TL 6
MELEE WEAPONS |
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GEAR |
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Baseball Bat |
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Backpack |
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Bayonet (WWI) |
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Binoculars |
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Brass Knuckles |
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Books |
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Bullwhip |
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Camera |
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Combat Knife |
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Canteen |
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Machete |
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Compass |
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Naval Sword |
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First Aid Kit |
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Nightstick |
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Flashlight |
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Steel Garotte (WWII) |
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Handcuffs |
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Switch Blade |
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Holy Symbol |
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RANGED WEAPONS | Ice Skates |
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Elephant Gun |
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Lighter |
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Grenade |
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Lock Picks |
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Heavy Automatic Pistol |
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Movie Camera |
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Heavy Automatic Rifle |
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Musical Instrument |
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Light Automatic Pistol |
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Radio |
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Light Automatic Rifle |
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Rollerskates |
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Medium Automatic Pistol |
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Rope (Nylon) |
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Medium Automatic Rifle |
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Shaped Charges |
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Shotgun |
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Shovel |
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ARMOR |
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Skis |
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Flak Jacket |
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Snowshoes |
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Leather Jacket |
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Tape Recorder |
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Soldier's Helmet |
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Tent (Nylon) |
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Steel Trench Armor |
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Tool Kit |
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Tanker Armor |
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Walkie-Talkie |
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Wristwatch |
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TL 7
MELEE WEAPONS |
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GEAR |
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Chainsaw |
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Bug |
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Electric Pocket Stunner |
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Bug Detector |
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Hockey Stick |
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Calculator |
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Lead-Filled Gloves |
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Camouflage Coveralls |
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Pocket Mace Cannister |
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Camp Stove |
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RANGED WEAPONS | CD Player |
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Automatic Shotgun |
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Cell Phone |
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Dart Rifle |
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Diving Gear |
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Diving Speargun |
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Electrician's Tool Kit |
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Flamethrower |
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Geiger Counter |
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Grenade Launcher |
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IR Goggles |
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Gyrojet Pistol |
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Jammer |
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Gyrojet Rifle |
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Laptop |
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Heavy Submachinegun |
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Mechanic's Tool Kit |
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Light Submachinegun |
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Metal Detector |
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Medium Submachinegun |
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Rollerblades |
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Squirtgun |
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Skateboard |
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Taser |
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Snowboard |
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Tech Crossbow |
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Toolknife |
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ARMOR |
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Thermal Lockpick |
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Bomb Squad Bodysuit |
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Video Camera |
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Bulletproof Jacket |
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Kevlar Body Armor |
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Motorcycle Helmet |
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Riot Shield |
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TL 8
MELEE WEAPONS |
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GEAR |
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Cyberfangs |
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Boosted Reflexes |
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Cybersnake |
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Clothing Fabricator |
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Cyborg Crushing Hand |
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Com Scrambler |
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Stun Wand |
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Cyberaudio |
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Vibrodagger |
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Cyberdeck |
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RANGED WEAPONS | Cyber Musculature |
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Blackout Gas Grenade |
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Cyberoptics |
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Concussion Grenade |
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Cyborg Exoskeleton |
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Cyber Dart |
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Datachips |
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Cyborg Arm Gun |
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Datajack |
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Cyborg Energy Gun |
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Electronic Lockpick |
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Gauss Needler |
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Fire Extinguisher Tube |
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Gyroc Pistol |
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Helmet Video |
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Laser Pistol |
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Implant Communicator |
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Laser Rifle |
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Laser Listening Device |
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Nerve Gas Grenade |
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Light Intensifyer Contacts |
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Prism Grenade |
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Molecular Glue |
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Shaped Charge Grenade |
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Sneak Suit |
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Sleep Gas Grenade |
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Televiewer |
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Slugthrower |
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Tracer Needle |
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Strobe Mine |
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X-Ray Scanner |
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Tangler |
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ARMOR |
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Ablative Armor |
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Ablative Foam |
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Monocrys |
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Reflec Armor |
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Subdermal Armor |
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EQUIPMENT DESCRIPTIONS
TL 6
MELEE WEAPONS (TL6)
Baseball Bat............................................4
Sometimes, sporting goods make good melee weapons. At TL6 the Bat is
made of wood and can break if it hits something with more than Medium Armor
(Heavy or more); at TL7 or more, it is made of aluminium. It is possible
to parry with the Bat, in particular grenades that can be sent back to
their throwers. You may use the Sports skill instead of Melee Weapons to
hit. Light damage.
