TL 9
MELEE WEAPONS |
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GEAR |
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Heat Gauntlet |
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Backpack |
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Monowire Blade |
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Binoculars |
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Monowire Whip |
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Catalyst Crystals |
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Nauseator |
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Communicator |
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Power Glove |
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Cybertek Tool Kit |
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RANGED WEAPONS | First Aid Kit |
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Blaster Pistol |
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Holo Camera |
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Blaster Rifle |
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Holy Symbol |
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Disruptor Rifle |
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IR Contact Lenses |
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Electrolaser |
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Mag Cuffs |
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Hand Flamer |
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Magnetic Lockpicks |
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Heavy Blaster Pistol |
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Medical Scanner |
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Heavy Blaster Rifle |
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Micro-Explosive |
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Paralysis Grenade |
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Modular Cage |
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Plasma Rifle |
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Motion Detector |
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Scrambler |
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Musical Instrument |
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Screamer |
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PADD |
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Stunner |
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Plasma Torch |
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Warbler Grenade |
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Respirator |
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ARMOR |
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Scanner |
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Cerablate Armor |
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Smart Rope |
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Combat Armor |
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Smart Watch |
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Dermal Armor |
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Suitspray |
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Retro-Reflective Armor |
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Varicloth |
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Verifier |
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Wrist Light |
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X-Board |
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TL 10
MELEE WEAPONS |
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GEAR |
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Force Sword |
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Biohound |
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Hyperdense Blade |
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Braintap |
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Monowire Switchblade |
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Chameleon Circuit |
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Neuroglove |
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Clothing Belt |
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Sonic Sword |
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Computer Implant |
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RANGED WEAPONS | Distort Belt |
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Electron Pistol |
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Doorward |
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Electron Rifle |
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Flight Pack |
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EMP Grenade |
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Holobelt |
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EMP Gun |
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Intruder Suit |
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Ice Gun |
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Living Disguise Kit |
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Laser |
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Nanobug |
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Nerve Gun |
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Neural Inhibitor |
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Omniblaster |
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Sensor Web |
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Paralysis Gun |
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Slick Suit |
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Plasma Grenade |
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Sonic Screen |
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Viper Gyroc |
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Survival Cocoon |
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X-Ray Laser |
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ARMOR |
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Bioplas Armor |
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Biosuit |
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Energy Cloth |
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Force Shield |
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Powered Combat Armor |
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Reflex Armor |
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TL 11
RANGED WEAPONS |
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GEAR |
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Antimatter Rifle |
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Braincorder |
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Dial-a-Grenade |
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Contragrav Belt |
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Disintegrator |
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Force Snare |
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Energy Web |
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Grav Pack |
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Force Grenade |
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Long-Arm Glove |
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Gamma Ray Laser |
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Macrovisor |
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Gravity Beamer |
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Molecular Bonder |
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Hell Grenade |
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Nuclear Dampener |
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Mindripper |
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Power Dampener |
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Pulsar Gun |
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Psi Helmet |
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Smartgun |
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Universal Translator |
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Stasis Web |
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Tachyon Shotgun |
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Tachyonic Disruptor |
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Vortex Grenade |
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ARMOR |
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Anti-Psi Screen |
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Deflector Belt |
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Dimensional Infiltrator |
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Personal Force Screen |
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Second Skin |
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EQUIPMENT DESCRIPTIONS
TL 9
MELEE WEAPONS (TL9)
Heat Gauntlet............................................8
Heavily insulated glove with high-powered heating coils built
into the fingers and palms. You must succeed at a Hand to Hand grappling
attack to burn an opponent. Will also ignite flamable objects. 10 charges
to a power cell. Critical damage.
Monowire Blade............................................9
Looking like a normal sword, the blade has a strand of monomolecular
wire stretched around its edge. It can thus cut through many materials.
Critical damage.
Monowire Whip............................................6
The length of this bullwhip is a monomolecular wire, able to cut through
many materials. Serious damage.
Nauseator............................................5
Electric wand that causes the target touched to immediately throw up
and be debilitated for 1-6 turns. 10 charges to a power cell.
Power Glove............................................5
Small glove-like exoskeleton that gives a single hand great strength.
It can rip through Light Armor. Its damage is added to any damage incured
on a successful Hand to Hand attack using fists (including Martial Arts).
