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=== ADDITIONAL GEAR === '''CLOTHINS'''</br> [[File:SR.D5.Bodyguard.jpg | 300px | right]] '''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br> '''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br> '''Upper-class Clothing:''' 800¥+, Wt. 6lbs. High quality causal and business wear for the executive and policluber. (Really expensive power suit for the CFO of one of the Big 10 run several thousand each). Add +1 equipment bonus to all Charisma skills and trait checks in appropriate situations.</br> '''Formal Ware''': 3,000¥+, Wt. 6+ lbs. Tuxedos and royal gowns. Add +2 equipment bonus to all Charisma skills and trait checks in appropriate situations.</br> '''Shift Fabric''': 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +2 equipment bonus to all Charisma skills and trait checks in most situations.</br> '''Camouflage Uniform''': 150¥, Wt. 6lbs. In correct environment grant +2 equipment bonus to Stealth skill checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, plains, urban etc.</br> '''Camoskin Cloak''': 2,500¥, Wt. 4lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Stealth skill checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military).</br> '''Hiking Boot'''s: 100¥, Wt. 2lbs. Good qualioty hiking boots. Grant Advantage against exhaustion caused by long journeys on foot.</br> '''COMMUNICATIONS'''</br> '''Comlink''' (Standard): 50¥, Wt. ¼lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (300 feet) and Firewall 1 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient AI), Proficiency bonus +2; standard Skills: Computer Use, History, Investigation, Perception and Technology. It requires an action to use a comlink skill. Comlinks can suffer damage from Matrix attacks (see the MATRIX). Against such attacks the base model has 5 Hit Points and a Hardness rating of 4.</br> :''Upgrades'': A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥; Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Mechanic, Medicine, Physical Science or Religion cost 500¥ each. Adding Expertise with any one known skill cost +750¥. Sim Emersion +500¥. Interface jack +250¥. Signal Boost +200¥ for Broadcast 2 (1,500 feet), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can include a Satellite Uplink for +500¥ and +5lbs. Upgraded Firewall +1 rating (base 2) for +1,000¥, or +2 rating (3) for +5,000¥ or +3 rating (4) for +25,000¥! :Comlinks can add either Scan or Search Programs (see the MATRIX) to the system for 250¥ each (at base Intelligence + proficiency). Upgraded Hit Points verses Matrix attacks cost +250¥ per +5 Hit Points (max +20 HP) and increase Hardness costs +500¥ per +2 Hardness (max +10 Hardness against Matrix damage). '''Biometric Reader''': 250¥, Wt. ½lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Medicine checks to the subject. Wireless functions can alert team members of conditions, etc.</br> '''Subvocal Microphone''': 100¥, ½lb. Throat patch and concealable ear mic. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage to notice the subject spea''king with a '''DC15''' Perception spot or hear subject.</br> '''ELECTRONIC GEAR'''</br> '''Directional Microphone''': 750¥, Wt. 2lbs. This device can listen to conversation at distance (500 feet or so) if within unobstructed line-of-sight, allowing a normal Perception listen checks with subjects that the microphone is point at.</br> '''Laser Microphone''': 1,000¥, Wt. 2lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a DC10-15 Technology check (depending on surface material the laser is hitting).</br> '''Geiger Counter''': 50¥, Wt. ¼lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll.</br> '''Laser Range Finder''': 100¥, Wt. ½lb. Used to determine distances out to 10 miles with line-of-sight.</br> '''RFID Tag''': 1¥ each, nil weight. These tiny devices are easily concealed ('''DC20''' Investigation or '''DC25''' Perception) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (300 feet) and Firewall rating 2 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tag Locator/Eraser.</br> '''RFID Stealth Tag''': 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (1,500 feet) and a Firewall rating 2. The broadcast feature is only used when the owner sends out a request or if the tag detects a failure to deactivate it (Restricted).</br> '''Tag Locator/Eraser''': 1,000¥, Wt. 1lb. This small scanner is used to locating Tags and destroying them. A '''DC10''' Computer Use detects basic RFID tags and second check will deactivate one. Stealth Tags increase the '''DC15''' for both checks. The Firewall acts as a penalty to all checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering (Illegal).</br> '''FIREARM ACCESSORIES'''</br> '''Concealed Hostler''': 50¥, Wt. ½lb. Ankle, shoulder or hip holster that hides under a coat or clothing (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips.</br> '''Gimbal-Stabilizer Sling''': 750¥, Wt. 15lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage.</br> '''Hidden Arm Sling''': 250¥, Wt. ½lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon).