Post by CitizenX on Feb 24, 2016 18:12:35 GMT
Purchasing Gear & Item Value
Price Range
Very Cheap (Very Easy Diff.. Preparation check), Price Range: <10 Credits, Trade-In Value (per 1 Wealth Point): 200
Cheap (Easy Diff.. Preparation check), Price Range: 10-100 Credits, Trade-In Value (per 1 Wealth Point): 100
Normal (Average Diff.. Preparation check), Price Range: 101-500 Credits, Trade-In Value (per 1 Wealth Point): 50
Costly (Hard Diff.. Preparation check), Price Range: 501-1,000 Credits, Trade-In Value (per 1 Wealth Point): 10
Very Costly (Very Hard Diff.. Preparation check), Price Range: 1,001-10,000 Credits, Trade-In Value (per 1 Wealth Point): 5
Expensive (Challenging Diff.. Preparation check), Price Range: 10,001-50,000 Credits, Trade-In Value (per 1 Wealth Point): 1
Very Expensive (Very Challenging Diff.. Preparation check), Price Range: 50,001-100,000 Credits, Trade-In Value (per 2 Wealth Points): 1
Astronomical (Unlikely Diff Preparation check), Price Range: 100,001-500,000 Credits, Trade-In Value (per 6 Wealth Points): 1
Luxurious (Uncanny Diff Preparation check), Price Range: 500,001-1 Million Credits, Trade-In Value (per 12 Wealth Points): 1
Extravagant (Unique Diff Preparation check), Price Range: 1 Million Credits-5 Million Credits, Trade-In Value (per 18 Wealth Points): 1
Outrageous (Intense Diff Preparation check), Price Range: 5 Million Credits-10 Million Credits, Trade-In Value (per 24 Wealth Points): 1
Fortune (Extreme Diff Preparation check), Price Range: 10 Million Credits-50 Million Credits, Trade-In Value (per 30 Wealth Points): 1
Gear
Gear Availability
The Availability of an item tells whether its common or legally available or if its restricted and hard to find. The following are levels of Availability and the Socialize or Research Difficulty to locate an individual or business selling that particular Gear, Weapon, Vehicle, or Augmentation.
Common (Diff. 8), Available commercially and easily found.
Uncommon (Diff. 10), Specialty clinics or stores only
Restricted (Diff. 12), Usually requires a license or legal red tape to acquire, sometimes restricted only to military or law enforcement.
Illegal (Diff. 14), This item has no legal use.
Experimental (Diff. 16), This item or device is in the experimental test phase and usually reserved to R&D programs.
Wealth Petty Cash
One Wealth Point can be turned into 6 uses of Petty Cash. Petty Cash will provide a +1 to a Preparation skill check. 6 uses of Petty Cash will create 1 Wealth point.
Athletic Gear
Isaac Green finished off the last drops of his NeoStim Energy drink and adjusted his Reacrobatic Nanosuit as it pinched the wrong places. He adjusted the Wing Suit and double checked his parachute, they would be over the drop site soon and gliding at night was always a bitch...
Refresher Beverage (Gain 1 Fatigue when drank), Availability: Common, Price: Very Cheap (Diff. 6)
Smart Treadmill (when owned, reduce the cost to increase your Speed Statistic Score with EP by x1), Power Usage: 1, Availability: Uncommon, Price: Normal (Diff. 10)
Weightlifting Gear (when owned, reduce the cost to increase your Body Statistic Score with EP from Statistic Score # x6 to x5), Availability: Common, Price: Normal (Diff. 10)
Memory Ball (Sports ball with memory material, reforms and hard to destroy, throwing range multiplier x6 in yards), Availability: Common, Price: Cheap (Diff. 8)
Athletic Shoes (Provides a +1 to Sprint checks when worn), Availability: Common, Price: Cheap (Diff. 8)
Nanostress Athletic Shoes (Nanoprecision design, Provides a +2 to Sprint checks when worn), Availability: Uncommon, Price: Normal (Diff. 10)
Balance Tek Shoes (Nanoadjustable grip, Provides +1 to Acrobatics skill checks when worn), Availability: Uncommon, Price: Cheap (Diff. 8)
Reacrobatic Nanosuit (a reactive skintight suit made of nanomaterials, helps to prevent muscle or tendon pulls or overstressing the body, counts as +1d6 Armor Value, Type: Blunt, including damage from falls, provides a +1 to Acrobatics skill checks), Availability: Uncommon, Price: Normal (Diff. 10)
Parachute (Opens at set altitude or when cord is pulled, no falling damage past 20yds up, use Acrobatics to guide descent), Availability: Uncommon, Price: Normal (Diff. 10)
Wing Suit (Allows Gliding with limited wings, Movement +2 and gain ability to fly using Acrobatics), Availability: Uncommon, Price: Normal (Diff. 10)
Personal Gear
Byron Ulric knew that his ShivaWear jewelry got him in the right doors and let the highrollers know he was one of them, his FashionShift jacket displayed feed from the nightly news across his back as he entered the club, but he'd need to keep his eyes peeled for Sakawa Boys and hustlers...
Personal Hygeine Products, Availability: Common, Price: Very Cheap (Diff. 6)
Condoms, Availability: Common, Price: Very Cheap (Diff. 6) for box of 6
Adult Diapers, Availability: Common, Price: Very Cheap (Diff. 6) for a box of 6
Cheap Jewelry, Availability: Common, Price: Cheap (Diff. 8)
Average Jewelry, Availability: Common, Price: Normal (Diff. 10)
Fancy Jewelry, Availability: Uncommon, Price: Costly (Diff. 12)
Expensive Jewelry (+1 to Socialize), Availability: Uncommon, Price: Very Costly (Diff. 14)
Ear Plugs (Grants a +1 to Tolerance skill checks to resist Deafening attacks), Availibility: Common, Price: Very Cheap (Diff. 6) for 6
Sunglasses (Grants a +1 to Tolerance skill checks against Blinding attacks), Availability: Common, Price: Very Cheap (Diff. 6)
Designer Shades (Grants a +1 to Cool skill checks), Availability: Uncommon, Price: Cheap (Diff. 8)
Cheap Clothing (per outfit), Availability: Common, Price: Very Cheap (Diff. 6)
Average Clothing (per outfit), Availability: Common, Price: Cheap (Diff. 8)
Fancy Clothing (per outfit), Availability: Common, Price: Normal (Diff. 10)
Expensive Clothing (+1 to Socialize with outfit), Availability: Uncommon, Price: Costly (Diff. 12)
FashionShift Garment (displays video images in shifting patterns across the fabric), Availability: Uncommon, Price: Normal (Diff. 10)
Armored Case (A pouch, briefcase, or backpack, holds up to Size 3, 4d6 Armor Value, Type: Kinetic, Blade, Blunt, Fire), Availability: Uncommon, Price: Normal (Diff. 10)
Carry Bag (satchel, purse, duffel, etc.), Availability: Common, Price: Very Cheap (Diff. 6)
Utility Belt/Harness, Availability: Common, Price: Very Cheap (Diff. 6)
DIY Manual, Effect: Grants +1 to the Knack skill with a specific focus (such as Autorepair, Biology, Chemistry, Anthropology, etc.), Price: Cheap (Diff. 8)
Computers
Harvey Ackerman fired up the feed from his prototype Cloudwall Computer and fed the data directly into the SmartOptics of his helmet, displaying Augmented Reality as he prepared the software that would locate his mark's Net signature...
Net Tags (Wireless RFID tags allow a device or piece of equipment to interact with the Augmented Reality Network and relay information to users of the Net or respond to Net control), Availability: Common, Price: Very Cheap (Diff. 6) for 6 Tags
Data Tablet (-4 penalty to Computer checks), Processor Speed: 1, Option Spaces: 0, Hard Memory: 0, Power Usage: 1, Availability: Common, Price: Very Cheap
Antique (-2 penalty to Computer checks), Processor Speed: 1, Option Spaces: 1, Hard Memory: 1, Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated (-1 penalty to Computer checks), Processor Speed: 2, Option Spaces: 2, Hard Memory: 2, Power Usage: 1, Availability: Common, Price: Cheap
Standard (0 Bonus to Computer checks), Processor Speed: 3, Option Spaces: 3, Hard Memory: 3, Power Usage: 2, Availability: Common, Price: Normal
Advanced (+1 Bonus to Computer checks), Processor Speed: 4, Option Spaces: 4, Hard Memory: 4, Power Usage: 2, Availability: Uncommon, Price: Costly
High Tech (+2 Bonus to Computer checks), Processor Speed: 5, Option Spaces: 5, Hard Memory: 5, Power Usage: 3, Availability: Restricted, Price: Very Costly
Experimental (+3 Bonus to Computer checks), Processor Speed: 6, Option Spaces: 6, Hard Memory: 6, Power Usage: 3, Availability: Experimental, Price: Very Costly
Medical Equipment
Isaac Green had seen a lot of wounds in his time as a professional fighter, but the aftermath of this particular underground Aug fight was the worst. If he had any chance at saving the man's life, he'd need the GloboDoc pain killers in his nanosyringe, some DaVinci Skinfoam to seal lacerations on the man's shattered torso and hope the Dermal Stapler would do the rest...
