MDMA tends to make humans feel more intensely. It mostly makes other races vomit.
Methamphetamine: This drug is nearly identical to amphetamines, but is different enough to kick its effects into overdrive and make it more addictive in most species.
Morphine: This highly effective painkiller is also highly addictive for humans and Bactarans.
Nicotine: This drug has little effect besides addiction and, in the long run, lung cancer. It does, however, put Vorans on edge.
Oxycodone: Common but addictive pain reliever prescribed for humans.
Salt: A common compound vital to life. In toxic quantities, it can cause dehydration and other side effects, most pronounced in Vorans
Sarin (gas): Harmful in some way to nearly every species, this nerve gas is used as an effective multi-species poison.
Steroids (injection): Anabolic steroids are used for bodybuilding in humans. They tend to make Bactarans stubborn, and Guigu use them as an aphrodesiac - they mimics Guigu pheromones - and recreational drug.
THC: THC, the active ingredient in the Earth plant cannabis and the Guigu root chushu, has little effect on many species, but the similar effects it has on humans and Guigu often help to the species grow friendlier. Famously shared by the first human ship to crash-land on Kennu and the Guigu that found them.
Voran Milk: Required for the survival of Voran drones - as they lack a proper digestive system, milk is the only form of sustenance - Voran milk has chemical properties which cause drug-like effects in other species.
Voran milk exists in two forms: milk naturally produced by queens, and synthetic milk. Both have similar properties.
Weapons
Melee Weapons
Shock gloves: These gloves deliver an electric shock on impact. The attacker still deals standard melee attack damage in addition to this damage.
Shape Memory Gloves: These gloves become solid when making a fist (or any other trigger as chosen by the owner), dealing the listed damage in addition to the unarmed damage value upon striking, and being possible to use with Weapon Parry actions; with a Digital Macro, they become soft again, dealing only unarmed melee damage values.
Defender Gloves: These gloves have hard surfaces which can be used in Weapon Parry actions.
Brass Knuckles: These simple melee combat weapons are designed to turn fists into a hard, damaging weapon.
Survival Knife: This all-purpose knife is meant as a tool first, and weapon second. It gives 2 extra dice to any Survival test.
Dagger: The dagger is meant for combat and concealment.
Skinner Knife: This hunter's knife is best for handling trophies of the kill, and gives 2 additional dice to any Survival test involving hunting.
Machete: Intended for chopping small brush, this large, thin knife gives a +2 dice bonus to Survival tests in a wooded area.
Falchion: This one-handed sword is small but effective. Like a machete, it can be used for clering brush, and gives a +2 bonus for the same purpose.
Gladius: This classical mid-sized sword is good for close combat.
Claymore: This two-handed sword is excellent for defense and parrying.
Rapier: This is a thin, light sword designed for thrusting and piercing. It is so thin and light that it cannot be used for Weapon Parry except against other rapiers.
Mace: This heavy, sturdy weapon is designed to puncture armor.
Hammer: Though most hammers are used as tools, a hammer can make an effective weapon, too.
Maul: This hammer designed for combat includes an armor-piercing spike on the head.
Axe: The heavy blade on a combat axe is as useful as an impact weapon as it is as a blade.
Hatchet: The hatchet is a smaller, lighter axe.
Spear: The length of a spear allows the wielder to keep attackers at a distance.
Halberd: The halberd combines a spear and axe into one highly effective weapon.
Flail: The moving end of a flail is designed to get around shields, giving 2 additional dice when used for that purpose.
Nunchuku: This small, chained weapon is good for getting around defenses like shields, and gains +2 dice for that purpose.
Quarterstaff: This small pole weapon is not used often, but its properties are useful for many improvised weapons.
Katana: This Japanese sword is elegant and agile, even if it is not especially damaging.
Sai: Two of these small daggers may be used together, being treated much like a two-shot automatic weapon burst.
Club: A short, blunt, generic melee weapon.
Tonfa/PR24: This hard club is often used as a nonlethal law enforcement weapon.
Collapsible Tonfa: Can collapse or expand with a Simple Action down to a handle-sized object.
At CPU 6, it can collapse with a Digital Macro.