</br> '''Image Scope''': 400¥, Wt. 1lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancements). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage.</br> '''Laser Sight''': 75¥, Wt. ½lb. Add +1 equipment bonus to a Weapon Ranged attack rolls and re-roll all 1’s on damage dice (firearms, bows and crossbows only).</br> '''Smartgun Link''': 500¥, nil weight (requires Smartgun Implant cyberware or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack, those without the required cybernetic or goggle systems still gain the laser sight bonuses (Restricted).</br> '''Smartgun Goggles''': 750¥, Wt. ½lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted).</br> '''Silencer''': 200¥, Wt. ½lb. Disadvantage on '''DC15''' Perception checks, to hear the gun fire but only with semi-auto fire (single or double-tap). (Restricted).</br> '''Suppressor''': 500¥, Wt. ½lb. Disadvantage on '''DC15''' Perception checks, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. (Restricted).</br> '''HAND HELD SCANNER'''</br> All require Computer Use proficiency for all checks. Untrained users are at disadvantage. Most checks require an Action to use.</br> '''Atmosphere Sensor''': 1,000¥, Wt. 2lbs. A '''DC15''' check will determines basic weather patterns for next 24 hours within a few miles radius.</br> '''Cybernetic Detector''': 500¥, Wt. 2lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a '''DC15''' (plus target’s Firewall rating) check against targets within 10 feet. If the user beat the '''DC''' by +5, gains targets’ Stain level and basic info on type of ware. Beating the '''DC''' by +10 or more gives more detailed info.</br> '''Electronic/Radio Transition Detector''' (bug detector): Cost 200¥, Wt. 1lb. This hand-wand unit allows the user to make a '''DC15''' check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away increase the '''DC''' by +5 (Restricted).</br> '''Explosives Detector''': 500¥, Wt. 2lbs. This hand-wand with a '''DC15''' check to detect most common explosives within 10 feet. Each 5 feet farther away increase the '''DC''' by +5 (Restricted).</br> '''Motion Detector''': 1,000¥, Wt. 4lbs. This hand sensor unit can detect any movement within 60 feet with a '''DC15''' check; each 10 feet farther away increase the '''DC''' by +5. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Speed 0 with nothing that costs movement) impose disadvantage to check.</br> '''MAD Scanner''': 750¥, Wt. 2lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a '''DC15''' check it will detect any metal weapons, with a +5 '''DC''' it will detect aluminum, etc. and with a +10 DC with detect ceramic ones.</br> '''Olfactory Sensory''': 500¥, Wt. 3lbs. This device will detects and analyzes ‘smells’ within a 30 foot area with a '''DC15''' check (higher DC provide additional analytical details about the chemicals, etc.)</br> '''Sensor Suite''': 2,500¥, Wt. 5lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a '''DC15''' check the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental (pollutions, etc.) and life-sigh readings. Increase the '''DC''' by +5 for every additional +25ft away targets are. Higher '''DC''' can determine more detailed information.</br> '''Ultrasound Scanner''': 1,000¥, Wt. 3lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 120 feet with a '''DC10''' check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite).</br> '''MAGICAL EQUIPMENT'''</br> These items can only be used by awakened beings (Adepts or Magic Users).</br> '''Hand of Glory''': Cost 5,000¥, Wt. 2lbs. An illegal formula found in the banned witchcraft book ''Compendium Malecarum''. Made of the hand of a talented and dead individual, it grants the user the ability to substation one concentration base spell or adapt ability, chosen at the time one of the finger is lite (and must be held in one of awakened free hands for the duration). The awakened does not need to concentrate on this one spell or ability for the duration and does not require a concentration check to maintain it if she suffers damage. The affects last for 5 minutes (50 rounds). The user can lite and use all five fingers before the item becomes useless. (Illegal).</br> '''Magical Focus''': Cost 750¥, Wt. 1lb. This rod or piece of jewelry (often a ring) adds one of the following for a Magic User (must be chosen the item is purchased) either (a) +1 magical bonus to Magical Attack rolls or (b) +1 to summoningelemental rolls. This also only works for Hermetic</br> or Shamanic traditions and must be determined when purchased. A magic user may only use or even own one such a device. Higher quality ones are rare and generally not for sale (Restricted).</br> '''Quicksilver Camera''': Cost 2,000¥, Wt. 4lbs. This handled camera can only five mana-sensitive plates, which only one being exposed at a time, along it to make astral photographs (Restricted).</br> '''Witch’s Moss''': Cost 10,000¥ x Magnitude, Wt. 2lbs. This highly specialized and illegal alchemist moss has the effect of the ''Flesh-to-Stone'' spell. The user must touch the subject (simple touch so +2 to melee attack roll), if successful the target requires an '''DC12''' + the magnitude of the moss (max 6) Intelligence save or subject to the effects spell for up to 10 minutes, as the spell description (see MAGIC) (Illegal).