Bayonet (WWI)............................................4
Blade designed to be added to any Automatic Rifle turning it into a
Melee Weapon. It could be used like a knife without the gun, but at -1
to skill. Serious damage.
Brass Knuckles............................................3
Weapon worn over the fist. 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 Knuckles. Very Light damage.
Bullwhip............................................6
Metal-tipped leather whip. Can be used to entangle or disarm at only
-1 penalty. Serious damage.
Combat Knife............................................2
Lightweight, drop-point knife about a foot long. Can also include any
fighting knife of the period. Can be thrown at a -1 penalty. Light damage.
Machete............................................12
Long broad knife usually used to cut down branches. It makes a nasty
weapon. Deadly damage.
Naval Sword............................................4
Straight thin sword used by naval officers to this day. Critical damage.
Nightstick............................................4
Steel baton used by police officers to this day to subdue criminals.
Serious damage.
Steel Garotte (WWII)............................................2
Small length of wire designed to choke a victim by the neck, usually
from the back. Light damage.
Switch Blade............................................1
Knife with blade hidden inside the handle. It is +2 to Handout. Very
Light damage.
RANGED WEAPONS (TL6)
Elephant Gun............................................55
Breakopen 2-barrel rifle used to hunt down large game (elephants, rhinos,
dinosaurs). It must be reloaded after only 2 shots. Example: H&H .600
Magnum Nitro Express Rifle. Extremely Deadly damage.
Grenade............................................10
"Pineapple"-type grenade. Pull out the pin and throw it. It explodes
by the time you count to three, spraying deadly shrapnel in a Small Area.
Deadly damage.
Heavy Automatic Pistol............................................16
Any one of a type of small handgun capable of rapid fire. Autopistols
use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example:
WWI Webley Mk 6 .455 revolver. Deadly damage.
Heavy Automatic Rifle............................................35
Automatic rifles are capable of firing many shots with a single trigger
pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts
or 1 Long Burst. Example: Winchester M 70 .458 Magnum Bolt Rifle. Very
Deadly damage.
Light Automatic Pistol............................................6
Any one of a type of small handgun capable of rapid fire. Autopistols
use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example:
Remington .22. Serious damage.
Light Automatic Rifle............................................10
Automatic rifles are capable of firing many shots with a single trigger
pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts
or 1 Long Burst. Critical damage.
Medium Automatic Pistol............................................7
Any one of a type of small handgun capable of rapid fire. Autopistols
use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example:
Luger 9mm Pistol. Critical damage.
Medium Automatic Rifle............................................22
Automatic rifles are capable of firing many shots with a single trigger
pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts
or 1 Long Burst. Example: AK-47 Assault Rifle. Deadly damage.
Shotgun............................................30
A shoulder arm firing many small projectiles in a burst. Early models
fire two Blasts at a time and take 1 turn to reload. Later tyes fire 1
shot, with 6 reloads. Critical damage.
ARMOR (TL6)
Flak Jacket............................................24
Heavy Armor worn by airmen during WWII to protect from enemy antiaircraft
fire, including fragmentation shells.
Leather Jacket............................................2
Light Armor worn by pilots in WWI, and later by greasers troughout
the world.
Soldier's Helmet............................................9
Heavy Armor that only protects the head (which is the only thing that
can be hit when firing from sufficient cover). It may be used as a bowl
for whatever you're eating or throwing up.
Steel Trench Armor............................................30
Very Heavy Armor rarely worn because it is so heavy (movement and Dodge
are halved) and impractical (takes 20 minutes to put on or take off, which
must be done if you want to go to the bathroom for example). Characters
wishing to wear this armor must have Athletics rated at more than 5.
Tanker Armor............................................10
Medium Armor favored by tank personnel.
