Eclipse Fate: Gravity's Rainbow: Gear

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For all gear items, the number in brackets is the cost in Resources. If your Resources skill is higher than that figure, you can get the item without rolling; if the figure is higher than your Resources skill you have to roll for it - with various bad outcomes if you fail the roll.

These costs aggregate - if you buy two items at once, you have to total the costs of both in your final roll.


Augmentations[edit]

This is part of the range of standard and exotic augmentations for biomorphs, pods and synthmorphs


Cybermorph Augmentations

Applicable to both biomorphs and synthmorphs

  • Bodysculpting - +2 to Rapport (+2)
  • Chemical sniffer - analyse trace chemicals, +2 to Empathy, Notice or Rapport involving smell (+2)
  • Cyberclaws - extensible, +2 damage in Fight, may carry poison or drug (+3)
  • Cyberlimb - biomorph only, +1 Armour in Fight, can have secret compartments, integral guns, etc. (+3)
  • Electrical senses - sense and map electrical fields, emissions, etc (+2)
  • Emergency farcaster - regular cast to distant backup, emergency last-ditch neutrino cast destroys stack (+4)
  • Ghostrider module - carriers extra infomorph in head/on board (+3)
  • Hardened skeleton - hidden +2 Armour (+4)
  • Laser implant - hidden laser weapon, holdout or handgun grade (+3)
  • Implanted nanotoxins - injected through scratch/contact (+4)
  • Mnemonic Augmentation - record/recall/review/share all sensory/mental data (+2)
  • Multi-tasking - temporary forks to run parallel tasks, +2 to Academics, Investigation, 1 more action/turn (+3)
  • Nanotats - scriptable tats (+1)
  • Puppet sock - morph can be piloted remotely (+3)
  • Radiation senses - sense and map radiation fields, emissions, etc (+2)
  • Scent alteration - +1 to Deceive, Provoke, Rapport (+2)
  • Skinflex - +2 to Deceive involving Disguise (+3)
  • Skinlink - nano jack to devices (+2)
  • T-ray emitter - see through walls, barriers, etc (+4)
  • Wrist tools - +2 to Intrusion, Tech (+3)



Biomorph Augmentations

These augs are for biomorphs only


  • Adrenal boost - ignore Stress and Consequences below Severe for 5 rounds (+3)
  • Bioweave armour - thicker skin, +2 Armour (+3)
  • Bioweave armour (heavy) - thick hide, +3 Armour, -1 Rapport (+3)
  • Chameleon skin - chromatophores, +2 Stealth (+2)
  • Circadian regulation - modifiable sleep cycle, +2 Notice (+2)
  • Claws - retractable claws, +1 Fight damage (+2)
  • Direction sense - Perfect spatial awareness & memory, +2 to any location/direction/orientation test (+2)
  • Drug glands - dose self with specified drug at will (+3)
  • Echolocation - sonar, +2 to any listening tests (+2)
  • Eelware - electroshock, +1 stun damage in Fight (+2)
  • Endocrine control - voluntary control of hormones, +2 Deceive, +2 for tests against fatigue (+3)
  • Enhanced hearing - +2 to any Notice tests involving listening (+2)
  • Enhanced pheromones - +2 Rapport (+2)
  • Enhanced smell - can track by scent, +2 to Empathy, Notice or Rapport involving smell (+2)
  • Gecko pads - stick to any surface (+2)
  • Gills - underwater respiration (+2)
  • Hibernation - up to 40 days in stasis without food or water (+3)
  • Medichines - double healing rate (+2)
  • Muscle augmentation - +2 Physique (+3)
  • Nanophages - automatic +2 resistance to disease/poisons (+3)
  • Oxygen reserve - onboard emergency reserve, 3 hrs worth (+3)
  • Poison gland - injects poison from teeth/nails (+3)
  • Prehensile tail - grabbing tail (+2)
  • Reflex boosters - +2 Athletics, Fight (+4)
  • Respirocytes - hold breath up to 4 hours (+3)
  • Sex switch - sex change at will (+3)
  • Skin pouch - small concealing pocket (+2)


Synthmorph Augmentations

These augs are for synthmorphs only

  • Extra limbs (+2)
  • Fractal digits/manipulators (+3)
  • Hidden compartment (+1)
  • Hopper - froglike jumps (+1)
  • Gecko pads (+1)
  • Pneumatic limbs - +2 Physique (+2)
  • Rotorcraft (+1)
  • Shape reconfigure - +2 Disguise (+4)
  • Snake (+2)
  • Structural enhancement - +2 shifts Physical Stress (+2)
  • Submersible (+1)
  • Synthetic mask - simulates biomorph (+3)
  • Tracked (+1)
  • Thrust vector fans (+1)
  • Weapon mount (+2 + weapon cost)
  • Wheels (+1)
  • Wings (+1)