Simply roll separate damage for the Glove. Serious damage.
RANGED WEAPONS (TL9)
Blaster Pistol............................................16
High-energy beam weapon. 10 shots per power cell. Deadly damage.
Blaster Rifle............................................22
High-energy beam weapon more accurate and long-range than the Pistol
version. 10 shots per power cell. Deadly damage.
Disruptor Rifle............................................50
Microwave-freqency laser that causes the cells of living tissue to
literally explode. Non-living targets get only Very Deadly damage, but
Reflec Armor is not effective against it. 10 shots per power cell. Extremely
Deadly damage.
Electrolaser............................................12
Weapon that discharges electricity, which follows along the path marked
by a low-intensity laser beam. Most effective in dry climates, it is Accuracy
0 in humid environments, -2 in rain or heavy fog. Metal armor is -1 Armor
Class to its hits. 10 shots per power cell. Critical damage.
Hand Flamer............................................30
Pistol that discharges a relatively short-range plasma flame discharge,
like a pocket flame thrower. 10 shots per power cell. Deadly damage.
Heavy Blaster Pistol............................................30
High-energy beam weapon with a more powerful emitter than the standard
model. 10 shots per power cell. Very Deadly damage.
Heavy Blaster Rifle............................................35
High-energy beam weapon more accurate and long-range than the Pistol
version, and with a more powerful emitter than the standard Rifle. 10 shots
per power cell. Very Deadly damage.
Paralysis Grenade............................................7
Throwable grenade that releases a non-lethal contact agent. Anyone
in the Small Area inside the cloud must make a Very Hard Willpower roll
each turn (until cloud disperses in 4 turns) or be paralysed for 2-12 turns.
They are still conscious and could use Psionics however.
Plasma Rifle............................................35
Rifle that discharges a beam of searing plasma, like a larger version
of the Hand Flamer. 10 shots per power cell. Very Deadly damage.
Scrambler............................................30
Microwave-freqency laser that causes the cells of living tissue to
literally explode. A pocket version of the Disruptor Rifle. Non-living
targets get only Deadly damage, but Reflec Armor is not effective against
it. 10 shots per power cell. Very Deadly damage.
Screamer............................................30
Weapon that produces concentrated sound (a high-pitched squeal) that
literally tears the flesh from its victim's bones. If the victim survives,
he or she is deaf for 2-12 turns unless they make a Hard Athletics roll.
The Screamer does not work in a vacuum. 10 shots per power cell. Very Deadly
damage.
Stunner............................................7
Weapon that fires a focused beam of sound that assaults the target's
nervous system and knocks him or her out for 1-6 turns unless they make
a Very Hard Willpower roll. 10 shots per power cell. Stun damage.
Warbler Grenade............................................9
Throwable grenade originally designed for riot control. It screams
at a deafening pitch for 30 seconds. Everyone in a Small Area around it
must make a Very Hard Willpower roll or flee the area as quickly as possible.
If they do not, they are -2 to every skill for the duration of the sound.
ARMOR (TL9)
Cerablate Armor............................................7
Medium Armor made of ceramics that vaporizes as it is hit, carrying
part of the destructive power of a beam or bullet with it. When the wearer
has been wounded 10 times (that is, damage has been let through the armor
that number of times, other forms of damage, such as drowning, don't count),
the Armor is destroyed.
Combat Armor............................................20
Heavy Armor. It is a full-body articulated suit of metal and ceramic
plates, designed for a soldier to survive any environment. Totally sealed
and airtight (life support, once activated, lasts 3 hours). The suit takes
one minute to put on or remove.
Dermal Armor............................................5
Light Armor subdermally implanted just under your skin and made of
ultrafine monocrys mesh. The armor is usually unnoticeable without a full
medical exam (a Very Hard Awareness task).
Retro-Reflective Armor............................................25
Hightly reflective armor of polished metallic fibers that reflect laser
fire and other beam weapons as Very Heavy Armor AND reflect the beam at
-1 Damage Class back to the firer (dodges your roll + half your Ranged
Weapons skill), but other types of attacks only as Very Light Armor.
GEAR (TL9)
Backpack...........................................1
Synthetic fiber. Holds up to 60 lbs. of stuff.
Binoculars...........................................1
For long distance observation, with digital range readouts, image enhancement,
still recording of up to 10 images (stored on holochips).