Syringe (holds up to 4 doses of drug or chemical, Easy Diff.. Medicine skill check to administer correct dosage), Cost: 2 Credits, Availability: Common, Price: Very Cheap
Nanosyringe (Administers exact doses of drug or chemical, holds up to 6 doses), Cost: 10 Credits, Availability: Uncommon, Price: Cheap
Skinfoam (Stops bleeding, heals 1d6 Hit Points, 6 uses), Cost: 35 Credits, Availability: Uncommon, Price: Cheap
Dermal Stapler (Provides +1 to Medicine skill rolls and stops bleeding, 6 uses), Cost: 25 Credits, Availability: Uncommon, Price: Cheap
Defibrilator (When placed on a Dying character, grants a +4 to Deus Ex skill checks, must charge for 1 round between uses), Power Usage: 4, Availability: Restricted, Price: Costly
Drug Recycler (Blood transfusion filter that isolates ½ the dose of Drug from a user's system, does 3d6 Blade damage in the process to the target who must still be within the duration of that drug to gain the benefit), Availability: Illegal, Price: Normal
Synthetic Blood Stock (Allows for transfusion of Blood after suffering from the Critical Effect Bleeding, it restores all lost Health Points from Bleeding or heals 2d6 HP otherwise per package of Synthetic Blood Stock, requires a Blood Transfusion Kit), Availability: Restricted, Price: Cheap
Blood Transfusion Kit (Allows for transfusion of Blood from a donor or from Synthetic Blood Stock. If transferred from a donor, the Blood Transfusion does 1d6 damage to the giving participant for every 1d6 Health Points it heals on the patient. A blood transfusion takes at least 1d6 minutes per 2d6 HP healed), Availability: Restricted, Price: Costly
First Aid Kit (Allows for basic medical assistance), Availability: Common, Price: Very Cheap
Trauma Kit (Provides +1 to Medicine skill checks), Availability: Uncommon, Price: Cheap
Medical Scanner (A handheld imaging scanner connected to a medical database computer, counts as Outdated Computer, provides +2 to Medicine skill checks to diagnose health issues, 1yd range), Power Usage: 2, Cost: 100 Credits, Availability: Uncommon, Price: Cheap
Industrial Equipment
It was Christmas time in the Refuge camp, Adrian Igel had been doing favors for the locals in order for them to keep his presense in the camp a secret from the authorities. He grabbed his stolen TripleCo. Toolkit and used the makeshift 3D printer to create the repair parts he'd need to fix the refugees' transport truck. Soon the whole camp could get the supplies they desperately needed...Ho ho ho...
Multitool (portable foldout toolset, basic), Availability: Common, Price: Very Cheap
Standard Toolkit (Basic tools needed for making Tech skill checks, Standard tools such as adjustable screwdrivers, hammer, wrench, etc.), Availability: Common, Price: Cheap
Advanced Toolkit (Provides +1 to Tech skill checks, precision and power tools included), Availability: Common, Price: Normal
High-Tech Toolkit (Provides +2 to Tech skill checks, includes nanoscale measurement tools, specialized power tools, stabilizing rigs and high-pressure sanders, etc.), Availability: Uncommon, Price: Costly
Link Cable (Allows linking of Computers or other Electronic devices with a Very Easy Diff. Tech skill check), Availability: Common, Price: Very Cheap (for 10yds of cable)
Techscanner (counts as an Antique Computer, scans a device and can be interfaced to provide diagnostics, provides +2 to Tech skill checks), Power Usage: 1, Availability: Uncommon, Price: Normal
Sealant Sprayer (uses a silicon heat-resistant sealant to waterproof objects or seal holes and serve as adhesive, 10 uses), Availability: Common, Price: Cheap
Spray Paint (various colors, enough paint for 6 square yards surface), Availability: Common, Price: Very Cheap (per can)
Antique 3D Printer (Produces a Size 1 simple object every 1d6 days), Size: 2, Power Usage: 1, Availability: Uncommon, Price: Cheap
Outdated 3D Printer (Produces a Size 2 simple object every 24 hours), Size: 4, Power Usage: 2, Availability: Restricted, Price: Normal
Standard 3D Printer (Produces a Size 3 simple object every 12 hours), Size: 6, Power Usage: 3,
Availability: Restricted, Price: Costly
Advanced 3D Printer (Produces a Size 4 simple object every 6 hours), Size: 8, Power Usage: 4, Availability: Restricted, Price: Very Costly
High-Tech 3D Printer (Produces a Size 5 simple object every 3 hours), Size: 10, Power Usage: 5, Availability: Restricted, Price: Expensive
Experimental 3D Printer (Produces a Size 6 simple object every 1 hour), Size: 12, Power Usage: 6, Availability: Experimental, Price: Very Expensive, Drawback: The Experimental 3D Printer requires frequent manual recalibration when creating smaller objects than Size 6, requiring a Hard Diff. Tech skill check.
Standard Universal Constructor (Produces a Size 3 intricate object every 6 hours), Size: 6, Power Usage: 5, Availability: Restricted, Price: Very Costly
Advanced Univseral Constructor (Produces a Size 4 intricate object every 3 hours), Size: 8, Power Usage: 6, Availability: Restricted, Price: Expensive
High-Tech Universal Constructor (Produces a Size 5 intricate object every 1 hour), Size: 10, Power Usage: 7, Availability: Restricted, Price: Very Expensive
Experimental Universal Constructor (Produces a Size 6 intricate object every 30 minutes), Size: 12, Power Usage: 8, Availability: Experimental, Price: Astronomical, Drawback: When the Universal Constructor is in disassembly phase and is breaking down components for construction, it can be dangerous if the Universal Constructor were in some way damaged or one of its nanite-storage tanks ruptured. Such a rupture spills out disassembler nanites which will break down all matter up to Size 12 within a 6 yard radius of the machine before becoming inert.
Science Equipment
Harvey Ackerman was a specialist in these matters, he used his EnerTek chemical analyzer to identify biological material and tested the sample in his GeneReader, this was definitely a copywritten Prodorganic of AgriGen that had been attacking people in the Favela. He'd need to tag it with a Isototype tracking dart and use his military-issue Dellingr EnviroScanner to track the rad-trail of the beast back to its lair...
Chemical Analyzer (Detects and identifies the Chemical formula or breakdown of elements of any substance put inside it, requires an Average Science skill check), Power Usage: 1, Availability: Uncommon, Price: Normal
Electron Microscope (Views microscopic levels of matter and organic materials, +1 to Science skill checks), Power Usage: 3, Availability: Restricted, Price: Normal
BioVat (A biological incubator the size of a microbrewery, used for growing genetically modified microorganisms), Power Usage: 1, Availability: Restricted, Price: Costly
Hydro Garden (A botanical indoor garden with regulated climate controls and up-to-the-minute sensory data, +1 to Science checks when gardening), Power Usage: 1, Availability: Common, Price: Normal
GeneReader (This device counts as an Outdated Computer and grants users a +1 to Science and Investigate checks to analyze genetic samples and DNA), Power Usage: 1 Availability: Uncommon, Price: Normal
GeneSequencer (Allows for Genetic Mapping of individuals or spieces, +2 to Science checks for Genetics, gene-mapping takes 1d6 days and requires a DNA sample), Power Usage: 3, Availability: Restricted, Price: Costly
BioWomb (Allows for an artificial growth chamber to gestate a living engineered biological organism, birth takes 2 months per point of size), Power Usage: 5, Availability: Experimental, Price: Very Costly
EnviroSensor (Collects sophisticated environmental data within 100 yards, including presense of chemicals, radiation, and pressure readings, +1 to Science skill checks), Power Usage: 2, Cost: 125 Credits, Availability: Common
Isotope Tracker (Mildly radioactive isotope can be placed in water, on objects, or inside an organism and tracked using a Radometer, one bottle can cover 6 points of size), Cost: 10 Credits (can cover 1 point of Size), Availability: Restricted, Price: Cheap
Radometer (Detects Radiation Levels within 200 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
EM Detector (A sensor that counts as an Antique-computer which grants a +2 to Investigate skill checks to locate electronics or electromagnetic radiation), Cost: 100 Credits, Availability: Uncommon, Price: Normal
Particle Accelerator (Size 45 object, allows for high-energy physics experiments, +2 to Science skill checks involving Physics), Power Usage: 9, Availability: Experimental, Price: Expensive
Neurological "Geist" Scanner (Maps the electrical signals of the brain, imitating consciousness. Can be used to create a "Geist" copy of a brain, takes 1 hour per 1 point of Intelligence), Power Usage: 6, Availability: Experimental, Price: Astronomical
Cameras & Surveillance Equipment
Eagle Cole prepared for his "Night Jog", adjusting the strap on his thermal SmartOptic Glasses and placing the Tenshi Audiobuds into his ears, he could now see body heat and hear heartbeats...
Fiberoptic Camera (small camera on fiber optic cable, 2 yards of cable), Power Usage: 1, Availability: Common, Price: Very Cheap
Laser Microphone (100 yard range, use line of sight to eavesdrop, +2 to auditory Awareness), Power Usage: 1, Cost: 150 Credits, Availability: Uncommon, Price: Normal
GPS Tracker (6 mile range), Power Usage: 1, Availability: Common, Price: Cheap
AV Surveillance Bug (Captures audio/video within 10 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
Antique Digital Video Camera, Power Usage: 1, Cost: 20 Credits , Availability: Common, Price: Very Cheap
Outdated Digital Video Camera (1 sensory option), Power Usage: 1, Cost: 40 Credits (+Sensory Option Cost), Availability: Common, Price: Cheap
Standard Digital Video Camera (2 sensory options), Power Usage: 1, Cost: 60 Credits (+Sensory Option Cost), Availability: Common, Price: Normal
Advanced Digital Video Camera (3 sensory options), Power Usage: 1, Cost: 80 Credits (+Sensory Option Cost), Availability: Common, Price: Costly
High-Tech Digital Video Camera (4 sensory options), Power Usage: 2, Cost: 100 Credits (+Sensory Option Cost), Availability: Uncommon, Price: Very Costly
3D Camera (Records 3D images and video), Power Usage: 5, Availability: Uncommon, Price: Expensive
Antique AudioBud (1 sensory option), Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated AudioBud (2 sensory options), Power Usage: 1, Availability: Common, Price: Cheap
Standard AudioBud (3 sensory options), Power Usage: 1, Availability: Common, Price: Normal
Advanced AudioBud (4 sensory options), Power Usage: 2, Availability: Uncommon, Price: Costly
High-Tech AudioBud (5 sensory options), Power Usage: 2, Availability: Uncommon, Price: Very Costly
Antique SmartOptics (1 sensory option), Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated SmartOptics (2 sensory options), Power Usage: 1, Availability: Common, Price: Cheap
Standard SmartOptics (3 sensory options), Power Usage: 1, Availability: Common, Price: Normal
Advanced SmartOptics (4 sensory options), Power Usage: 2, Availability: Uncommon, Price: Costly
High-Tech SmartOptics (5 sensory options), Power Usage: 2, Availability: Uncommon, Price: Very Costly
Optical Sensory Options:
Night Vision (halves the penalty from darkness), Availability: Common
React Optic (Artificial muscles within the optics pull the eyes rapidly towards detected movement to minimize danger from collision or quick moving dangers, this can be disabled or enabled with a thought. When enabled, provides a +2 to Opportunity and Initiative against fast moving threats, -4 to Awareness when trying to notice objects that are not moving), Availability: Restricted
Thermal (no penalty from darkness from warm targets, can track targets by heat signature giving a +2 to Investigate skill checks when applicable), Availability: Uncommon
ChemTrace (Detects the presence of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Availability: Uncommon
Ultraviolet (halves the penalty from darkness, allows view into the UV spectrum), Availability: Uncommon
Picture in Picture (Allows a small window to hover in field of vision connected to another optical device or devices, window can be expanded or contracted through thought, allows user to split their attention between multiple optics - suffering a -2 to Awareness between both), Availability: Common
Image Enhancement (+1 to Awareness and Investigation), Availability: Common
Augmented Reality (Allows overlay of AR Net), Availability: Common
Virtual Reality (Allows overlay of Virtual Reality and remote control of Avatar programs), Availability: Uncommon
Range Finder (gives a distance in meters to an object you're looking at), Availability: Common
Telescopic Vision (decreases the difficulty for ranged attacks by one category), Availability: Uncommon
Motion Detector (Senses movement within 30 yards, grants +2 to Awareness), Availability: Common
Smartbadge Reader (Can scan and read smart ID badges, up to 1 yard), Availability: Common
Facial ID Scanner (Captures Facial images, grants +2 to Research skill checks), Availability: Restricted
Auditory Sensor Options:
Subsonic Enhancer (Can hear within the subsonic range at 50 yards, +2 to auditory awareness when listening to subsonic noise), Availability: Uncommon
Sound Damper (Prevents hearing damage or deafening from loud noises), Availability: Common
Audio Enhancer (Can pinpoint specific conversations or noises within hearing range, filtering noise for a +2 to auditory awraeness), Availability: Common
Channel Listener (You can hear online radio, electronic audio, music, or phone calls from your computer or wireless electronic device, directly into your ears), Availability: Common
Mood Music (Your auditory package detects stress levels in your body and plays preprogrammed music and binural frequencies to suit your mood and environment, providing a +2 to Resist skill checks, but with a -2 to Awareness skill checks based on audio cues), Availability: Common
Sonar (negates darkness penalties within 100 yards), Availability: Restricted
Gunfire Sensor (detects gunshots within 100 yards and pinpoints location to HUD or wireless device GPS), Availability: Restricted
Voice Stress Analyzer (grants a +1 to Sense Motive skill checks), Availability: Restricted
Entertainment Gear
Delina donned her Coltan Peak AR Body Capture Suit and jacked into her FableNet account, the movements of her online persona matching that of her body as the music of Deez Nutz blared away on her EnerTek Speaker system...