GEAR (TL6)
Backpack............................................1
Nylon. Holds up to 50 lbs. of stuff.
Binoculars............................................1
For long distance observation.
Books............................................1
Book containing a Magic-User's spells (for use with Spellcraft) or
other lore (+1 to any skill with "Lore" in the title). It is pocketsized.
Camera............................................1
Records still images on film. 24 exposures.
Canteen............................................1
Container capable of holding about 2 quarts of water or other liquid.
Compass............................................1
Magnetic compass with a magnetized needle. Gives +1 to any Navigation
attempt..
First Aid Kit............................................5
Bandages, scalpels, needles. Required for any First Aid attempt in
a Modern period.
Flashlight............................................1
Battery powered, good for 8 hours. Lights up to 72 feet (treat as a
Blast).
Handcuffs............................................1
For binding others. Can take up to 8 Wounds before breaking, but considered
to be made of Heavy armor.
Holy Symbol...........................................1
A crucifix. Might be useful against vampires, you never know.
Ice Skates............................................1
For rapid travel on ice (reduces terrain type from Very Rough to Normal).
Lighter............................................1
Fast fires. A fire can be started in 5 minutes by this method. Good
for 100 lights.
Lock Picks............................................5
Simple lock picking tools. Adds +1 to any Pick Locks attempt.
Movie Camera............................................1
Records color images and sound on film. Images cannot be replayed through
the camera. Somewhat bulky.
Musical Instrument............................................1
Any carryable instrument available in the period.
Radio............................................1
Radio of variable size (according to the period, from bulky at TL6
to very small at TL8) that can listen in on commercial broadcasts as well
as catch private and police wavebands with an Average Tinkering roll.
Rollerskates............................................1
For high speed movement over pavement (Slow Ground Speed) in the four-wheel
style.
Rope (nylon)............................................1
100 feet. Can carry up to 500 lbs.
Shaped Charges............................................12
Plastique explosive charges with detonator. These charges can stick
to most surfaces. Using Demolitions skill, the Character plants the charge,
and either lights the fuse or uses a detonator. Causes Deadly damage in
a Small Area.
Shovel............................................1
Digging tool.
Skis............................................1
For snow travel (reduces terrain type from Very Rough to Normal). Includes
boots, poles.
Snowshoes............................................1
For movement over deep packed snow (reduces terrain type from Very
Rough to Rough).
Tape Recorder............................................1
About the size of a cigarette pack. Records up to 2 hours of audio
on small tape cassettes.
Tent (nylon)............................................1
Holds four. Can be set up in 5 minutes.
Tool Kit............................................1
Portable toolbox. Using the kit gives +1 to any Tinkering and Engineering
rolls made for building or repairing something.
Walkie-Talkie............................................1
Portable CB walky-talky. Range about 20 miles, 24 bands.
Wristwatch............................................1
Wound time keeper with hour, day date. Must be wound up every day.
Electric Pocket Stunner............................................6
When touching a target, a trigger can be pressed to release an electrical
pulse. Unless target rolls Athletics 10, they are stunned for 1-6 rounds.
Battery has 20 charges. Very Light damage.
Hockey Stick............................................5
Sportsman's hockey stick. You may use your Sports skill instead of
Melee Weapons to hit. Light damage.
Lead-Filled Gloves............................................4
Weapon worn over the fist, looking like thick gloves. 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 Gloves. Light
damage.
Pocket Mace Cannister............................................5
Cannister full of a liquid that, when sprayed in an opponent's face,
stuns that opponent for 1-6 turns and blinds them for 2-12 turns! Each
can holds 6 "charges".
RANGED WEAPONS (TL7)
Automatic Shotgun............................................15
The automatic version of the pump-action shotgun, can fire 6 Blasts
total before needing reloading. Deadly damage.
Dart Rifle............................................10
Dart rifles use compressed air, springs or low velocity cartridges
to fire drugged darts. Used in animal hunting and non-lethal situations,
they do no damage. A hit stuns the target for 2-12 turns. A Very Hard Willpower
roll may be made to resist the effects of this weapon. 6 shots.
Diving Speargun............................................4
Though it may be used out of water, the speargun is specifically tailored
to firing a small sharp harpoon at underwater prey. Light damage.