Fabbers and Nanotech[edit]

Fabbers

  • Blueprints - need suitable fabber/DCM (+1 above cost of original)
  • Desktop cornucopia machine - 0.5m cube, produces most unrestricted items (+4)
  • Fabber - 0.4l volume portable fabber, for food and basic tools, organics and supplies (+3)
  • Industrial fabber - large items, vehicles, etc. (+6)
  • Maker - foods & drink only, from organic feedstock (+2-3)


Nanotech

  • General nanoswarm hive - reprogrammable multi-purpose nanoswarm +2 Tech to program (+4)
  • Specialized nanoswarm hive - single-purpose nanoswarm, +1 Tech to program (+2 + swarm cost)
  • Cleaner swarm - cleans dirt, targeted substances, toxins, evidence, etc (+1)
  • Dissassembler swarm - breaks down matter, +3 Attack/turn (+4)
  • Engineer swarm - performs basic construction (+3)
  • Fixer swarm - repairs matter, 1 shift/turn (+3)
  • Guardian swarm - combats other swarms (+3)
  • Injector swarm - delivers drug/chemical payload (+2)
  • Protean swarm - breaks down matter, reassembles into specific form, +3 Attack/turn (+4)
  • Saboteur swarm - damages machinery discreetly, +3 Attack/turn (+4)
  • Scout swarm - maps, samples, analyzes area (+4)
  • Taggant swarm - impregnates all objects in area and tracks/monitors them (+1)


Hardware[edit]

Tools and exploration gear

  • Breadcrumb positioning system - microbot tracking/mapping (+1)
  • Disassembly tool kit - plasma torches, lasers, etc. (+4)
  • Drone - standard small airborne drone, sensors, manipulators (+2)
  • Electronic rope - reconfigurable smart matter rope (+1)
  • Emergency bubble - collapsible 5m shielded & heated emergency shelter, air & supplies for 4 (+3)
  • Emergency distress beacon - long range (+2)
  • Holographic projector - projects hi-res 3D images (+1)
  • Medpack - healing/medical unit, +2 shifts/turn (+2)
  • Portable lab - mobile specimen analysis unit (+3)
  • Portable sensor - multi-function sensor/analyzer (+2)
  • Utilitool - reconfigurable smart matter (+1)
  • Spindle - smart matter cable creator (+2, +1 with hoist motor)
  • Superthermite charges - demolition charges (+3)
  • Viewer - ultra-long-range multi-spectrum recording binoculars, +1 Notice at distance (+1)


Wearables/armour

  • Armoured clothing - hardened clothing, +1 Armour (+1)
  • Body armour - standard police grade, +2 Armour (+2)
  • Hardsuit - multi-environment survival suit, indefinite duration, maker for air & supplies, +3 Armour (+4)
  • Heavy body armour - military grade, sealed suit, +4 Armour (+4)
  • Industrial exoskeleton - construction grade, sealed suit, +4 Armour, Physique, -1 Athletics, Stealth (+3)
  • Military exoskeleton - military grade, sealed suit, +4 Armour, Physique (+5)
  • Second skin - invisible smart matter protection, +1 Armour (+2)
  • Smart clothing - reconfigurable smart matter clothing, +1 Stealth (+1)
  • Smart vacsuit - reconfigurable smart matter clothing, emergency vac suit, +1 Stealth (+2)
  • Standard vacsuit - indefinite duration, maker for air & supplies, +1 Armour (+2)


Covert tech

This is for espionage and infiltration specialists

  • Covert Operations Tool (COT) - nano-infiltration multitool, +2 Intrusion, all nanoswarms (+5)
  • Cuffband - smart restraint device, warns if loosened, +5 Difficulty to overcome (+2)
  • Dazzler - blinds all cameras and synthmorph optics within 200m LOS (+2)
  • Disabler - disables any synthmorph or pod on contact, +6 Attack vs Mental Stress (+4)
  • Microbug - microscopic mobile AV bugging device (+2)
  • Miniature secure quantum farcaster (+1)
  • Psi jammer - jams psi sleights in 20m radius (+3)
  • Smart dust - blankets and monitors up to auditorium-sized space down to DNA analysis (+4)
  • Sneak cloak - UV-to-microwave smart sneakware, allows 30 mins invisibility at slow walk (+4)

Software[edit]

This can be anything from viruses to AIs

  • Exploit - +1 Attack on firewall (+1, +1 per additional shift)
  • Firewall - +1 Armour vs mesh attacks (+1, +1 per additional shift)
  • ICE - +1 reactive counterattack vs mesh attacks (+1, +1 per additional shift)
  • Standard muse (+4)
  • Scorcher - +1 Attack on Mental Stress (+1, +1 per additional shift)
  • Security AI (standard) - +4 Tech,ICE, Scorcher attack (+5)