</br> '''Warding Material''': Costs 100¥, Wt. ¼lb. See MAGIC under Astral Space on how to contruct.</br> '''MEDICAL EQUIPMENT & SERVICES'''</br> '''Auto-Doc Pod''': 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, med-scanner and 10 doses of sprayskin. A.I. has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. Broadcast 3 (2 miles) and Firewall 3. The pod itself has a AC14, Hardness 8, HP20, Resistance.</br> '''DocWagon Basic Contract''': 10,000¥/year. Not gear, but a contact provided by the corporations DocWagon giving the holder first class medical care, 24 hours a day within most Metroplex areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ (charged to holders account. Without the money there the service is not provided).</br> '''DocWagon Gold Contract''': 50,000¥/year. As basic but no extra charges for Hazardous Extraction.</br> '''Drug kit''': Cost 150¥, Wt. 3lbs. Includes a hypospray injector and comes with space for 32 additional vials of various drugs and up to 6 patches (cost and weight does not include the drugs).</br> '''Hypospray Syringe''': 150¥, Wt. ½lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. They cannot penetrate medium or heavy armor. The injector can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered.</br> '''Medscanner''': 1,000¥, Wt. 2lbs. A small hand-held wand grants advantage with Wisdom (Medicine) skill checks.</br> '''Medical Kit''': Cost 600¥, Wt. 20lbs. Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses (Restocking a medical kit costs 25¥ and weight 1lb per expended use of supplies). The following abilities each requiring the expenditure of one unit of supplies: * As an action, grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized. * Up to six creatures (including healer) gain Advantage on Hit Dice rolls during a short or long rest. * Attempt surgery in the field but double the time requires and the check is at Disadvantage. '''DC'''s are variable but usually start at 15. * Attempt to cure a disease or neutralize a poison ('''DC''' varies, but generally 10-25). This may also require more than one action of work (various by poison and disease). '''Sprayskin''': 250¥, Wt. ½lb per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute (10 round) of suffering any HP damage, the target recovers 2d8 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. It also grants one addition Hit Dice for the target on their very next long rest. Each canister contains 6 doses of Sprayskin applications.</br> '''Surgical Kit''': Cost 1,000¥, Wt. 40lbs. Semi-portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Wisdom (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours).</br> '''Syringe''': 5¥, Wt. ¼lbs. Simple one-dose unit. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. Attack roll vs. an unwilling target. They cannot penetrate medium or heavier armor. Wt. ¼lb, Cost 5 credits each.</br> '''MEDICAL DRUGS & PATCHES'''</br> Drugs weigh of around 32 doses per pound, patches weigh ½lb each. Drugs come in pill form (take 1d4+1 minutes to active) or can be administered through a syringe (instant). Patches administer a drug almost instantly (1 round). To administer a patch or syringe requires both an adjacent willing target and an action or a Melee attack roll vs. an adjacent target if the subject is unwilling.</br> '''Antibiotic''': 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated within 3d6 minutes. Most take a rest before another dose will have any effect.</br> '' '''Antivenom''': 30¥/dose. When applied a target may re-roll a saving throw against the '''''Poisoned''''' condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back in 2d6 rounds.</br> '''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br> [[File:SR.D5.Drugs.jpg | 300px | left]] '''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br> '''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br> '''Kamikaze''': 100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of this drug gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal).</br> '''Long Haul''': 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.). At the end the subject suffers three levels of exhaustion that can only be recovered through one long rest each. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. A subject must complete at least three long rests before they can benefit from the effects again.</br> '''Quick-Moss''': 150¥/dose. Popular with mages, this smoked drug made from the extract of various awakened plants allows a mage to concentrate on one additional spell at a time. However the mage is also at disadvantage with Perception checks for the duration. The effects last for one hour after it takes effect and the subject must take a short or long rest to benefit again. (Restricted)</br> '''Novacoke:''' 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Perception and Persuasion skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if the check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Patch, Antidote''': 50¥ each. Instant and has the same effect as an Antivenom dose.