Flamethrower............................................24
Largish assembly of tanks and a projectile nozzle; a flamethrower fires
a blast of oily flame. 6 shots. Very Deadly damage.
Grenade Launcher............................................36
Grenade launchers can come in small shoulder-arm forms, or be mounted
onto any rifle. It comes with 2 grenades (these cannot be thrown like pineapple
grenades), as does each reload. It can launch other grenade types (purchased
individually) if you wish, although they have their own effect(s). Extremely
Deadly damage.
Gyrojet Pistol............................................12
The gyrojet fires a small, self-propelled rocket shell at a distant
target. Recoil is slight and the initial firing is quiet. Gyrojets are
best at Medium ranges (no bonus for Close Range attacks), and pack a sizeable
punch. 10 rounds. Deadly damage.
Gyrojet Rifle............................................20
Similar to the gyrojet pistol, these are best at Long ranges (+2 to
Accuracy) and have only give a +1 Accuracy bonus at shorter ranges. Very
Deadly damage.
Heavy Submachinegun............................................14
A smaller automatic weapon that fires pistol ammunition instead of
rifle rounds. Fires single shots (20) or Bursts. Example: Thompson M1928
.45 ACP. Deadly damage.
Light Submachinegun............................................9
A smaller automatic weapon that fires pistol ammunition instead of
rifle rounds. Fires single shots (20) or Bursts. Example: H&K MP5 A5
9mm. Serious damage.
Medium Submachinegun............................................11
A smaller automatic weapon that fires pistol ammunition instead of
rifle rounds. Fires single shots (20) or Bursts. Example: UZI 9mm. Critical
damage.
Squirtgun............................................7
Light-weight plastic gun (the size of a submachinegun) with a special
chamber for liquids that are then shot at high pressure. A fully filled
chamber may fire 6 times before being empty. Damage is entirely dependent
on what liquid is poured into the chamber. Favorites include acid (Deadly),
gasoline (later lit) and holy water. You may enter the game with the gun
filled with normal water (the Bless Miracle makes it holy water), but any
other liquids (or water reloads) must be found within the game. Note that
acid will eat through the gun within 10 turns unless used up entirely,
leaving it useless.
Taser............................................7
A taser delivers a high-powered shock to any target struck by its prongs.
A hit stuns the target for 1-6 turns. A Very Hard Willpower roll may be
made to resist the effects of this weapon. 10 shots per battery.
Tech Crossbow............................................8
Advanced version of crossbow, using plastics and composites. 12 bolts.
Critical damage.
ARMOR (TL7)
Bomb Squad Bodysuit............................................30
Very Heavy Armor worn by bomb squad experts, meant to protect against
pipe bombs exploding early.
Bulletproof Jacket............................................9
Medium Armor. The modern equivalent of light body armor, designed to
stop most projectile weapons. The dense padding also is effective against
blows and stabs.
Kevlar Body Armor............................................21
Heavy Armor The best protection in this era. Plastic composite plates
are interwoven with layers of Kevlar ballistic cloth. While hot, scratchy
and cumbersome, body armor will even stop most rifle rounds.
Motorcycle Helmet............................................4
Light Armor that only protects the head (which is the only thing that
can be hit when firing from sufficient cover), in particular during collisions.
Riot Shield............................................16
Shield made of reinforced plexiglass, used by policemen during riots.
It provides Heavy Armor. With the Shield Skill, it may be used to cause
Critical damage.
GEAR (TL7)
Bug............................................10
Miniature listening device which can be placed using adhesives on any
surface. Will transmit any sound within a Large Area of itself to a receiver
up to a mile away. Requires a Hard Awareness attempt to locate.
Bug Detector............................................6
Will detect any active or passive listening device with a Small Area
of the user. Will determine location of bug, but not location of receiver.
Calculator............................................2
Portable scientific calculator. Gives +2 to any roll requiring mathematics
(including many Engineering skills).
Camouflage Coveralls............................................3
Khaki overclothing, shaded and patterned to match specific environments
(Urban, Jungle, Snow, Forest, Desert). Must specifiy which. Adds +2 to
any Stealth attempt in that environment.