AR Body Capture Suit (A electronic sensor suit that maps body movements into the AR Net), Availability: Common, Price: Normal
Handheld Game (An electronic handheld game player), Availability: Common, Price: Very Cheap
Holographic Projector (Allows projection of digital images or video in a holographic image, Awareness skill check of Easy Diff to notice that it is an illusion), Availability: Restricted, Price: Costly
Speaker System Delta (Allows loud projection of music or audio within 20 yards, -1 penalty to Awareness checks to audio cues), Availability: Common, Price: Cheap
Speaker System Gamma (Allows loud projection of music or audio within 40 yards, -2 penalty to Awareness checks to audio cues), Availability: Common, Price: Normal
Speaker System Beta (Allows loud projection of music or audio within 80 yards, -3 penalty to Awareness checks to audio cues), Availability: Common, Price: Costly
Speaker System Alpha (Allows loud projection of music or audio within 160 yards, -4 penalty to Awareness checks to audio cues), Availability: Common, Price: Very Costly
Musical Instrument (The character can play music as part of a Socialize skill check, grants a +1 Bonus to Socialize), Availability: Common, Price: Normal
Security Gear
Ogden Bates hated this part of the job, any of the crowd passing through the checkpoint could be wired with an Improvised Explosive vest or carrying contraband weaponry, he'd need to be alert to the Countware Scanner Array's output into his AR display. When the chemical sniffer would catch a whiff of accelerant or gunpowder, he'd make sure the Dellingr Biometric Scanner did its job on placing the culprit in any criminal database. This was going to be a long night, but he was ready for a fight...
Hidden Surveillance Camera (Uses Night Vision, can be hidden in any mundane object, uplinks and stores video to secure network), Availability: Uncommon, Price: Cheap
Scanner Array (Using two 12 inch scanner panels, must be placed opposing each other, such as in a doorway. Provides X-Ray bodyscan of any individual passing through, gives +2 to Investigate to discover hidden weapons or cybernetics), Power Usage: 3, Cost: 200 Credits, Availability: Restricted
Forensic Scanner (Can detect partial fingerprints, analyze blood samples, hair and fibers, match ballistics, and analyze genetic sequences, counts as Outdated Computer, +2 to Investigate and Science), Power Usage: 2, Availability: Restricted, Price: Costly
Biometric Scanner (Reads Palm & Fingerprints, Retinal Scans, Facial Imaging, counts as Antique Computer), Power Usage: 1, Availability: Restricted, Price: Normal
Luminol (Chemical sprayed on bloodstains and organic material makes them reactive to UV Light), Price: Very Cheap (Bottle)
UV Flashlight (provides light within 40 yard cone spread, illuminates luminol and stains), Power Usage: 1, Availability: Common, Price: Very Cheap
Zip Ties, Effect: Requires a Average Diff.. Rend or Acrobatics skill check to escape, Price: Very Cheap (Diff. 6)
Handcuffs, Effect: Requires a Very Hard Diff.. Rend or Acrobatics skill check to escape, Price: Cheap (Diff. 8)
Smartbadge Blank (a blank unassigned RFID badge that can link to digital ID database), Availability: Common, Price: Very Cheap (10 Badges)
Smartbadge Reader (Can scan and read smart ID badges, up to 1 yard), Power Usage: 1, Availability: Restricted, Price: Cheap
Chemical Sniffer (Detects the presense of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Power Usage: 2, Availability: Uncommon, Price: Normal
Voice Stress Analyzer (Counts as an Antique Computer, Records Voice Patterns and grants a +2 to Sense Motive skill checks), Power Usage: 2, Availability: Restricted, Price: Normal
Motion Detector Alarm (Sends a text message or activates a alarm system when sensing movement within 10yards), Power Usage: 1, Availability: Common, Price: Cheap
Facial ID Scanner (Uses Facial Recon program on an Antique computer attached to a handheld scanning lens), Power Usage: 1, Availability: Restricted, Price: Normal
Type I Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Type II Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 2, Range: 100yds, Availability: Illegal, Price: Normal
Type III Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 3, Range: 400yds, Availability: Illegal, Price: Costly
Intrusion Gear
Adrian Igel affixed the Faux Dermal Gloves that had been printed for him with the fall guy's fingerprints and affixed the silencer to his stolen weapon. The target would be in the area soon and he had to hope that the Distortion Mask and Video Blinder would keep any witnesses, electronic or meat, from remembering who did the shooting...
Data Funnel (A high-tech flashdrive loaded with data of the user's choice, the data floods 2d6 units of Active Memory of any computer its plugged into, disabling any other programs that were running), Availability: Illegal, Price: Normal
Faux Dermal Gloves (thin see-thru dermal pattern gloves that stretch over your hands, can mimic fingerprints and palm scans of another person), Availability: Illegal, Price: Normal (per pair)
Smart Mask (A highly detailed 3D printed replica mask, created using facial ID scans, provides +4 to Deception when disguised as another person), Availability: Illegal, Price: Normal (per mask)
Smart Mimic (A recorder that captures and stores audio and replicates voice patterns and sounds when put to your throat to speak, +2 to Deception), Power Usage: 1, Availability: Uncommon, Price: Normal
Thermal Bodymask (A thermal jumpsuit complete with face mask, completely nullifies bodyheat against IR or Thermal scans), Power Usage: 1, Availability: Restricted, Price: Normal
SmartCamo Clothing (Clothing that can change colors and mimic patterns behind the wearer, +2 to Stealth skill checks), Power Usage: 2, Availability: Restricted, Price: Normal (For outfit)
Laser Fogger (A spray can that allows invisible lasers to be seen by the naked eye, effects 1 yard, 10 uses per can. Can create cover against lasers up to 2 yard radius, reducing Laser type damage by 2d6 damage dice), Availability: Uncommon, Price: Cheap
Distortion Mask (smart nanofabric constantly shifts in patterns, makes it impossible for facial ID based on skull contours), Power Usage: 1, Availability: Uncommon, Price: Normal
Echo Device (Counts as Standard Computer, any Computer used within 100 yards has its signal and network data echoed by the device, creating a confusing mirror of all signals in the Net and also creates a double of all Avatars and programs used, effects similar to Decoy and Mimic, provides a -2 penalty to Computer skill checks to find the original Network ID. Duplicate programs are just as effective as the original), Power Usage: 3, Availability: Illegal, Price: Costly
Static Box (Any audio recording devices within 20 yards pick up only static), Power Usage: 2, Availability: Illegal, Price: Normal
Video Blinder (Emits a frequency that blinds all camera and video recording equipment within 20 yards), Power Usage: 2, Availability: Illegal, Price: Normal
Keyless Entry Scanner (Requires a Computers skill check, based on the Diff.iculty of vehicle security system, allows for unlocking vehicle doors remotely, 10 yards), Power Usage: 1, Availability: Illegal, Price: Cheap
Lockpick Gun (Automatically opens Average Difficulty or less key-locks), Availability: Restricted, Price: Cheap
Smart Lockpick (Counts as Antique Computer, provides +2 to Tech skill checks for opening locks), Power Usage: 1, Availability: Restricted, Price: Normal
X-Ray Scanner (Thin concealable gel screen with attachable X-ray scanners, allows viewing contents of locked safes or behind doors, up to 6 yards of area), Power Usage: 3, Availability: Restricted, Price: Costly
Data Sponge (Counts as an Antique Computer, stores unsecured Net data, spoken passwords, or keycodes observed by any input method, such as audio, visual, or through the Net, range of 20 yards), Power Usage: 2, Availability: Illegal, Price: Costly
NanoKey (When inserted into any keylock, conforms to any shape needed, automatically opens any standard lock in 1d6 rounds), Power Usage: 2, Availability: Experimental, Price: Normal
Doorspreader (A hydraulic door vice that opens locked or sealed doors of up to Very Hard Difficulty in 1d6 rounds, often damaging the door in the process), Power Usage: 1, Availability: Restricted, Price: Cheap
Embrittlement Spray (A liquid nitrogen spray that freezes and destroys locks or small metal objects, negates up to 6d6 Armor Value, 6 uses), Availability: Restricted, Price: Cheap
Signal Jammer Delta (Allows jamming of nearby wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Signal Jammer Gamma (Allows jamming of nearby wireless signals), Power Usage: 2, Range: 50yds, Availability: Illegal, Price: Normal
Signal Jammer Beta (Allows jamming of nearby wireless signals), Power Usage: 3, Range: 200yds, Availability: Illegal, Price: Costly
Signal Jammer Alpha (Allows jamming of nearby wireless signals), Power Usage: 4, Range: 800yds, Availability: Illegal, Price: Very Costly
Survival Equipment
Eagle Cole pulled the Brahman Industries SmartCamo tarp over the armored vehicle to prevent it from being detected by aerial drones or satellites. He packed his Water Filtration bottle and Solar generator into the pack along with rations and the rest of his gear he'd gotten from the company, it would be a long trek through the desert to the target zone where he would climb the clifface to get a proper sniper perch...