</br> '''Patch, Stim''': 50¥ each. Takes 1d6 rounds to removes one Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a '''DC10''' Constitution save +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points!</br> '''Patch, Tranq''': 400¥ each. Instant. The subject must make a '''DC15''' Constitut</br>on save or gains the '''''Unconscious''''' condition in 1d6 rounds. This condition last for 1d4+1 minutes afterwards. A '''DC20''' Wisdom (Medicine) skill check and one action can remove the condition by and adjacent ally.</br> '''Patch, Trauma''': 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes) and restores the subject to 1 HP. A creature must complete a long rest before they can benefit from this patch again.</br> '''Psyche''': 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensivevand rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, and Charisma saving throws, ability and skill checks. The subject also gets glimpses of astral space and can make a Perception '''DC20''' check to notice magical item or get a quick look at a nearby astral being. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Radcleanse''': 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose restores its best Hit Dice back to their maximum HP reduced due to radiation damage. It cannot benefit from another dose until after it has completed a long rest. It also gains advantage on the Constitution save to recover more damage to its maximum HP after a long rest (see ENIVRONMENTAL).</br> '''Zen''': 75¥/dose. Another legal stimulant. Grants the subject 2d6 temporary hit points and a +2 insight bonus with all Intelligence and Wisdom ability and skill checks and they can ignore the effects of one level of ex. However the subject is at disadvantage with any skill checks used against them such as Deception. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''MISCELLANEOUS GEAR'''</br> '''3D Printer''': 500¥, Wt. 15lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight (costs 10¥ per pound in supplies). Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.</br> '''Artisan Tools''': 50-500¥, Wt. 10-100lbs. There is only a partial list found in PHB pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. This works as they do as listed in PHB including alchemy supplies but use different skills.</br> '''Explosives Kit''': 200¥, Wt. 10lbs. All the necessary tools (not the raw materials though) for creating, rigging or disarming bombs and explosives (Military).</br> '''Gaming Sets''': Varies. There are various types as following (a) Card sets include various card games. Cost 1-25¥, Wt. none. (b) Dice set are various types dice games, common on lower lifestyle area. Cost 1-25¥, Wt. none. (c) Gambling Booth including slot machines and the like. Cost 800¥+, Wt. 100lbs+. (d) Gambling Tables including things like roulette wheels, etc. Cost 1,000¥+, Wt. 100lbs+.</br> '''Grapnel gun''': 200¥, Wt. 4lbs; 50¥ and 2lbs for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Adds advantage to Athletic checks to climb up or down and treats all checks of 9 or less as if the target had rolled a 10 instead. Max weight capacity of 500 pounds.</br> '''Machine Shop''': 5,000¥, Wt. 500lbs+ just for the tools. This is a large workshop where you can park up to a Gargamturan sized vehicle within to work on, etc. Grants advantage with all Mechanics skill checks. A shop can also hold up to 5,000¥ worth of supplies (it does not include any in the base price listed but can be purchased or gather at the same amount as under Widget Bag with you have the feat).</br> '''Monowire Grapple Gun''': 1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong ropewire that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Monowire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted).</br> '''Monowire Spool''': 800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves and can be step up between two points as traps. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it compares their passive perception at disadvantage against a '''DC10''' (15 if dashing) or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed that round (Restricted).</br> '''Musical Instrument''': Veries, average hand held instrument 50¥+, Wt. 1lbs+. There are literally thousands of different musical instruments found all around the world. Electrical instruments that can synthetize almost any sound and start at 150¥, Wt. 1lb but can run high and be larger.</br> '''Repair Kit''': Cost 250¥, Wt. 10lbs. Advanced tool repair kit that is required to do all electrical and mechanical repairs to a weapon, drones, vehicle or devices. Miniaturization and universal tooling have been this manageable for personal carrying them, etc.</br> '''Sheath Gloves''': 250¥, Wt. ½lb. Wearer can handle monoowire safely, including security wire.</br> '''Wall Climbing Cups''': Cost 200¥, Wt. 4lbs. These vacuum suction cups are worn on the user’s hands and knees, allow the user a Climb speed of 15 feet on ‘hard’ (metal, glass, stone) horizontal surfaces.