Camp Stove............................................1
Runs on pressurized gas for 3 hours. Takes about 5 minutes to boil
water.
CD Player............................................1
Plays compact laser-disks. Music, entertainment, etc. About the size
of a paperback book. Players may bring up to 3 CDs (specify) with them.
Cell Phone............................................1
Cellular network phone. Range about 10 miles from any major cellular
network.
Diving Gear............................................2
Includes swim fins, wet suit, weight belt, aqualung and mask. Tanks
good for 3 hours. Can be used down to 600 feet.
Electrician's Tool Kit............................................1
Solder, battery powered iron, wire, assorted parts, multimeter with
leads, etc. Tasks relating to repairing or modifying circuits, or attempts
to disarm a bomb, get a +2 bonus.
Geiger Counter............................................2
Detects noticeable radiation levels in a Large Area around the user.
Tells intensity and direction of source.
IR Goggles............................................1
Allows user to see 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.
Jammer............................................1
Will jam any active or passive listening device within a Small Area
of user.
Laptop............................................1
8" x 10" x 2" laptop with LCD screen. 2 megs, with 40 meg memory (about
100,000 pages of information). Runs 3 hours on a battery charge;
recharges in 3 hours.
Mechanic's Tool Kit............................................1
Tool box specifically equipped with tools to repair mechanical engines,
including spare spark plugs and a nylon stocking. Tasks relating to repairing
or modifying engines get a +2 bonus.
Metal Detector............................................1
Whether to find coins at the beach or mines in former Soviet Union
farmland, the Detector will detect metal within a Small Area of the user.
Rollerblades............................................1
For high speed movement over pavement (Slow Ground Speed) in the aligned
wheel style. Gives +1 to the Skating skill.
Skateboard............................................5
For high speed movement over pavement (Medium Ground Speed) using a
small wheeled board. Using Athletics, Sports or Stunt Driving, it may perform
many tricks and jumps.
Snowboard............................................2
Board designed for steep descent snow travel (Medium Ground Speed).
Using Athletics, Sports or Stunt Driving, it may perform many tricks and
jumps.
Toolknife............................................1
Classic "swiss army" knife. Saw, screwdrivers, tweezers, scalers, awls,
etc. Does Very Light damage.
Thermal Lockpick............................................8
Small device that burns away part of a door's lock with a drop of acid.
Not all doors are pervious to this, but it does give a +2 bonus to any
Pick Locks attempt (not cumulative). Only holds enough acid for 6 drops.
Note that the door's key will no longer work in the damaged lock.
Video Camera............................................1
Records color images and sound on video tape. Can replay tape images
through viewfinder monitor. Each tape lasts 4 hours.
Cybersnake............................................13
Snakelike barbed attack whip hidden in a body orifice (mouth, ear,
etc.). The cybersnake can be used to "rake" the target (Light damage) or
"roto-rooter" (Deadly damage for every turn the attacker can keep the target
immobilized in a Hold while he undertakes his grisly task).
Cyborg Crushing Hand............................................7
Enhanced articifial muscles and metal parts give this appendange super-strength.
It does not factor into lifting however. Serious damage when punching or
gripping.
Stun Wand............................................5
A type of energy-based hand weapon that causes the target to be stunned
for 1-6 turns. A Very Hard Willpower roll may be made to resist the effects
of this weapon. 20 shots per power cell.
Vibrodagger............................................10
Looking like an ordinary knife, the blade vibrates several thousand
times per minute, though its movement is invisible, and you cannot tell
it from a normal blade without an Awareness roll. May be used 12 times
before the energy cell runs out. Critical damage.
RANGED WEAPONS (TL8)
Blackout Gas Grenade............................................6
Throwable grenade that creates a nearly opaque cloud of thick, inky-black
smoke covering a Small Area. All characters inside are at -4 to all tasks
unless they have infrared capability, which merely drops the penalty to
-2. Lasers cannot penetrate the cloud. Anyone without a breathing apparatus
will take Very Light damage each turn spent inside. The cloud dissipates
after 4 turns.
