Difference between revisions of "Eclipse Fate: Gravity's Rainbow: Gear"

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(Augmentations)
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== Fabbers and Nanotech
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== Fabbers and Nanotech ==
==
 
  
 
'''Fabbers'''
 
'''Fabbers'''
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== Hardware
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== Hardware ==
==
 
  
 
'''Tools and exploration gear'''
 
'''Tools and exploration gear'''
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* Smart dust - blankets and monitors up to auditorium-sized space down to DNA analysis (+4)
 
* 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)
 
* Sneak cloak - UV-to-microwave smart sneakware, allows 30 mins invisibility at slow walk (+4)
 
 
  
 
== Software ==
 
== Software ==

Revision as of 10:07, 15 March 2021

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

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

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

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

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)