Aerial SmartCamo Tarp (Can be used as a tent or to cover up a vehicle or equipment up to Size 12, the tarp itself uses out-of-date GPS satellite images and smart fabric to project an image of what used to be in the spot where the tarp now sits at those exact coordinates, allowing a user to hide from aerial traffic or satellites by showing a fake image), Power Usage: 2, Availability: Experimental, Price: Very Costly
Field Rations (Essential Protein & Vitamins in Field Ration Packs, various flavoring), Availability: Common, Price: Cheap (1 week of food)
Water Filtration Bottle (Filters filthy or diseased water into drinkable water, cleans out toxins), Availability: Common, Price: Cheap
Water Purifier (A large water filtration unit that can produce 2 gallons of clean drinking water per hour), Availability: Common, Price: Normal
Solar Panel (Recharges battery Rank 1-6 depending on the intensity of the sun, Game Master decision. Takes half the power duration, 6 hours to recharge a 12hr battery, etc.), Availability: Common, Price: Cheap
Hammock (1 person), Availability: Common, Price: Cheap
Tent (2-6 persons), Availability: Common, Price: Normal
Live Animal Trap (Traps up to a Size 4 animal alive using a pressure plate with bait, Hard Diff. Rend or Acrobatics to escape), Availability: Uncommon, Price: Cheap
ThermoDome Tent (2-person tent with regulated heat or air conditioning), Power Usage: 1, Availability: Uncommon, Price: Normal
Scent Masking Agent (negates the ability to detect the character with scent or chemical sniffers, effects up to 6 points of size per bottle), Availability: Uncommon, Price: Cheap
Motion Alarm Unit (creates a wailing siren whenever movement of a Size 4 or larger animal passes within 20 yards of the sensor), Power Usage: 1, Availability: Common, Price: Cheap
Flashlight (provides light within 40 yard cone spread), Power Usage: 1, Availability: Common, Price: Very Cheap
Electric Lantern (provides light within 20 yard radius), Power Usage: 1, Availability: Common, Price: Very Cheap
Flare (provides light within 5 yards), Availability: Common, Price: Very Cheap (for 6 flares)
Climbing Harness (prevents falls if attached to safety line), Availability: Common, Price: Cheap
Climbing Gear (Effect: Provides a +1 to Athletics checks for climbing), Price: Cheap (Diff. 8)
Rope (10 yards), Availability: Common, Price: Very Cheap
Bionculars (+1 to Awareness within 100 yards), Availability: Common, Price: Very Cheap
Compass (Finds North), Availability: Common, Price: Very Cheap
Survival Blanket (+1 to Stamina skill checks against the cold), Availability: Common, Price: Very Cheap
Air Filter Mask (Filters toxins out of the air), Availability: Common, Price: Very Cheap
Oxygen Mask (provides 2 hours of oxygen), Availability: Common, Price: Cheap
Dive Mask (filters sea water into oxygen), Availability: Uncommon, Price: Costly
Environmental Suit (Armor Value of 1d6 against Blade type covers all locations, protects against toxins, chemicals, and radiation, provides 6 hours of oxygen), Availability: Restricted, Price: Normal
Folding Shovel (+1 to Rend for digging holes), Availability: Common, Price: Very Cheap
Fringe Gear
Neural Nullifier Headband (Can be integrated into Head Armor as an option, provides a +4 to Resist skill checks against Neural Broadcasts, does not suffer from Side Effects on a successful check), Power Usage: 2, Availability: Experimental, Price: Average
Neural Broadcaster Delta (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Easy (8), Power Usage: 1, Range: 25yds, Availability: Experimental, Price: Average
Neural Broadcaster Gamma (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Average (10), Power Usage: 2, Range: 50yds, Availability: Experimental, Price: Costly
Neural Broadcaster Beta, (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Hard (12), Power Usage: 3, Range: 100yds, Availability: Experimental, Price: Very Costly
Neural Broadcaster Alpha, (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Very Hard (14), Power Usage: 4, Range: 200yds, Availability: Experimental, Price: Expensive
-Neural Broadcasting Effects
--Calm (Characters who fail a Resist skill check feel calm and relaxed about their situation, if they fail their Resist skill check, they will not make subsequent Resist checks as long as they are within the radius of the broadcast against opposed Social skill checks, they are assumed to automatically succeed. Characters effected by the broadcast will also not be able to spend Luck points to influence die rolls while this is in effect as they feel calm and relaxed about all their actions, even their failures. If the Resist skill check succeeds, characters in the radius of the broadcast suffer the Side Effects of a +2 bonus to Resist skill checks yet lose 1 Luck point, unless they have a Neural Nullifer.)
--Ecstasy (Characters who feel ecstasy while in the grips of the Neural Broadcast suffer the following effects if they fail their Resist skill check, they gain a +2 bonus to Socialize skill checks as they feel more open with their personality, but they suffer a -4 penalty to Resist skill checks as they are more susceptible to social manipulations. If they succeed the Resist skill check, they only suffer the Side Effects, suffering a -1 penalty to Resist skill checks and a +1 to Socialize skill rolls, unless they have a Neural Nullifer.)
--Fear (Characters who feel fear and fail their Resist skill check, suffer a -2 penalty to all actions due to terrible trembling while in the area, additionally they act as if they have Paranoia while inside the radius - unable to gain bonuses from Tactics skill plans by other characters or NPCs. If the character succeeds the Resist check, they suffer a Side Effect of a -1 penalty to all actions while in the radius of the Neural Broadcaster, unless they have a Neural Nullifer.)
--Rage (Characters who feel the Rage and fail their Resist skill checks, will attack the nearest character or NPC they meet unless they spend 1 Luck point to stop themselves. Characters who succeed the Resist check only suffer the Side Effects: They feel a bolstered ego and suffer a -2 penalty to Resist Taunt skill checks while in the area, unless they have a Neural Nullifer)
--Repulsion (Characters who feel the Repulsion are overwhelmed with their disgust in the area, in order to handle anything within the radius of the Neural Broadcast they must spend 1 Luck and they suffer a -2 penalty to Intelligence-based skill checks, otherwise they move as quickly as they can out of the area. Characters who succeed the Resist check suffer only the Side Effects, suffering a -1 to Intelligence-based skill checks when in the area, unless they have a Neural Nullifer)
--Exhaustion (Characters who feel Exhaustion in an area and fail their Resist skill checks suffer a -1 penalty to Fatigue every round they stay within the radius and cannot recover Fatigue normally. If characters in the area succeed their Resist skill check they only suffer Side Effects, losing 1 Fatigue point from their pool and unable to recover normally until they leave the area. This is negated by a Neural Nullifer)
Batteries
(Batteries can be used to power electronic devices with a Power Usage rank, they
can power an item at the listed rating for the duration listed before needing to be
recharged. Recharging a battery takes twice its duration to reach full charge. If
a battery is powering a lower Power Usage item, it can add 2 hours to its duration for each
rank lower. Thus a Standard Battery can power a Power Usage: 1 item such as a flashlight
for 10 hours without needing recharged. When determining the power drain of an item with
multiple functions and options with Diff.erent Power Usage, use the highest Power Usage Rating
to determine how long any given battery will keep it charged. A battery can be used to charge
a item with a greater Power Rating than it, but reduce the duration by 1/2 for each rank lower.
Example: A battery with a Power Usage Rank of 1 is powering a Rank 3 item, it only will power the
item for 2 hours divided by four equals 30 minutes, or a half hour of time before the battery is dead.)
Antique Battery (Power Usage Rank 1, 2 hours of power or 10 Power Points), Availability: Common, Price: Very Cheap (for 10)
Outdated Battery (Power Usage Rank 2, 4 hours of power or 20 Power Points), Availability: Common, Price: Very Cheap (for 5)
Standard Battery (Power Usage Rank 3, 6 hours of power or 30 Power Points), Availability: Common, Price: Cheap (for 10)
Advanced Battery (Power Usage Rank 4, 8 hours of power or 40 Power Points), Availability: Uncommon, Price: Cheap (for 5)
High-Tech Battery (Power Usage Rank 5, 10 hours of power or 50 Power Points), Availability: Restricted, Price: Normal (for 10)
Experimental Battery (Power Usage Rank 6, 12 hours of power or 60 Power Points), Availability: Experimental, Price: Normal (for 5)
Portable Generators
(Portable Generators are similar to batteries except that they constantly produce
power at a certain rating each round. While creating Power, however, they need fuel.
