Eclipse Fate: Gravity's Rainbow: Gear
Augmentations
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
- 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)
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
- 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)