</br> '''SECURITY & COUNTER SECURITY DEVICES'''</br> '''Disguise Kit''': 250¥, Wt. 4lbs. Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Restricted).</br> '''Fake License''': 1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a SIN (Fake or real). To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week (Illegal).</br> '''Fake SIN''': 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week. Enhanced versions rating 25 for 10,000¥ (Illegal).</br> '''Electronic Bug/Tags''': 100¥ each, Wt. 10 tags weigh about one pound. These tiny devices are easily concealed ('''DC20''' Investigation or '''DC25''' Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (1,500 feet). Types include: Bugs Detectors that detect and record sounds (voices, etc.), Radios Detector detect and record radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check.</br> '''Wellesley Lock''': 50¥, Wt. 4lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires '''DC15''' Thievery to open. High quality locks add +5 '''DC''' and +5 HP for +100¥ or +10 DC and +10 HP for +250¥.</br> '''MagLock''': 500¥, Wt. 5lbs. HP 20, Hardness 8, Resistance, Firewall 2 rating. These magnetic door locks come with keypad or wireless access port. To gain access one must know the code or have the wireless access account. Illegal entry is '''DC15''' Thievery with a MagLock passkey or with a Computer User (but then minus from Firewall x4). Higher security systems increase the passkey to '''DC20''', Firewall 3 and HP 25, for 2,000¥; or '''DC25''', HP 25, Firewall 4 and Hardness 10 for 10,000¥.</br> '''GeneLock''': 1,500¥, Wt. 5lbs. HP 25, Hardness 10, Resistance, Firewall 2 rating. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. Illegal entry is '''</br>''' Thievery check with a GeneLock kit or with a Computer Use (but minus Firewall x4). High security systems increase the passkey to '''DC20''', Firewall 3 and HP 25 for 5,000¥; or '''DC25''', Firewall 4 and HP 25 for 15,000¥.</br> '''Forgery Kit''': 250¥, Wt. 2lbs. An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices (Restricted).</br> '''GenLock Glove''': Cost 2,500¥, Wt. 2lbs. This skin tight glove allows the user to mimic different genetic codes that can bypass a gen-lock pad reader. Illegal for most people (Illegal).</br> '''MagLock Passkey Kit''': Cost 1,500¥, Wt. 2lbs. Specialized tools for bypassing electronic magnetic-locks. It is illegal for anyone who doesn’t have the proper license, such as law enforcement, to own one (Illegal).</br> '''Thieves tools''': Cost 50¥, Wt. 1lb. Old-school lockpicks and tools for mechanical locks and doors (not overly common but still used in poor areas) (Restricted). Autopicker grants advantage on this roll. Cost 250¥ (Illegal).</br> '''Headjammer''': 500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a '''DC12''' Constitution save or gain the '''''Poisoned''''' condition for the duration (Restricted).</br> '''Neural Interface Disrupter''': 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires a '''DC15''' Intelligence save or the subject may not use any cybernetic systems that round. The subject must also make a '''DC12''' Constitution save or also gain the '''''Poisoned''''' condition for the duration (Restricted).</br> '''Mage’s Hood & Restraint''': 1,000¥, Wt. 5lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the '''''Blinded''''', '''''Deafened''''' and '''''Restrained''''' conditions throughout the duration. In order to escape it may try to make a '''''DC20''''' Athletics or Sleight of Hands skill check at disadvantage. This takes 1d6+4 rounds and successful or not, costs the subject one level of Echaustion at the end. It takes 1d4+1 rounds to place this item onto a helpless subject (Restricted).</br> '''Jammer, Area''': 750¥, Wt. 2lbs., Firewall 3. Jams all wireless and radio communications within a 60 foot sphere radius. Within the area users are at Disadvantage with any skill rolls that require communication or scanners. A '''DC15''' Computer Use (minus Firewall, as comlink) skill roll at disadvantage will overcome this blocking for one piece of tech for 1 minute (10 rounds).</br> '''Monofilament Handsaw''': 500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP and Heavy damage but only with a full round action. It has disadvantage if used in melee combat (Restricted).</br> [[File:SR.D5.Adept.jpg | 300px | right]] '''Monofilament Chainsaw''': 750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Loud and Two-Handed. It has disadvantage if used in melee combat (Restricted).</br> '''Wire Cutters''': 100¥, Wt. 1lb. Metal shears that are good for cutting wires. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. It has disadvantage if used in melee combat.</br> '''Metal Handcuff Restraints''': 50¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC18''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this checks are at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh 1½lb.</br> '''Handcuff, Alloy Restraints''': 150¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check vs. the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC20''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this check is at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.