Most common Portable Generators in the dark future would run off of biofuels, such as
ethanol. 1 Gallon of fuel lasts about 2 hours of use)
Portable Generator Delta (Generates 3 Power Points per round), Availability: Common, Fuel Tank: 6 Gallons, Price: Cheap
Portable Generator Gamma (Generates 6 Power Points per round), Availability: Uncommon, Fuel Tank: 12 Gallons, Price: Normal
Portable Generator Beta (Generates 9 Power Points per round), Availability: Uncommon, Fuel Tank: 18 Gallons, Price: Costly
Portable Generator Alpha (Generates 12 Power Points per round), Availability: Restricted, Fuel Tank: 24 Gallons, Price: Very Costly
Experimental Generator (Generates 15 Power Points per round), Availability: Experimental, Drawback: This generator is powered by a Helium-3 fueled reactor. The generator runs continously without needing refueled. However, if the generator is ever damaged, it requires a Deus Ex skill check of Very Hard Diff.iculty (Diff. 14) or it explodes, dealing 10d6 damage to everything within a 60 yard radius and releasing 200 rads of radiation for 120 yards, Price: Expensive
Price Range
Very Cheap (Very Easy Diff.. Preparation check), Price Range: <10 Credits, Trade-In Value (per 1 Wealth Point): 200
Cheap (Easy Diff.. Preparation check), Price Range: 10-100 Credits, Trade-In Value (per 1 Wealth Point): 100
Normal (Average Diff.. Preparation check), Price Range: 101-500 Credits, Trade-In Value (per 1 Wealth Point): 50
Costly (Hard Diff.. Preparation check), Price Range: 501-1,000 Credits, Trade-In Value (per 1 Wealth Point): 10
Very Costly (Very Hard Diff.. Preparation check), Price Range: 1,001-10,000 Credits, Trade-In Value (per 1 Wealth Point): 5
Expensive (Challenging Diff.. Preparation check), Price Range: 10,001-50,000 Credits, Trade-In Value (per 1 Wealth Point): 1
Very Expensive (Very Challenging Diff.. Preparation check), Price Range: 50,001-100,000 Credits, Trade-In Value (per 2 Wealth Points): 1
Astronomical (Unlikely Diff Preparation check), Price Range: 100,001-500,000 Credits, Trade-In Value (per 6 Wealth Points): 1
Luxurious (Uncanny Diff Preparation check), Price Range: 500,001-1 Million Credits, Trade-In Value (per 12 Wealth Points): 1
Extravagant (Unique Diff Preparation check), Price Range: 1 Million Credits-5 Million Credits, Trade-In Value (per 18 Wealth Points): 1
Outrageous (Intense Diff Preparation check), Price Range: 5 Million Credits-10 Million Credits, Trade-In Value (per 24 Wealth Points): 1
Fortune (Extreme Diff Preparation check), Price Range: 10 Million Credits-50 Million Credits, Trade-In Value (per 30 Wealth Points): 1
Gear
Gear Availability
The Availability of an item tells whether its common or legally available or if its restricted and hard to find. The following are levels of Availability and the Socialize or Research Difficulty to locate an individual or business selling that particular Gear, Weapon, Vehicle, or Augmentation.
Common (Diff. 8), Available commercially and easily found.
Uncommon (Diff. 10), Specialty clinics or stores only
Restricted (Diff. 12), Usually requires a license or legal red tape to acquire, sometimes restricted only to military or law enforcement.
Illegal (Diff. 14), This item has no legal use.
Experimental (Diff. 16), This item or device is in the experimental test phase and usually reserved to R&D programs.
Wealth Petty Cash
One Wealth Point can be turned into 6 uses of Petty Cash. Petty Cash will provide a +1 to a Preparation skill check. 6 uses of Petty Cash will create 1 Wealth point.
Athletic Gear
Isaac Green finished off the last drops of his NeoStim Energy drink and adjusted his Reacrobatic Nanosuit as it pinched the wrong places. He adjusted the Wing Suit and double checked his parachute, they would be over the drop site soon and gliding at night was always a bitch...
Refresher Beverage (Gain 1 Fatigue when drank), Availability: Common, Price: Very Cheap (Diff. 6)
Smart Treadmill (when owned, reduce the cost to increase your Speed Statistic Score with EP by x1), Power Usage: 1, Availability: Uncommon, Price: Normal (Diff. 10)
Weightlifting Gear (when owned, reduce the cost to increase your Body Statistic Score with EP from Statistic Score # x6 to x5), Availability: Common, Price: Normal (Diff. 10)
Memory Ball (Sports ball with memory material, reforms and hard to destroy, throwing range multiplier x6 in yards), Availability: Common, Price: Cheap (Diff. 8)
Athletic Shoes (Provides a +1 to Sprint checks when worn), Availability: Common, Price: Cheap (Diff. 8)
Nanostress Athletic Shoes (Nanoprecision design, Provides a +2 to Sprint checks when worn), Availability: Uncommon, Price: Normal (Diff. 10)
Balance Tek Shoes (Nanoadjustable grip, Provides +1 to Acrobatics skill checks when worn), Availability: Uncommon, Price: Cheap (Diff. 8)
Reacrobatic Nanosuit (a reactive skintight suit made of nanomaterials, helps to prevent muscle or tendon pulls or overstressing the body, counts as +1d6 Armor Value, Type: Blunt, including damage from falls, provides a +1 to Acrobatics skill checks), Availability: Uncommon, Price: Normal (Diff. 10)
Parachute (Opens at set altitude or when cord is pulled, no falling damage past 20yds up, use Acrobatics to guide descent), Availability: Uncommon, Price: Normal (Diff. 10)
Wing Suit (Allows Gliding with limited wings, Movement +2 and gain ability to fly using Acrobatics), Availability: Uncommon, Price: Normal (Diff. 10)
Personal Gear
Byron Ulric knew that his ShivaWear jewelry got him in the right doors and let the highrollers know he was one of them, his FashionShift jacket displayed feed from the nightly news across his back as he entered the club, but he'd need to keep his eyes peeled for Sakawa Boys and hustlers...
Personal Hygeine Products, Availability: Common, Price: Very Cheap (Diff. 6)
Condoms, Availability: Common, Price: Very Cheap (Diff. 6) for box of 6
Adult Diapers, Availability: Common, Price: Very Cheap (Diff. 6) for a box of 6
Cheap Jewelry, Availability: Common, Price: Cheap (Diff. 8)
Average Jewelry, Availability: Common, Price: Normal (Diff. 10)
Fancy Jewelry, Availability: Uncommon, Price: Costly (Diff. 12)
Expensive Jewelry (+1 to Socialize), Availability: Uncommon, Price: Very Costly (Diff. 14)
Ear Plugs (Grants a +1 to Tolerance skill checks to resist Deafening attacks), Availibility: Common, Price: Very Cheap (Diff. 6) for 6
Sunglasses (Grants a +1 to Tolerance skill checks against Blinding attacks), Availability: Common, Price: Very Cheap (Diff. 6)
Designer Shades (Grants a +1 to Cool skill checks), Availability: Uncommon, Price: Cheap (Diff. 8)
Cheap Clothing (per outfit), Availability: Common, Price: Very Cheap (Diff. 6)
Average Clothing (per outfit), Availability: Common, Price: Cheap (Diff. 8)
Fancy Clothing (per outfit), Availability: Common, Price: Normal (Diff. 10)
Expensive Clothing (+1 to Socialize with outfit), Availability: Uncommon, Price: Costly (Diff. 12)
FashionShift Garment (displays video images in shifting patterns across the fabric), Availability: Uncommon, Price: Normal (Diff. 10)
Armored Case (A pouch, briefcase, or backpack, holds up to Size 3, 4d6 Armor Value, Type: Kinetic, Blade, Blunt, Fire), Availability: Uncommon, Price: Normal (Diff. 10)
Carry Bag (satchel, purse, duffel, etc.), Availability: Common, Price: Very Cheap (Diff. 6)
Utility Belt/Harness, Availability: Common, Price: Very Cheap (Diff. 6)
DIY Manual, Effect: Grants +1 to the Knack skill with a specific focus (such as Autorepair, Biology, Chemistry, Anthropology, etc.), Price: Cheap (Diff. 8)
Computers
Harvey Ackerman fired up the feed from his prototype Cloudwall Computer and fed the data directly into the SmartOptics of his helmet, displaying Augmented Reality as he prepared the software that would locate his mark's Net signature...
Net Tags (Wireless RFID tags allow a device or piece of equipment to interact with the Augmented Reality Network and relay information to users of the Net or respond to Net control), Availability: Common, Price: Very Cheap (Diff. 6) for 6 Tags
Data Tablet (-4 penalty to Computer checks), Processor Speed: 1, Option Spaces: 0, Hard Memory: 0, Power Usage: 1, Availability: Common, Price: Very Cheap
Antique (-2 penalty to Computer checks), Processor Speed: 1, Option Spaces: 1, Hard Memory: 1, Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated (-1 penalty to Computer checks), Processor Speed: 2, Option Spaces: 2, Hard Memory: 2, Power Usage: 1, Availability: Common, Price: Cheap
Standard (0 Bonus to Computer checks), Processor Speed: 3, Option Spaces: 3, Hard Memory: 3, Power Usage: 2, Availability: Common, Price: Normal
Advanced (+1 Bonus to Computer checks), Processor Speed: 4, Option Spaces: 4, Hard Memory: 4, Power Usage: 2, Availability: Uncommon, Price: Costly
High Tech (+2 Bonus to Computer checks), Processor Speed: 5, Option Spaces: 5, Hard Memory: 5, Power Usage: 3, Availability: Restricted, Price: Very Costly
Experimental (+3 Bonus to Computer checks), Processor Speed: 6, Option Spaces: 6, Hard Memory: 6, Power Usage: 3, Availability: Experimental, Price: Very Costly
Medical Equipment
Isaac Green had seen a lot of wounds in his time as a professional fighter, but the aftermath of this particular underground Aug fight was the worst. If he had any chance at saving the man's life, he'd need the GloboDoc pain killers in his nanosyringe, some DaVinci Skinfoam to seal lacerations on the man's shattered torso and hope the Dermal Stapler would do the rest...
Syringe (holds up to 4 doses of drug or chemical, Easy Diff.. Medicine skill check to administer correct dosage), Cost: 2 Credits, Availability: Common, Price: Very Cheap
Nanosyringe (Administers exact doses of drug or chemical, holds up to 6 doses), Cost: 10 Credits, Availability: Uncommon, Price: Cheap
Skinfoam (Stops bleeding, heals 1d6 Hit Points, 6 uses), Cost: 35 Credits, Availability: Uncommon, Price: Cheap
Dermal Stapler (Provides +1 to Medicine skill rolls and stops bleeding, 6 uses), Cost: 25 Credits, Availability: Uncommon, Price: Cheap
Defibrilator (When placed on a Dying character, grants a +4 to Deus Ex skill checks, must charge for 1 round between uses), Power Usage: 4, Availability: Restricted, Price: Costly
Drug Recycler (Blood transfusion filter that isolates ½ the dose of Drug from a user's system, does 3d6 Blade damage in the process to the target who must still be within the duration of that drug to gain the benefit), Availability: Illegal, Price: Normal
Synthetic Blood Stock (Allows for transfusion of Blood after suffering from the Critical Effect Bleeding, it restores all lost Health Points from Bleeding or heals 2d6 HP otherwise per package of Synthetic Blood Stock, requires a Blood Transfusion Kit), Availability: Restricted, Price: Cheap
Blood Transfusion Kit (Allows for transfusion of Blood from a donor or from Synthetic Blood Stock. If transferred from a donor, the Blood Transfusion does 1d6 damage to the giving participant for every 1d6 Health Points it heals on the patient. A blood transfusion takes at least 1d6 minutes per 2d6 HP healed), Availability: Restricted, Price: Costly
First Aid Kit (Allows for basic medical assistance), Availability: Common, Price: Very Cheap
Trauma Kit (Provides +1 to Medicine skill checks), Availability: Uncommon, Price: Cheap
Medical Scanner (A handheld imaging scanner connected to a medical database computer, counts as Outdated Computer, provides +2 to Medicine skill checks to diagnose health issues, 1yd range), Power Usage: 2, Cost: 100 Credits, Availability: Uncommon, Price: Cheap
Industrial Equipment
It was Christmas time in the Refuge camp, Adrian Igel had been doing favors for the locals in order for them to keep his presense in the camp a secret from the authorities. He grabbed his stolen TripleCo. Toolkit and used the makeshift 3D printer to create the repair parts he'd need to fix the refugees' transport truck. Soon the whole camp could get the supplies they desperately needed...Ho ho ho...