Concussion Grenade............................................8
Similar to a fragmentation grenade, this does not throw shrapnel and
only applies a concussive (explosive) force. Critical damage in a Small
Area.
Cyber Dart............................................5
Tiny compressed air or spring-loaded dart. Mounted in cyber eye, throat
or finger, this single shot dart does damage as a Deadly Poison.
You still need the Poisons skill to use this weapon.
Cyborg Arm Gun............................................9
Any type of cybernetic "gun" arm. The gun itself either fires through
the palm or through ports mounted in the forearms. Serious damage. 5 shots.
Cyborg Energy Gun............................................11
The "higher tech" version of the arm gun, with a mounted energy pistol
instead of a slugthrower. Critical damage. 5 shots.
Gauss Needler............................................6
A type of advanced slugthrower that uses magnetic force to throw its
load. Nearly silent and accurate, however, somewhat bulky and only has
10 shots per power cell. It fires a thin needle that does Very Light damage,
and is often coated with poison (you must have the Poisons skill to use).
Gyroc Pistol............................................14
Pistol that fires self-propelled bullets with their own rocket system,
allowing it to fire large caliber ammunition without being large and heavy.
Deadly damage.
Laser Pistol............................................13
Coherent energy beam weapon. Recoilless. Each energy cell has enough
for 12 shots. Deadly damage.
Laser Rifle............................................22
Coherent energy beam weapon that packs a little more punch than the
pistol. Recoilless. Each energy cell has enough for 12 shots. Very Deadly
damage.
Nerve Gas Grenade............................................9
Grenade that releases a contact agent (only sealed armor or a vacc
suit can protect the victim). Anyone in the Small Area inside the cloud
must make a Very Hard Athletics roll each turn (until cloud disperses in
4 turns) or be paralyzed for 2-12 turns.
Prism Grenade............................................4
Throwable grenade that creates a slightly opaque cloud of prismatic
crystals covering a Small Area. Laser beams, laser scopes, and radar cannot
penetrate the cloud. All actions within the cloud are at -1. Anyone without
a breathing apparatus will take Very Light damage each turn spent inside.
The cloud dissipates after 4 turns.
Shaped Charge Grenade............................................16
Greande that explodes on impact and in a programmed direction. By making
an Average Demolitions task (or a Hard Tinkering task), the user can decide
exactly how the charge will explode (so as to destroy armor but leave its
wearer unharmed, for example, or create a hole in a wall without collapsing
it). Very Deadly damage.
Sleep Gas Grenade............................................7
Grenade that releases a knockout gas. 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 knocked out for 1-6 turns.
Slugthrower............................................12
Submachinegun whose ammunition is encased on chemical propellant which
is consumed when the weapon is fired. Because of this firing system, the
gun cannot jam. Fires single shots (20) or Bursts. Deadly damage.
Strobe Mine............................................8
Anti-personnel smart mine often used in riot control. They emit intense
light, rapidly pulsing at frequencies that can induce seizures. Anyone
within a Large Area must make a Hard Awareness roll or have an epileptic
seizure for 1-6 turns and become blind for 2-12 turns. The pulse lasts
10 seconds, draining the mine of energy in the process.
Tangler............................................8
Short, stubby weapon that fires an egg-shaped capsule that in turn
releases a number of strong, sticky strands to wrap around and completely
immobilize a target. It requires a Very Hard Athletics roll (or a Hard
Escape Artist roll) to get out of the net. The user can deactivate the
net at any time to let the target go free (as long as he or she has the
Tangler).
ARMOR (TL8)
Ablative Armor............................................7
Medium Armor 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 5 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.
Ablative Foam............................................7
Medium Armor that can be applied as a spray. It works like Ablative
Armor, but is destroyed at the end of any fight if the user has been hit
at all (whether damage got through or not). The foam also washes off in
water. Each can has 4 uses, and of course, the owner may give armor to
his or her companions.
Monocrys............................................20
Heavy Armor worn by civilians seeking discreet protection, similar
to Kevlar, but actually a single-crystal metallic fiber and as flexible
as clothing.
Reflec Armor............................................18
Hightly reflective armor of polished metallic fibers that reflect laser
fire and other beam weapons as Very Heavy Armor, but other types of attacks
only as Very Light Armor.