Shape Memory Gladius: With a Digital Macro, the sword can switch between Piercing and Impact damage. Sometimes used by law enforcement to keep a nonlethal option available.
Vibroblade: Like a turkey carving knife, but much more so.
Shuriken: Can be thrown up to 3 at a time; treat this like multiple bullets fired from an automatic weapon.
Boomerang: Returns to the thrower after a miss, as long as a glitch was not rolled.
Shape Memory Boomerang: This boomerang becomes a sharp blade in midair, and can adjust its shape to improve aerodynamics.
Javelin: The javelin is an excellent long-range throwing weapon, and can be used as a spear when not being thrown.
Harpoon: The harpoon is similar to a javelin, but has a hooked edge; if it successfully pierced the target, it will deal 2P damage unresisted when pulled out (Simple Action). It can be used as a spear in melee; if it pierces the target in melee, the target is treated as being grappled until the harpoon is pulled out. Note that the target themselves may use a Simpe Action (and take damage) to pull it out.
Ranged Weapons
Handgun: A small, single-hand-use firearm. The A-class version is often called a holdout.
Standard Rifle: A two-handed, braced firearm - an old but classic design.
Shotgun: A firearm designed to convey "oomph" in addition to simple piercing damage.
Sniper Rifle: The sniper rifle is designed to function at long range. It gains its full bonus (and no penalty) when being used at Sniper Range. When being used at Long Range, the shooter receives no bonus, but also ignores the normal penalty at that range.
Submachine Gun: A smaller, slightly less capable automatic weapon compared to the Battle Rifle.
Flamethrower: This special-purpose weapon is mostly used as a tool for clearing brush, but there are certainly times when it's helpful to be able to set your enemies on fire. Can only be used at Standard range.
Injection Weapon: May be filled with any dosage of any chemical or substance the shooter chooses (not included with the price). If the shot pierces the target's armor and deals damage, the substance is administered into the blood stream.
Battle Rifle: This advanced automatic weapon is a prime combat weapon for a character that knows how to use it. Though powerful and accurate, it requires precision maintenance to retain its effectiveness.
Grenade Launcher/Mortar: Using the Indirect Fire specialization, grenade launchers fire grenades which explode on impact. Grenades are subject to Hurl ranges. This damage value is a default warhead; different warhead are listed on another table.
Blinding Laser: This laser is designed to confuse sensors and damage eyeballs. When used against a vehicle, if the attack action succeeds, it automatically targets the Sensor system, dealing 1 damage to it, unresisted, which can be repaired normally. When used against a lifeform, if the attack succeeds, the target adds the damage as a special Blinding Bank; this bank is a negative penalty to all visual PER
tests (and any test involving aim). This Blinding Bank damage recovers naturally at a rate of 1 point per hour, or may be reduced by hits on a single INT + Medicine (First Aid)
test (further tests will have no effect on this penalty).
Attacks by this weapon across size classes must be handled specially. If a larger Blinding Laser hits a smaller target, treat it as a Thermal Laser with a base damage value of 6H
(in addition to the blinding effects). If a smaller Blinding Laser is targeting a larger target, the defense threshold is increased by 3 for each class difference.
The Auto attribute of this weapon depends on the PWR TL. At PWR 5, Auto is 3; at PWR 6, Auto is 5; at PWR 7 or higher, Auto is 10.
Missile Launcher: Using the Indirect Fire specialization, missile launchers launch self-propelling missiles. Use the same rules as grenade launcher, but without range limitations.
At CPU 4, the missiles may home, adding CPU TL to the dice pool.
Taser: A taser consists of a non-conductive handheld gun containing a power source and a projectile, connected by wires. When firing, the projectile piece sticks to the target (piercing a small amount of armor in the process) and proceeds to shock the target, immobilizing him.
Note: Tasers and LIPCs can both be easily modified to double the Electrical damage dealt, which adds 2 to Glitch Risk when using it (a glitch likely results in the electrocution of the weapon's wielder). These modifications can make them fatal, and are almost always illegal.
Thermal Laser: Thermal lasers are powerful infrared lasers which heat up their target.