Multitool (portable foldout toolset, basic), Availability: Common, Price: Very Cheap
Standard Toolkit (Basic tools needed for making Tech skill checks, Standard tools such as adjustable screwdrivers, hammer, wrench, etc.), Availability: Common, Price: Cheap
Advanced Toolkit (Provides +1 to Tech skill checks, precision and power tools included), Availability: Common, Price: Normal
High-Tech Toolkit (Provides +2 to Tech skill checks, includes nanoscale measurement tools, specialized power tools, stabilizing rigs and high-pressure sanders, etc.), Availability: Uncommon, Price: Costly
Link Cable (Allows linking of Computers or other Electronic devices with a Very Easy Diff. Tech skill check), Availability: Common, Price: Very Cheap (for 10yds of cable)
Techscanner (counts as an Antique Computer, scans a device and can be interfaced to provide diagnostics, provides +2 to Tech skill checks), Power Usage: 1, Availability: Uncommon, Price: Normal
Sealant Sprayer (uses a silicon heat-resistant sealant to waterproof objects or seal holes and serve as adhesive, 10 uses), Availability: Common, Price: Cheap
Spray Paint (various colors, enough paint for 6 square yards surface), Availability: Common, Price: Very Cheap (per can)
Antique 3D Printer (Produces a Size 1 simple object every 1d6 days), Size: 2, Power Usage: 1, Availability: Uncommon, Price: Cheap
Outdated 3D Printer (Produces a Size 2 simple object every 24 hours), Size: 4, Power Usage: 2, Availability: Restricted, Price: Normal
Standard 3D Printer (Produces a Size 3 simple object every 12 hours), Size: 6, Power Usage: 3,
Availability: Restricted, Price: Costly
Advanced 3D Printer (Produces a Size 4 simple object every 6 hours), Size: 8, Power Usage: 4, Availability: Restricted, Price: Very Costly
High-Tech 3D Printer (Produces a Size 5 simple object every 3 hours), Size: 10, Power Usage: 5, Availability: Restricted, Price: Expensive
Experimental 3D Printer (Produces a Size 6 simple object every 1 hour), Size: 12, Power Usage: 6, Availability: Experimental, Price: Very Expensive, Drawback: The Experimental 3D Printer requires frequent manual recalibration when creating smaller objects than Size 6, requiring a Hard Diff. Tech skill check.
Standard Universal Constructor (Produces a Size 3 intricate object every 6 hours), Size: 6, Power Usage: 5, Availability: Restricted, Price: Very Costly
Advanced Univseral Constructor (Produces a Size 4 intricate object every 3 hours), Size: 8, Power Usage: 6, Availability: Restricted, Price: Expensive
High-Tech Universal Constructor (Produces a Size 5 intricate object every 1 hour), Size: 10, Power Usage: 7, Availability: Restricted, Price: Very Expensive
Experimental Universal Constructor (Produces a Size 6 intricate object every 30 minutes), Size: 12, Power Usage: 8, Availability: Experimental, Price: Astronomical, Drawback: When the Universal Constructor is in disassembly phase and is breaking down components for construction, it can be dangerous if the Universal Constructor were in some way damaged or one of its nanite-storage tanks ruptured. Such a rupture spills out disassembler nanites which will break down all matter up to Size 12 within a 6 yard radius of the machine before becoming inert.
Science Equipment
Harvey Ackerman was a specialist in these matters, he used his EnerTek chemical analyzer to identify biological material and tested the sample in his GeneReader, this was definitely a copywritten Prodorganic of AgriGen that had been attacking people in the Favela. He'd need to tag it with a Isototype tracking dart and use his military-issue Dellingr EnviroScanner to track the rad-trail of the beast back to its lair...
Chemical Analyzer (Detects and identifies the Chemical formula or breakdown of elements of any substance put inside it, requires an Average Science skill check), Power Usage: 1, Availability: Uncommon, Price: Normal
Electron Microscope (Views microscopic levels of matter and organic materials, +1 to Science skill checks), Power Usage: 3, Availability: Restricted, Price: Normal
BioVat (A biological incubator the size of a microbrewery, used for growing genetically modified microorganisms), Power Usage: 1, Availability: Restricted, Price: Costly
Hydro Garden (A botanical indoor garden with regulated climate controls and up-to-the-minute sensory data, +1 to Science checks when gardening), Power Usage: 1, Availability: Common, Price: Normal
GeneReader (This device counts as an Outdated Computer and grants users a +1 to Science and Investigate checks to analyze genetic samples and DNA), Power Usage: 1 Availability: Uncommon, Price: Normal
GeneSequencer (Allows for Genetic Mapping of individuals or spieces, +2 to Science checks for Genetics, gene-mapping takes 1d6 days and requires a DNA sample), Power Usage: 3, Availability: Restricted, Price: Costly
BioWomb (Allows for an artificial growth chamber to gestate a living engineered biological organism, birth takes 2 months per point of size), Power Usage: 5, Availability: Experimental, Price: Very Costly
EnviroSensor (Collects sophisticated environmental data within 100 yards, including presense of chemicals, radiation, and pressure readings, +1 to Science skill checks), Power Usage: 2, Cost: 125 Credits, Availability: Common
Isotope Tracker (Mildly radioactive isotope can be placed in water, on objects, or inside an organism and tracked using a Radometer, one bottle can cover 6 points of size), Cost: 10 Credits (can cover 1 point of Size), Availability: Restricted, Price: Cheap
Radometer (Detects Radiation Levels within 200 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
EM Detector (A sensor that counts as an Antique-computer which grants a +2 to Investigate skill checks to locate electronics or electromagnetic radiation), Cost: 100 Credits, Availability: Uncommon, Price: Normal
Particle Accelerator (Size 45 object, allows for high-energy physics experiments, +2 to Science skill checks involving Physics), Power Usage: 9, Availability: Experimental, Price: Expensive
Neurological "Geist" Scanner (Maps the electrical signals of the brain, imitating consciousness. Can be used to create a "Geist" copy of a brain, takes 1 hour per 1 point of Intelligence), Power Usage: 6, Availability: Experimental, Price: Astronomical
Cameras & Surveillance Equipment
Eagle Cole prepared for his "Night Jog", adjusting the strap on his thermal SmartOptic Glasses and placing the Tenshi Audiobuds into his ears, he could now see body heat and hear heartbeats...
Fiberoptic Camera (small camera on fiber optic cable, 2 yards of cable), Power Usage: 1, Availability: Common, Price: Very Cheap
Laser Microphone (100 yard range, use line of sight to eavesdrop, +2 to auditory Awareness), Power Usage: 1, Cost: 150 Credits, Availability: Uncommon, Price: Normal
GPS Tracker (6 mile range), Power Usage: 1, Availability: Common, Price: Cheap
AV Surveillance Bug (Captures audio/video within 10 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
Antique Digital Video Camera, Power Usage: 1, Cost: 20 Credits , Availability: Common, Price: Very Cheap
Outdated Digital Video Camera (1 sensory option), Power Usage: 1, Cost: 40 Credits (+Sensory Option Cost), Availability: Common, Price: Cheap
Standard Digital Video Camera (2 sensory options), Power Usage: 1, Cost: 60 Credits (+Sensory Option Cost), Availability: Common, Price: Normal
Advanced Digital Video Camera (3 sensory options), Power Usage: 1, Cost: 80 Credits (+Sensory Option Cost), Availability: Common, Price: Costly
High-Tech Digital Video Camera (4 sensory options), Power Usage: 2, Cost: 100 Credits (+Sensory Option Cost), Availability: Uncommon, Price: Very Costly
3D Camera (Records 3D images and video), Power Usage: 5, Availability: Uncommon, Price: Expensive
Antique AudioBud (1 sensory option), Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated AudioBud (2 sensory options), Power Usage: 1, Availability: Common, Price: Cheap
Standard AudioBud (3 sensory options), Power Usage: 1, Availability: Common, Price: Normal
Advanced AudioBud (4 sensory options), Power Usage: 2, Availability: Uncommon, Price: Costly
High-Tech AudioBud (5 sensory options), Power Usage: 2, Availability: Uncommon, Price: Very Costly
Antique SmartOptics (1 sensory option), Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated SmartOptics (2 sensory options), Power Usage: 1, Availability: Common, Price: Cheap
Standard SmartOptics (3 sensory options), Power Usage: 1, Availability: Common, Price: Normal
Advanced SmartOptics (4 sensory options), Power Usage: 2, Availability: Uncommon, Price: Costly
High-Tech SmartOptics (5 sensory options), Power Usage: 2, Availability: Uncommon, Price: Very Costly
Optical Sensory Options:
Night Vision (halves the penalty from darkness), Availability: Common
React Optic (Artificial muscles within the optics pull the eyes rapidly towards detected movement to minimize danger from collision or quick moving dangers, this can be disabled or enabled with a thought. When enabled, provides a +2 to Opportunity and Initiative against fast moving threats, -4 to Awareness when trying to notice objects that are not moving), Availability: Restricted
Thermal (no penalty from darkness from warm targets, can track targets by heat signature giving a +2 to Investigate skill checks when applicable), Availability: Uncommon
ChemTrace (Detects the presence of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Availability: Uncommon
Ultraviolet (halves the penalty from darkness, allows view into the UV spectrum), Availability: Uncommon
Picture in Picture (Allows a small window to hover in field of vision connected to another optical device or devices, window can be expanded or contracted through thought, allows user to split their attention between multiple optics - suffering a -2 to Awareness between both), Availability: Common
Image Enhancement (+1 to Awareness and Investigation), Availability: Common
Augmented Reality (Allows overlay of AR Net), Availability: Common
Virtual Reality (Allows overlay of Virtual Reality and remote control of Avatar programs), Availability: Uncommon
Range Finder (gives a distance in meters to an object you're looking at), Availability: Common
Telescopic Vision (decreases the difficulty for ranged attacks by one category), Availability: Uncommon
Motion Detector (Senses movement within 30 yards, grants +2 to Awareness), Availability: Common
Smartbadge Reader (Can scan and read smart ID badges, up to 1 yard), Availability: Common
Facial ID Scanner (Captures Facial images, grants +2 to Research skill checks), Availability: Restricted
Auditory Sensor Options:
Subsonic Enhancer (Can hear within the subsonic range at 50 yards, +2 to auditory awareness when listening to subsonic noise), Availability: Uncommon
Sound Damper (Prevents hearing damage or deafening from loud noises), Availability: Common
Audio Enhancer (Can pinpoint specific conversations or noises within hearing range, filtering noise for a +2 to auditory awraeness), Availability: Common
Channel Listener (You can hear online radio, electronic audio, music, or phone calls from your computer or wireless electronic device, directly into your ears), Availability: Common
Mood Music (Your auditory package detects stress levels in your body and plays preprogrammed music and binural frequencies to suit your mood and environment, providing a +2 to Resist skill checks, but with a -2 to Awareness skill checks based on audio cues), Availability: Common
Sonar (negates darkness penalties within 100 yards), Availability: Restricted
Gunfire Sensor (detects gunshots within 100 yards and pinpoints location to HUD or wireless device GPS), Availability: Restricted
Voice Stress Analyzer (grants a +1 to Sense Motive skill checks), Availability: Restricted
Entertainment Gear
Delina donned her Coltan Peak AR Body Capture Suit and jacked into her FableNet account, the movements of her online persona matching that of her body as the music of Deez Nutz blared away on her EnerTek Speaker system...