Subdermal Armor............................................5
Light Armor that is the cybernetic equivalent of light body armor;
a very light composite armor mesh is grafted under the skin. Vital areas
are covered with thin composite plates. The armor is usually unnoticeable
under clothing (a Hard Awareness task).
GEAR (TL8)
Boosted Reflexes............................................10
Enhanced neural wiring for greater reaction speeds. Allows user to
move first in the turn, or in normal order of Awareness Skill with other
enhanced reflexed players.
Clothing Fabricator............................................2
Portable machine that can create any item of clothing in under 10 minutes,
making 3 full outfits before running out of raw materials.
Com Scrambler............................................3
Small device that scrambles any message. It may be used to make your
own messages (from any communicator) undecipehrable without a Hard Cryptography
roll) or to scamble enemy communications in a Small Area around it.
Cyberaudio............................................5
Basically replacement ears with enhanced hearing (add +1 to any Awareness
or Tracking skills involving sound).
Cyberdeck............................................1
Required to use Machine Interface skill, allows "cybernet", virtual
reality network, cybermatrix or other mind-computer generated reality.
A Cyberdeck will allow you to attempt to alter your environment and abilities
within the Net with its programming power. You must have a Datajack in
order to use this device.
Cyber Musculature............................................17
Enhanced cybernetic muscles interwoven with normal muscle tissue. Increases
strength to equivalent of Amazing (lift a ton, tear Medium Armor, Critical
damage).
Cyberoptics............................................10
Basically cybernetic eyes with IR abilities, telescopic vision and
greater visual acuity (add +1 to any Awareness or Tracking skills involving
vision, or tracking in darkness).
Cyborg Exoskeleton............................................22
Metal exoskeleton made of linked actuators and myomar muscles. Looks
like metal plate armor shaped into a muscular body suit. Gives wearer equivalent
to Amazing Strength (lift a ton, tear Medium Armor, Critical damage) and
Medium Armor.
Datachip............................................Variable
Basically a skill on a chip (requires a Datajack to use). Datachips
can include any Knowledge, "Tech", Fighter, Athletic or Mobility skill.
The cost is that of the skill at whatever level you want it, but you then
get a +1 to that skill. You are able to change skills as needed, or to
trade skills with others. You may use up to four datachips at a time.
Datajack............................................1
A small jack mounted into the skin (head, wrists, spine), which allows
the user to interface with high tech machines (add +1 to any skill involving
a vehicle or machine adapted to cybernetics use) and to use datachips.
Electronic Lockpick............................................5
Electronic device that helps unlock electronically sealed doors and
electronic locks which usually require a coded card or touchpad combination.
Adds +1 to any such Pick Locks attempts.
Fire Extinguisher Tube............................................1
¼-pound portable fire extinguisher that sprays fire retardant
foam (one use).
Helmet Video............................................1
Closed-circuit camera built into a helmet. It records on a datachip
everything the wearer sees, but can also be used to transmit to any communicator
device.
Implant Communicator............................................1
Subdermally implanted communicator linked to inner ear. Range and abilities
are equal to a standard communicator.
Laser Listening Device............................................1
Device that bounces a laser beam off a solid surface (usually a window),
detecting and translating vibrations on it into voices and sounds.
Light Intensifyer Contacts............................................1
Pair of contacts that pick up and amplify available light, reducing
any penalties due to darkness by half.
Molecular Glue............................................5
Glue that bonds any surfaces together instantly once applied.
Sneak Suit............................................5
Futuristic equivalent of camouflage, the sneaksuit mimics the background
of whatever the wearer is passing in front of. Adds +2 to any Stealth attempt.
Televiewer............................................1
Electronic binoculars that provide extremely sharp, computer-enhanced
images. Magnification can be adjusted between 5x and 50x.
Tracer Needle............................................5
Tiny tracking device that can be implanted in someone's skin or fired
from a Needler (only feels like a bee sting). A tracking sensor can then
detect the target's whereabouts within 10 miles.
X-Ray Scanner............................................5
Hand-held device used to check for weapons or implants. The small screen
shows an x-ray scan of the target.