Catalyst Crystals...........................................3
Crystals that produce a chemical reaction when dropped in water, quickly
bringing it to a boil for 1-6 turns. An unprotected person in that water
would suffer Serious damage each turn.
Communicator...........................................1
Small radio in either headset or handheld (matchbox sized) style. Range
is about 1000 miles. A communicator can reach a ship in orbit, as long
as the ship is directly overhead and not blocked by more than a foot of
concrete or metal.
Cybertek Tool Kit...........................................1
Portable toolbox. Adds +2 to any Tiinkering or Engineer skill.
First Aid Kit...........................................5
Laser scalpels, dermal staplers, nano-clamps, air hypos and other high
tech medical devices. Required for Phsycian or First Aid skill attempts
in Future time periods.
Holo Camera...........................................1
Futuristic equivalent of a video recorder. Can record up to 10 hours
on a single chip. Projects 5" x 5" holo image for playback.
Holy Symbol...........................................1
A crucifix, Bajoran pin or Space Pope trading card.
IR Contact Lenses...........................................10
Allows user to se in dim light using heat sources as a guide. It can
see a warm body through a thin surface, but may be confused by large heat
sources like a fire.
Mag Cuffs...........................................1
For binding others. Can take up to 12 Wounds before breaking, but considered
to be made of Heavy armor.
Magnetic Lockpicks...........................................5
Small device that electronically finds the code to locked doors. Must
be placed over the door mechanism and gives a +1 bonus to any Pick Locks
attempt.
Medical Scanner...........................................1
Hand-held scanner about the size of a paperback book. Examines patient
and gives procedures and diagnosis on LCD screen. Adds +1 to any First
Aid, Diagnose Illness and Physician skills.
Micro-Explosive...........................................13
Explosive charge no bigger than a thimble and very hard to detect (Very
Hard Awareness roll). Using Demolitions skill, the Character plants the
charge, and uses a detonator or programmed response/timer to Causes Deadly
damage in a Small Area.
Modular Cage...........................................1
Kit that allows the user to assemble any size or shape of cage (max.
volume: 10 cubic meters). It takes 1 minute per cubic meter to build, and
it requires the Set/Disarm Traps skill to build anything but a cubical
cage. Escaping from one requires a Hard Escape Artist roll or dealing out
15 Wounds to its bars.
Motion Detector...........................................1
You've seen the movie Aliens. Small radar/sonar that beeps when something's
moving out there (Large Area). Also includes data on the direction.
Musical Instrument...........................................1
Any type of electronic music device; can include keyboards, frum pads,
stringed instruments and MIDI wind instruments. Can operate for 10 hours
per power cell.
PADD...........................................2
Personal Access Display Device. Something like a palm pilot, it acts
as writing tool, information access and calculator. Gives +2 to any
roll requiring mathematics (including many Engineering skills), and +1
to any Knowledge skill (except First Aid).
Plasma Torch...........................................2
Close-focus hand flamer for heavy cutting and welding. It can penetrate
Heavy Armor at a rate of one minute per Armor Class. It can be used in
combat as a Ranged Weapon with -2 Accuracy, Close Range and dealing out
Critical Damage, but expending its power cell after the first attack.
Respirator...........................................1
Facemask and collar unit equivalent to an aqualung. Allows user to
breathe freely underwater for up to 72 hours on a single power cell, travelling
down to 600 feet. Also for filtering out smog, toxic atmospheres, etc.
Scanner...........................................2
Hand-held scanner about the size of a hardback book. The scanner sweeps
a Large Area around the user, examining life signs, technology traces,
emissions, sounds, etc., reporting on what it observes on its LCD screen.
Adds +2 to any Awareness, Understand Tech, Tracking, or Survival skills.
Smart Rope...........................................1
Made of memory metal and plastic fibers. 100 feet. Can carry up to
1000 lbs. It can be made to become flexible or rigid with a simple touch
from the owner.
Smart Watch...........................................2
Electronic time keeper with hour, day, date, wake alarm, chronometer
(6 lap times), temperature, alarm for toxins the air, and compass (+1 to
Navigation skill).
Suitspray...........................................1
Spray tube that contains a smart polymer that sticks to bare flesh
and solidifies into a skintight fabric of the 2 colors chosen. 1 use per
tube.