AR Body Capture Suit (A electronic sensor suit that maps body movements into the AR Net), Availability: Common, Price: Normal
Handheld Game (An electronic handheld game player), Availability: Common, Price: Very Cheap
Holographic Projector (Allows projection of digital images or video in a holographic image, Awareness skill check of Easy Diff to notice that it is an illusion), Availability: Restricted, Price: Costly
Speaker System Delta (Allows loud projection of music or audio within 20 yards, -1 penalty to Awareness checks to audio cues), Availability: Common, Price: Cheap
Speaker System Gamma (Allows loud projection of music or audio within 40 yards, -2 penalty to Awareness checks to audio cues), Availability: Common, Price: Normal
Speaker System Beta (Allows loud projection of music or audio within 80 yards, -3 penalty to Awareness checks to audio cues), Availability: Common, Price: Costly
Speaker System Alpha (Allows loud projection of music or audio within 160 yards, -4 penalty to Awareness checks to audio cues), Availability: Common, Price: Very Costly
Musical Instrument (The character can play music as part of a Socialize skill check, grants a +1 Bonus to Socialize), Availability: Common, Price: Normal
Security Gear
Ogden Bates hated this part of the job, any of the crowd passing through the checkpoint could be wired with an Improvised Explosive vest or carrying contraband weaponry, he'd need to be alert to the Countware Scanner Array's output into his AR display. When the chemical sniffer would catch a whiff of accelerant or gunpowder, he'd make sure the Dellingr Biometric Scanner did its job on placing the culprit in any criminal database. This was going to be a long night, but he was ready for a fight...
Hidden Surveillance Camera (Uses Night Vision, can be hidden in any mundane object, uplinks and stores video to secure network), Availability: Uncommon, Price: Cheap
Scanner Array (Using two 12 inch scanner panels, must be placed opposing each other, such as in a doorway. Provides X-Ray bodyscan of any individual passing through, gives +2 to Investigate to discover hidden weapons or cybernetics), Power Usage: 3, Cost: 200 Credits, Availability: Restricted
Forensic Scanner (Can detect partial fingerprints, analyze blood samples, hair and fibers, match ballistics, and analyze genetic sequences, counts as Outdated Computer, +2 to Investigate and Science), Power Usage: 2, Availability: Restricted, Price: Costly
Biometric Scanner (Reads Palm & Fingerprints, Retinal Scans, Facial Imaging, counts as Antique Computer), Power Usage: 1, Availability: Restricted, Price: Normal
Luminol (Chemical sprayed on bloodstains and organic material makes them reactive to UV Light), Price: Very Cheap (Bottle)
UV Flashlight (provides light within 40 yard cone spread, illuminates luminol and stains), Power Usage: 1, Availability: Common, Price: Very Cheap
Zip Ties, Effect: Requires a Average Diff.. Rend or Acrobatics skill check to escape, Price: Very Cheap (Diff. 6)
Handcuffs, Effect: Requires a Very Hard Diff.. Rend or Acrobatics skill check to escape, Price: Cheap (Diff. 8)
Smartbadge Blank (a blank unassigned RFID badge that can link to digital ID database), Availability: Common, Price: Very Cheap (10 Badges)
Smartbadge Reader (Can scan and read smart ID badges, up to 1 yard), Power Usage: 1, Availability: Restricted, Price: Cheap
Chemical Sniffer (Detects the presense of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Power Usage: 2, Availability: Uncommon, Price: Normal
Voice Stress Analyzer (Counts as an Antique Computer, Records Voice Patterns and grants a +2 to Sense Motive skill checks), Power Usage: 2, Availability: Restricted, Price: Normal
Motion Detector Alarm (Sends a text message or activates a alarm system when sensing movement within 10yards), Power Usage: 1, Availability: Common, Price: Cheap
Facial ID Scanner (Uses Facial Recon program on an Antique computer attached to a handheld scanning lens), Power Usage: 1, Availability: Restricted, Price: Normal
Type I Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Type II Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 2, Range: 100yds, Availability: Illegal, Price: Normal
Type III Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 3, Range: 400yds, Availability: Illegal, Price: Costly
Intrusion Gear
Adrian Igel affixed the Faux Dermal Gloves that had been printed for him with the fall guy's fingerprints and affixed the silencer to his stolen weapon. The target would be in the area soon and he had to hope that the Distortion Mask and Video Blinder would keep any witnesses, electronic or meat, from remembering who did the shooting...
Data Funnel (A high-tech flashdrive loaded with data of the user's choice, the data floods 2d6 units of Active Memory of any computer its plugged into, disabling any other programs that were running), Availability: Illegal, Price: Normal
Faux Dermal Gloves (thin see-thru dermal pattern gloves that stretch over your hands, can mimic fingerprints and palm scans of another person), Availability: Illegal, Price: Normal (per pair)
Smart Mask (A highly detailed 3D printed replica mask, created using facial ID scans, provides +4 to Deception when disguised as another person), Availability: Illegal, Price: Normal (per mask)
Smart Mimic (A recorder that captures and stores audio and replicates voice patterns and sounds when put to your throat to speak, +2 to Deception), Power Usage: 1, Availability: Uncommon, Price: Normal
Thermal Bodymask (A thermal jumpsuit complete with face mask, completely nullifies bodyheat against IR or Thermal scans), Power Usage: 1, Availability: Restricted, Price: Normal
SmartCamo Clothing (Clothing that can change colors and mimic patterns behind the wearer, +2 to Stealth skill checks), Power Usage: 2, Availability: Restricted, Price: Normal (For outfit)
Laser Fogger (A spray can that allows invisible lasers to be seen by the naked eye, effects 1 yard, 10 uses per can. Can create cover against lasers up to 2 yard radius, reducing Laser type damage by 2d6 damage dice), Availability: Uncommon, Price: Cheap
Distortion Mask (smart nanofabric constantly shifts in patterns, makes it impossible for facial ID based on skull contours), Power Usage: 1, Availability: Uncommon, Price: Normal
Echo Device (Counts as Standard Computer, any Computer used within 100 yards has its signal and network data echoed by the device, creating a confusing mirror of all signals in the Net and also creates a double of all Avatars and programs used, effects similar to Decoy and Mimic, provides a -2 penalty to Computer skill checks to find the original Network ID. Duplicate programs are just as effective as the original), Power Usage: 3, Availability: Illegal, Price: Costly
Static Box (Any audio recording devices within 20 yards pick up only static), Power Usage: 2, Availability: Illegal, Price: Normal
Video Blinder (Emits a frequency that blinds all camera and video recording equipment within 20 yards), Power Usage: 2, Availability: Illegal, Price: Normal
Keyless Entry Scanner (Requires a Computers skill check, based on the Diff.iculty of vehicle security system, allows for unlocking vehicle doors remotely, 10 yards), Power Usage: 1, Availability: Illegal, Price: Cheap
Lockpick Gun (Automatically opens Average Difficulty or less key-locks), Availability: Restricted, Price: Cheap
Smart Lockpick (Counts as Antique Computer, provides +2 to Tech skill checks for opening locks), Power Usage: 1, Availability: Restricted, Price: Normal
X-Ray Scanner (Thin concealable gel screen with attachable X-ray scanners, allows viewing contents of locked safes or behind doors, up to 6 yards of area), Power Usage: 3, Availability: Restricted, Price: Costly
Data Sponge (Counts as an Antique Computer, stores unsecured Net data, spoken passwords, or keycodes observed by any input method, such as audio, visual, or through the Net, range of 20 yards), Power Usage: 2, Availability: Illegal, Price: Costly
NanoKey (When inserted into any keylock, conforms to any shape needed, automatically opens any standard lock in 1d6 rounds), Power Usage: 2, Availability: Experimental, Price: Normal
Doorspreader (A hydraulic door vice that opens locked or sealed doors of up to Very Hard Difficulty in 1d6 rounds, often damaging the door in the process), Power Usage: 1, Availability: Restricted, Price: Cheap
Embrittlement Spray (A liquid nitrogen spray that freezes and destroys locks or small metal objects, negates up to 6d6 Armor Value, 6 uses), Availability: Restricted, Price: Cheap
Signal Jammer Delta (Allows jamming of nearby wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Signal Jammer Gamma (Allows jamming of nearby wireless signals), Power Usage: 2, Range: 50yds, Availability: Illegal, Price: Normal
Signal Jammer Beta (Allows jamming of nearby wireless signals), Power Usage: 3, Range: 200yds, Availability: Illegal, Price: Costly
Signal Jammer Alpha (Allows jamming of nearby wireless signals), Power Usage: 4, Range: 800yds, Availability: Illegal, Price: Very Costly
Survival Equipment
Eagle Cole pulled the Brahman Industries SmartCamo tarp over the armored vehicle to prevent it from being detected by aerial drones or satellites. He packed his Water Filtration bottle and Solar generator into the pack along with rations and the rest of his gear he'd gotten from the company, it would be a long trek through the desert to the target zone where he would climb the clifface to get a proper sniper perch...