Coilgun: A coilgun, or railgun, consists of a barrel with a series of electromagnets, each activated in sequence to propel a small, ferromagnetic round at extreme speeds.
The Auto attribute of this weapon depends on the PWR TL. At PWR 6, Auto is 1; at PWR 7, Auto is 4; at PWR 8 or higher, Auto is 8.
LIPC: The Laser Induced Plasma Channel gun fires a pair of lasers through the air; the air is heated to the point of ionization, enabling it to become an electrical conductor. At that point, the weapon discharges electricity through the beams, behaving much like a wireless taser.
The ionization process is similar to lightning, and produces a sonic boom.
The Auto attribute of this weapon depends on the PWR TL. At PWR 6, Auto is 1; at PWR 7, Auto is 3; at PWR 8 or higher, Auto is 5.
Directed EMP: An electromagnetic pulse primarily causes damage to electronics. This gun produces such a pulse directed in a particular direction, making it a devastating weapon against certain enemies.
Sonic Stunner: Uses the same special damage rules as a flash-bang, though only with sound.
Corrosion Pulse: This blast of a chemical cocktail corrodes armor.
SMSF: The Single Man Sniping Force line of firearms consists of a camera, a targeting computer, and an automatically controlled gun barrel. The bearer chooses targets on the weapon's screen, and at the touch of a button, all targets are hit with pinpoint accuracy in extremely rapid succession, within a single combat action.
The controlling player makes a single INT + Ranged Combat (Firearms)
test, and can select as many targets as he can see - preparing the weapon and selecting targets is a single action which uses 1 IP per target; it may be done before combat starts. The SMSF executes the firing solution via a single Digital Macro command - the number of hits the player rolled on his test is used for the first shot, and each subsequent shot uses one fewer hit, until the targets are all hit or the hits have been exhausted. These shots may be defended against as normal. The GR is the number of targets selected; in case of a glitch, the wrong body is targeted (chosen at random from anyone nearby).
Pulse Laser: The pulse laser heats up its target like the thermal laser, but it discharges much more energy in a shorter period of time. This has the effect of concentrating its energy on a single point, which allows the laser to penetrate armor before dealing its heat damage.
The Auto attribute of this weapon depends on the PWR TL. At PWR 7, Auto is 1; at PWR 8, Auto is 3; at PWR 9 or higher, Auto is 5.
Gyrojet: The gyrojet fires rounds which are rocket-propelled, guided, and gyroscopically stabilized, increasing accuracy and eliminating recoil and resulting in a lightweight weapon. The rounds also explode on impact.
Plasma Gun: Plasma guns fire a stream of superheated plasma at their target. The heat is so intense that the local TMP rises by 1 each time this weapon is fired.
Antiparticle Beam: Antimatter is extraordinarily powerful. A stream of antiparticles can be calibrated to deal up to (PHY TL × 2)
units of antimatter with a single attack action, which multiplies the damage value.
Antimatter is extremely dangerous, and notoriously difficult to contain. Anytime the antimatter weapon system is damaged, the GM should roll an immediate glitch test with a GR of +2 (in addition to any other glitch risks which may be in play, such as jury-rigging); if a glitch is triggered, then containment has been lost, and up to 2d6 units of antimatter explode within the ship (the remainder are lost to space). This damage is unresisted by armor, damages the weapon system first, and then overflows normally.
At PHY 9, additional safety measures ensure that there is no additional GR on the glitch test.
Antimatter unit: One unit used in an Antiparticle Beam.
Fusion Gun: Fusion gun rounds consist of a shape-charge micro nuclear warhead (this si not compatible with the fusion warhead used by grenade and missile launchers). As it happens, the rounds can function just fine independently of the gun. The gun itself helps to aim the blast and shield the wielder from its deadly radiation, but the round itself will deal damage just as well without it.
Gravity Gun: This weapon creates a small area of attraction at the targeted point. Any entity at the targeted point recieves the crushing damage defined; all others in the Splash area (including the weapon firer, if applicable) attempt to resist the (special) damage by rolling a pilot test for vessels, or BOD
for others; if they fail, they will be pulled towards the target, with standard collision damage being applied.