Varicloth...........................................1
Clothes with imprinted circuits that can alter its colors and pattern.
There are no limits to the number of times the same clothes can change
looks.
Verifier...........................................2
Close-range lie detector that monitors a subject without his knowledge
for signs of deception. Has a range of 5 meters and is no bigger than a
pocket calculator. +5 to Detect Lies, or +2 if the subject knows he's being
"verified". The bonus for non-humans may be below that.
Wrist Light...........................................1
Light, cell-powered, good for 12 hours. Lights up to 72 feet (treat
as a Blast).
X-Board...........................................5
Hovering skateboard/snowboard (you've seen Back to the Future II) for
high speed movement over surfaces (Medium Ground Speed) Using Athletics,
Sports or Stunt Driving, it may perform many tricks, jumps and loops.
Hyperdense Blade............................................18
Sword designed with an edge composed of gravitationally collapsed
matter tapering to a single-molecule width. It's heavier than it looks,
making deeper wounds, but also requiring Athletics 5 or more to yield.
Very Deadly damage.
Monowire Switchblade............................................5
Looking like a normal retractable knife, the blade has a strand of
monomolecular wire stretched around its edge. It can thus cut through many
materials. Light damage.
Neuroglove............................................5
Glove that delivers a neural shock. Nicknamed the "palm of pain", in
addition to damage, the victim must roll against his or her Willpower not
to be knocked out from the pain for the next turn. You must successfully
attack using Hand to Hand.
Sonic Sword............................................12
Looking like a normal sword, this blade is actually coherent sound
powerful enough to liquify tissue or tear flesh off bones. It may not be
used to parry. On a damage roll of 6, if the victim is still alive, its
eardrums
are nevertheless busted and it is deaf. May be used 10 times before the
energy cell runs out. Deadly damage.
RANGED WEAPONS (TL10)
Electron Pistol............................................30
Like a blaster, but with multiple settings. On "stun", the target is
knocked out for 1-6 turns (spends no shot from the energy cell). On "blast",
it causes Critical damage (spends 1 shot from cell). And on "kill", it
causes Very Deadly damage (2 shots from cell). Each cell contains 10 shots.
Electron Rifle............................................33
Like a blaster rifle, but with multiple settings. On "stun", the target
is knocked out for 1-6 turns (spends no shot from the energy cell). On
"blast", it causes Critical damage (spends 1 shot from cell). And on "kill",
it causes Very Deadly damage (2 shots from cell). Each cell contains 10
shots.
EMP Grenade............................................7
Grenade that generates in a Small Area a powerful electromagnetic pulse
that has no effect on living beings, but disables any electronic equipment
for 2-12 turns.
EMP Gun............................................10
Weapon that generates a powerful electromagnetic pulse that has no
effect on living beings, but disables any electronic equipment for 2-12
turns. 10 shots per energy cell.
Ice Gun............................................10
Low-velocity spring pistol thta fires needles of frozen liquid. Intended
as a survival weapon, a simple charge of water will within 30 seconds create
the full capacity of 10 ice darts. If you have the Poison skill, you could
ice up a poison into a dart. Critical damage.
Laser............................................36
Your basic laser gun that fires a coherent, super-heated light beam.
Very Deadly damage.
Nerve Gun............................................13
Weapon that stimulates the nervous systems of living targets with excrutiating
pain. Anyone hit by the Nerve Gun must make a Very Hard Athletics roll
or be crippled with pain for 2-12 turns -1 turn per Armor Class. 10 charges
per energy cell.
Omniblaster............................................18
A multi-purpose energy-beam weapon that can be set to "Blaster", "Laser",
"Plasma" or "Nerve Gun". All cause Deadly damage. (see TL 9's Blaster Pistol
and Plasma Rifle, and TL 10's Laser and Nerve Gun for descriptions of each
type.
Paralysis Gun............................................11
Weapon that paralyzes a living target's nervous system. Targets must
make a Very Hard Willpower roll each turn or be paralysed for 2-12 turns.
They are still conscious and could use Psionics however. 10 charges per
energy cell.
Plasma Grenade............................................15
Throwable grenade that creates a superhot firestorm in a Small Area,
causing Very Deadly damage to everything inside.
Viper Gyroc............................................20
Gun that fires self-propelletd missile-like bullets. They cannot round
corners, but they do make course adjustments in order to catch a dodging
target. Each clip holds 8 bullets. Deadly damage.