Aerial SmartCamo Tarp (Can be used as a tent or to cover up a vehicle or equipment up to Size 12, the tarp itself uses out-of-date GPS satellite images and smart fabric to project an image of what used to be in the spot where the tarp now sits at those exact coordinates, allowing a user to hide from aerial traffic or satellites by showing a fake image), Power Usage: 2, Availability: Experimental, Price: Very Costly
Field Rations (Essential Protein & Vitamins in Field Ration Packs, various flavoring), Availability: Common, Price: Cheap (1 week of food)
Water Filtration Bottle (Filters filthy or diseased water into drinkable water, cleans out toxins), Availability: Common, Price: Cheap
Water Purifier (A large water filtration unit that can produce 2 gallons of clean drinking water per hour), Availability: Common, Price: Normal
Solar Panel (Recharges battery Rank 1-6 depending on the intensity of the sun, Game Master decision. Takes half the power duration, 6 hours to recharge a 12hr battery, etc.), Availability: Common, Price: Cheap
Hammock (1 person), Availability: Common, Price: Cheap
Tent (2-6 persons), Availability: Common, Price: Normal
Live Animal Trap (Traps up to a Size 4 animal alive using a pressure plate with bait, Hard Diff. Rend or Acrobatics to escape), Availability: Uncommon, Price: Cheap
ThermoDome Tent (2-person tent with regulated heat or air conditioning), Power Usage: 1, Availability: Uncommon, Price: Normal
Scent Masking Agent (negates the ability to detect the character with scent or chemical sniffers, effects up to 6 points of size per bottle), Availability: Uncommon, Price: Cheap
Motion Alarm Unit (creates a wailing siren whenever movement of a Size 4 or larger animal passes within 20 yards of the sensor), Power Usage: 1, Availability: Common, Price: Cheap
Flashlight (provides light within 40 yard cone spread), Power Usage: 1, Availability: Common, Price: Very Cheap
Electric Lantern (provides light within 20 yard radius), Power Usage: 1, Availability: Common, Price: Very Cheap
Flare (provides light within 5 yards), Availability: Common, Price: Very Cheap (for 6 flares)
Climbing Harness (prevents falls if attached to safety line), Availability: Common, Price: Cheap
Climbing Gear (Effect: Provides a +1 to Athletics checks for climbing), Price: Cheap (Diff. 8)
Rope (10 yards), Availability: Common, Price: Very Cheap
Bionculars (+1 to Awareness within 100 yards), Availability: Common, Price: Very Cheap
Compass (Finds North), Availability: Common, Price: Very Cheap
Survival Blanket (+1 to Stamina skill checks against the cold), Availability: Common, Price: Very Cheap
Air Filter Mask (Filters toxins out of the air), Availability: Common, Price: Very Cheap
Oxygen Mask (provides 2 hours of oxygen), Availability: Common, Price: Cheap
Dive Mask (filters sea water into oxygen), Availability: Uncommon, Price: Costly
Environmental Suit (Armor Value of 1d6 against Blade type covers all locations, protects against toxins, chemicals, and radiation, provides 6 hours of oxygen), Availability: Restricted, Price: Normal
Folding Shovel (+1 to Rend for digging holes), Availability: Common, Price: Very Cheap
Fringe Gear
Neural Nullifier Headband (Can be integrated into Head Armor as an option, provides a +4 to Resist skill checks against Neural Broadcasts, does not suffer from Side Effects on a successful check), Power Usage: 2, Availability: Experimental, Price: Average
Neural Broadcaster Delta (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Easy (8), Power Usage: 1, Range: 25yds, Availability: Experimental, Price: Average
Neural Broadcaster Gamma (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Average (10), Power Usage: 2, Range: 50yds, Availability: Experimental, Price: Costly
Neural Broadcaster Beta, (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Hard (12), Power Usage: 3, Range: 100yds, Availability: Experimental, Price: Very Costly
Neural Broadcaster Alpha, (Broadcasts Neural waves within a specific range, Pick Neural Broadcast Type: Calm, Ecstasy, Fear, Rage, Repulsion, Exhaustion), Resist Difficulty: Very Hard (14), Power Usage: 4, Range: 200yds, Availability: Experimental, Price: Expensive
-Neural Broadcasting Effects
--Calm (Characters who fail a Resist skill check feel calm and relaxed about their situation, if they fail their Resist skill check, they will not make subsequent Resist checks as long as they are within the radius of the broadcast against opposed Social skill checks, they are assumed to automatically succeed. Characters effected by the broadcast will also not be able to spend Luck points to influence die rolls while this is in effect as they feel calm and relaxed about all their actions, even their failures. If the Resist skill check succeeds, characters in the radius of the broadcast suffer the Side Effects of a +2 bonus to Resist skill checks yet lose 1 Luck point, unless they have a Neural Nullifer.)
--Ecstasy (Characters who feel ecstasy while in the grips of the Neural Broadcast suffer the following effects if they fail their Resist skill check, they gain a +2 bonus to Socialize skill checks as they feel more open with their personality, but they suffer a -4 penalty to Resist skill checks as they are more susceptible to social manipulations. If they succeed the Resist skill check, they only suffer the Side Effects, suffering a -1 penalty to Resist skill checks and a +1 to Socialize skill rolls, unless they have a Neural Nullifer.)
--Fear (Characters who feel fear and fail their Resist skill check, suffer a -2 penalty to all actions due to terrible trembling while in the area, additionally they act as if they have Paranoia while inside the radius - unable to gain bonuses from Tactics skill plans by other characters or NPCs. If the character succeeds the Resist check, they suffer a Side Effect of a -1 penalty to all actions while in the radius of the Neural Broadcaster, unless they have a Neural Nullifer.)
--Rage (Characters who feel the Rage and fail their Resist skill checks, will attack the nearest character or NPC they meet unless they spend 1 Luck point to stop themselves. Characters who succeed the Resist check only suffer the Side Effects: They feel a bolstered ego and suffer a -2 penalty to Resist Taunt skill checks while in the area, unless they have a Neural Nullifer)
--Repulsion (Characters who feel the Repulsion are overwhelmed with their disgust in the area, in order to handle anything within the radius of the Neural Broadcast they must spend 1 Luck and they suffer a -2 penalty to Intelligence-based skill checks, otherwise they move as quickly as they can out of the area. Characters who succeed the Resist check suffer only the Side Effects, suffering a -1 to Intelligence-based skill checks when in the area, unless they have a Neural Nullifer)
--Exhaustion (Characters who feel Exhaustion in an area and fail their Resist skill checks suffer a -1 penalty to Fatigue every round they stay within the radius and cannot recover Fatigue normally. If characters in the area succeed their Resist skill check they only suffer Side Effects, losing 1 Fatigue point from their pool and unable to recover normally until they leave the area. This is negated by a Neural Nullifer)
Batteries
(Batteries can be used to power electronic devices with a Power Usage rank, they
can power an item at the listed rating for the duration listed before needing to be
recharged. Recharging a battery takes twice its duration to reach full charge. If
a battery is powering a lower Power Usage item, it can add 2 hours to its duration for each
rank lower. Thus a Standard Battery can power a Power Usage: 1 item such as a flashlight
for 10 hours without needing recharged. When determining the power drain of an item with
multiple functions and options with Diff.erent Power Usage, use the highest Power Usage Rating
to determine how long any given battery will keep it charged. A battery can be used to charge
a item with a greater Power Rating than it, but reduce the duration by 1/2 for each rank lower.
Example: A battery with a Power Usage Rank of 1 is powering a Rank 3 item, it only will power the
item for 2 hours divided by four equals 30 minutes, or a half hour of time before the battery is dead.)
Antique Battery (Power Usage Rank 1, 2 hours of power or 10 Power Points), Availability: Common, Price: Very Cheap (for 10)
Outdated Battery (Power Usage Rank 2, 4 hours of power or 20 Power Points), Availability: Common, Price: Very Cheap (for 5)
Standard Battery (Power Usage Rank 3, 6 hours of power or 30 Power Points), Availability: Common, Price: Cheap (for 10)
Advanced Battery (Power Usage Rank 4, 8 hours of power or 40 Power Points), Availability: Uncommon, Price: Cheap (for 5)
High-Tech Battery (Power Usage Rank 5, 10 hours of power or 50 Power Points), Availability: Restricted, Price: Normal (for 10)
Experimental Battery (Power Usage Rank 6, 12 hours of power or 60 Power Points), Availability: Experimental, Price: Normal (for 5)
Portable Generators
(Portable Generators are similar to batteries except that they constantly produce
power at a certain rating each round. While creating Power, however, they need fuel.
Most common Portable Generators in the dark future would run off of biofuels, such as
ethanol. 1 Gallon of fuel lasts about 2 hours of use)
Portable Generator Delta (Generates 3 Power Points per round), Availability: Common, Fuel Tank: 6 Gallons, Price: Cheap
Portable Generator Gamma (Generates 6 Power Points per round), Availability: Uncommon, Fuel Tank: 12 Gallons, Price: Normal
Portable Generator Beta (Generates 9 Power Points per round), Availability: Uncommon, Fuel Tank: 18 Gallons, Price: Costly
Portable Generator Alpha (Generates 12 Power Points per round), Availability: Restricted, Fuel Tank: 24 Gallons, Price: Very Costly
Experimental Generator (Generates 15 Power Points per round), Availability: Experimental, Drawback: This generator is powered by a Helium-3 fueled reactor. The generator runs continously without needing refueled. However, if the generator is ever damaged, it requires a Deus Ex skill check of Very Hard Diff.iculty (Diff. 14) or it explodes, dealing 10d6 damage to everything within a 60 yard radius and releasing 200 rads of radiation for 120 yards, Price: Expensive