</br> '''Plastic Handcuff Restraints''': 75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a '''DC15''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back these checks are at disadvantage. After each attempt requires a '''DC12''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.</br> '''Screamer''': 300¥, Wt. 2lbs. Proximity alarm that detects motion and sound, base Perception check +8 (passive 18). Within 30ft area of affect. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within Broadcast 1 or 300 feet). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.</br> '''Stummer''': 1,500¥, Wt. 3lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves.</br> '''White Noise Generator''': 500¥, Wt. 2lbs. Used to mask talking within a 50 sphere radius area from outside listeners. Imposes Disadvantage on '''DC20''' Perception checks for those outside the area trying to listen in. Increase '''DC''' by +5 if those within area are attempting to mask their conversation.</br> '''SURVIVAL GEAR'''</br> '''Chemical Suit''': 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.</br> '''Gas Mask''': 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br> '''Filter Plugs''': Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.</br> '''Hazmat Suit''': 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hvours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br> '''Wet Suit''': 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.</br> '''Winter Clothing''': 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.</br> '''Artic Survival Suit''': 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants, gloves, etc.</br> '''Light Sticks''': 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour. '''Micro-Flares''': 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.</br> '''Rope, standard''': 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break.</br> '''Myineric Rope''': 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking about a minute with a wireless or voice command). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break (Restricted).</br> '''Stealth Rope''': 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a voice or wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).</br> '''Rappelling Gloves''': Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.</br> '''Canteen''': 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.</br> '''MRE Ration''': 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.</br> '''Survival Kit''': 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +4 equipment bonus to Survival checks.</br> '''UTILITY CHEMICALS'''</br> '''Glue Sprayer''': 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a '''DC25''' Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</br> '''Thermite Burning Bar''': 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a '''DC10''' Mechainics check (disadvantage without a Demolitions kit) to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).</br> '''VISUAL AND AUDIO DEVICES'''</br> '''Pen-Light''': 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.</br> '''Flashlight''': 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).</br> '''Binoculars''': 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.</br> [[File:SR.D5.googles.jpg | 250px | left]] '''Goggles''': 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</br> '''Glasses''': 250¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.</br> '''Monocle''': 150¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 3 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.</br> Contact Lenses: 500¥, nil weight. With an action, a '''DC18''' Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.</br> '''Earplugs''': 150¥, nil weight. With an action, a '''DC18''' Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.</br> '''Headphones''': 250¥, Wt. ½lb. With an action, a '''DC12''' Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.</br> '''Audio Enhancements''' – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit). * '''Audio Amplifier''': +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. * '''Audio Enhancer''': +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. * '''Dampener''': +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. Also Resistance to sonic damage. * '''High/Low Freq Hearing''': +400¥. This enhancement grants the user High/Low Frequenting Hearing. * '''Spatial Sound Recognizer''': +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing. '''Visual Enhancements''' – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.) * '''Low-Light Vision''': +200¥. As species sense Low-Light Vision. * '''Flare Compensation''': +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. * '''Dark Vision''': +500¥. This enhancement grants the user Darkvision out to 60 feet. * '''Vision Enhancement''': +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. * '''Vision Magnification''': +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
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