X-Ray Laser............................................55
Large rifle that fires a coherent beam of x-rays rather than visible
light. 5 shots per energy cell. Extremely Deadly damage.
ARMOR (TL10)
Bioplas Armor............................................18
Heavy Armor of organic ("living") plastic. It is ultra-light and flexible,
and can regrow itself if the proper light and humidity is present (if it
was somehow damaged).
Biosuit............................................3
Very Light Armor whose primary purpose is as a standard spacesuit of
bioplastic. Gloves and transparent helmet are stored neatly into the breast
pocket. It contains enough oxygen for 1 hour once sealed and can stand
the vacuum of space as well as any temperature of pressure found on a planet.
It the proper light and humidity, it can regrow itself if it was somehow
damaged.
Energy Cloth............................................9
Medium Armor made of a single-crystal ballistic fiber, very strong,
light and easily-concealable (it looks just like normal clothes).
Force Shield............................................16
Shield made of force energy, in a round glowing disc (when powered
down, is just a bracelet). It provides Heavy Armor. With the Shield Skill,
it may be used to cause Critical damage. Any use as a weapon takes one
charge, and the power cell contains 10 such charges.
Powered Combat Armor............................................30
Armored exoskeleton that gives wearer equivalent to Amazing Strength
(lift a ton, tear Medium Armor, Critical damage) and Very Heavy Armor.
It takes four minutes to put on, and two to take off.
Reflex Armor............................................15
Light Armor that looks like a normal bodysuit. It is full of sensors
and can detect oncoming danger (both missile weapons and melee) and react
appropriately. You are Dodge +2 to any attack other than Area effects and
beam weapons.
GEAR (TL10)
Biohound...........................................5
Hand-held sensor unit the size of a paperback book designed to detect
the characteristic molecules of a specific life-form. In other words, it
acts just like a bloodhound would in following a train. Adds +2 to Tracking
if the tracked individual (or its genetic material) was first scanned.
Braintap...........................................5
Brain implant that allows the user to mentally interface with high
tech machines (add +1 to any skill involving the use of a vehicle or computer).
Chameleon Circuit...........................................3
Added to any Armor, it changes color to match the environment. Adds
+2 to Stealth.
Clothing Belt...........................................2
Specialized form of Holobelt (so with a mounted holo-projector) that
projects any clothes on the wearer. Its ability to disguise is limited
(clothes look normal, but no more than a simple mask might be put over
the face), but spectacular fashions are also possible. Adds +1 to Disguise.
Computer Implant...........................................2
Computer directly implanted in user's brain. 8 megs, with 1 gig memory
(about a million pages of information). Adds +2 to Programming and Hacking,
and the Speed Reader advantage.
Distort Belt...........................................5
Similar to a Holobelt, it intercepts sensor scans and sends back false
readings from the wearer. These readings can be programmed to simply mask
his presence, or send back false info (such as change his identity).
Doorward...........................................3
Portable security system that projects a force field over a doorway
or window (elements are stuck to each side of the frame). Heavy Armor.
Flight Pack...........................................10
Fusion-powered thruster unit that can go 150 kph (Slow Flying Speed)
for about 20 minutes, lifting as much as 250 pounds. The dangerous exhaust
can do Deadly damage, so watch out.
Holobelt...........................................5
Belt-mounted holographic projector that casts a 3D image around the
user (roughly man-sized). It can mimic rocks, trees, animals, any piece
of clothing. To mimic another person, you'd have to first take a holo-picture
of that person and add it to your database.
Intruder Suit...........................................15
Full-body suit designed to render the wearer virtually invisible. Light
is bent around the suit's fiber-optic light guides leaving a "Predator"
effect where he should be. In effect, adds +5 to Stealth.
Living Disguise Kit...........................................5
Includes pre-molded sensa-skin that can be programmed to look like
anyone (if a picture can be taken). This is the Mission Impossible disguise
trick. Adds +4 to Disguise.
Nanobug...........................................3
Pinhead-sized sensor/recorder that can be stuck anywhere and record
(for up to 2 hours) or transmit images, sound and data from the entire
room (or Small Area). Any Communicator can receive or play back.
Neural Inhibitor...........................................8
Flat disk that, if placed on a subject, cuts off nervous impulses to
that particular body part. It renders any limb paralyzed and unable to
feel pain. On the spine, neck or head, it paralyzes the whole body.
Sensor Web...........................................3
Skintight jumpsuit covered in sensors that extends the wearer's senses
at 360 degrees, as well as heightens all 5 senses. Adds +1 to Awareness.
Slick Suit...........................................2
Thin, full-body stocking of very-low-friction material. It gives the
user +1 to Swimming, Escape Artist, and to Dodge grappling attacks, and
can be used to slip and slide all over the place. The user is -4 to Climbing
and Riding skills however.
Sonic Screen...........................................3
Belt-mounted device that forms a portable privacy field around the
wearer (Small Area). Sounds from outside the field cannot reach the inside
and vice-versa. Sound-based weapons penetrating it lose 2 Damage Classes.
Survival Cocoon...........................................1
Pressurized one-man inflated sphere (takes 2 seconds to fill up) that
can provide 15 minutes of air. Once that runs out, the hibernation system
kicks in, putting the user to sleep with life-support gel for months or
years, as required.
Dial-aGrenade............................................10
Throwable grenade with a selectable effect. You may choose from the
following (see specific types for effects): EMP, Force, Plasma and Paralysis.
In all cases, it covers a Small Area and causes Deadly Damage (except the
Paralysis Grenade, which has a Stun effect).
Disintegrator............................................60
Weapon that suppresses and reverses the nuclear forces that bind atoms,
causing matter to disintegrate. When killed by a Disintegrator, the subject's
body and possessions are usually destroyed. Super Deadly Damage. 5 shots
per power cell.
Energy Web............................................10
Grenade-like sphere that, when thrown, spins out a web-trap over a
Small Area that drains the energy of living cells and power cells and renders
the subject inanimate until removed from the web (it can take 10 Wounds
of damage before dispelling) or after 10 turns when it naturally turns
itself off.
Force Grenade............................................35
Throwable grenade that emits a crushing pulse of gravity waves over
a Small Area. Extremely Deadly Damage.
Gamma Ray Laser............................................65
Large rifle that fires a coherent beam of gamma rays rather than
x-rays. 5 shots per energy cell. Super Deadly Damage.
Gravity Beamer............................................50
Weapon that fires focused beams of gravity particles. Extremely Deadly
Damage. On the reverse setting, it can act as a simple tractor beam that
draws something to you. 10 shots per power cell.
Hell Grenade............................................40
Throwable grenade containing a microscopic speck of antimatter. The
explosion covers a Small Area, but also creates an EM pulse in a Large
Area, scrambling all electronics for 2-12 turns. Cosmic Damage.
Mindripper............................................40
Advanced neural-disruptor weapon that brutally assaults the target's
mind and nervous system, making a copy of his or her mind inside the Ripper
at the same time. The target must roll on Willpower: on a 10 or better,
is stunned for 1-6 turns; on an 8, stunned for 2-12 turns and takes Very
Light Damage; on a 6 is knocked out for 1-6 turns and takes Light Damage;
on less than 6, is knocked out for 2-12 turns and takes Serious Damage.
The gun can hold only one copy at a time (the next shot replaces the copy)
and can be used as a searchable database of information and memories (must
roll Knowledge to find what is needed), which CAN be accessed by a Psionic
as if it were a real mind. 5 shots per power cell.
Pulsar Gun............................................21
Weapon that accelerates a beam of anti-particles along an evacuated
force field tube, causing both a surface explosion (Very Deadly Damage)
and plenty of radiation (the victim must make a Hard Athletics roll each
turn for 3 turns or receive additional Critical Damage on each of those
turns). 10 shots per power cell.
Smartgun............................................15
Weapon that launches contragrav-propelled projectiles guided by miniaturized,
programmable scanners capable of homing in on specific individuals or vehicles.
A Knowledge roll is required to program the gun, adding +3 to Accuracy
againt programmed target. Deadly Damage. 10 bullets per clip.
Stasis Web............................................18
Generator that fires a web-trap over a single target that drains the
energy of living cells and power cells and renders the subject inanimate
until removed from the web (it can take 10 Wounds of damage before dispelling)
or after 10 turns when it naturally turns itself off. 5 webs per power
cell.
Tachyon Shotgun............................................70
Also known as a displacer, weapon that rips open a warp in space and
sends its targets elsewhere. The vortex it creates tries to swallow
the target, who may Dodge it. Anything bigger than man-sized cannot be
swallowed in, so will not be affected. Where are they sent? Heart of the
sun? Underground? The far past? Hyperspace? Who knows? 5 shots per power
cell.
Tachyonic Disruptor............................................40
Weapon that projects a ghostly, blue-violet beam of coherent tachyons.
It has no effect on normal matter unless it strikes a target protected
by a force field. When they hit a force field, the tachyon go into hyperspace
and reappear inside the field, hitting the target without benefit of armor.
Extremely Deadly Damage. 10 shots per power cell.
Vortex Grenade............................................50
Throwable grenade that rips open a warp in space and sends its targets
elsewhere. The vortex it creates covers a Small Area and tries to
swallow all targets within (they may try to Dodge). Where are they sent?
Void of space? Parallel dimension? The far future? Next door? Who knows?
ARMOR (TL11)
Anti-Psi Screen............................................18
Renders the wearer immune to psychic attacks equivalent to having the
power of Psi Screen.
Deflector Belt............................................45
Super Heavy Armor provided by a skintight force field. It covers all
clothing, but not items and weapons (so that they can be used normally).
Dimensional Infiltrator Armor............................................75
Cosmic Armor, Cosmic because it has a built-in dimensional phase unit
that makes the wearer phase out of reality when taking damage (for a microsecond),
thus allowing the projectile or beam to pass harmlessly through him.
Personal Force Screen............................................60
Mega Heavy Armor provided by a skintight force field of more advanced
design. It covers all clothing, but not items and weapons (so that they
can be used normally).
Second Skin............................................7
Light Armor provided by a genetically-engineered symbiote grafted to
the wearer's skin. In addition to Armor bonuses, it also provides breathable
air in any environment, and protection from temperature extremes found
on planets and in the void of space (Medium Armor against heat and cold
attacks).
GEAR (TL11)
Braincorder...........................................5
Looking like a bulky rifle, the Braincorder can make a copy of anyone's
mind at up to Medium Range. The mind can then be accessed as if it were
the true one by a Psionic.
Contragrav Belt...........................................10
Antigravity unit that can go 150 kph (Slow Flying Speed), lifting as
much as 250 pounds. Clean, efficient personal transport.
Force Snare...........................................10
Specialized tractor beam generator about the size of a paperback book.
Once set up, any moving object of mouse-size or larger (max: 1500
lbs) comes within a meter of it, its sensors will trigger a force field
trap (Very Heavy Armor).
Grav Pack...........................................1
Monocrys backpack that uses antigravity technology to make anything
inside weightless. It has no maximum allowed weight, so its only limit
is size.
Long-Arm Glove...........................................7
Heavy glove that includes a tractor beam on each finger, allowing the
wearer to pick up and manipulate objects that are far away as if his arms
were super-long (but not super-strong). It has a Long Range, though Binoculars
may be needed to do delicate work at any distance beyond Medium.
Macrovisor...........................................8
Helmet and goggles combo that combines the function of (see the entry
for each one): Binoculars, Scanner, Medical Scanner, Holo Camera, Verifier
and PADD.
Molecular Bonder...........................................7
Small tool that projects a beam that instantly bonds two (solid) objects
together (they must already be touching each other) no matter their composition.
The strength of the bond is really that of the weaker of the two.
Nuclear Dampener...........................................3
Portable field generator that, within a Large Area, prevents any thermonuclear
or antimatter bomb from exploding. The Antimatter Rifle's bullets would
still cause damage (Critical), but not release its antimatter to Cosmic
effect. It does not affect controlled energy release like that of a power
plant.
Power Dampener...........................................10
Energy field generator that totally prevents the use of Superpowers
and Psionics within a Large Area. (It does not affect purely physical powers
like Claws or Skin Armor, of course.)
Psi Helmet...........................................3
Bulky metal helmet enhances and channels psi powers, increasing all
Psionic Skills by +2. Operates for 1 hour on a power cell.
Universal Translator...........................................1
Translates unknown languages and provides Frenglish equivalents through
attached earphones. When spoken into, translates your words back via digitized
voice. Takes 3 turns to translate a simple language; 6 turns to analyse
and translate a complex one. Note: on a roll of 6 on one die, the language
is untranslatable.