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===Standard Gear===
 
===Standard Gear===
 
'''CLOTHING'''
 
'''CLOTHING'''
*Work coveralls: reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75
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*Work coveralls: reinforced for heavy work so as not to ware to quickly. TL2+, Wt. 6lbs, Cost -75
*Standard/Causal wear: incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50
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*Standard/Causal wear: incluses basic clothing and causal wear. TL2+, Wt. 4lbs. Cost -50
*Executive wear: business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+
+
*Executive wear: business clothing of the corporate elite. TL3+, Wt. 6lbs, Cost -500+
 
*Shift Fabric: clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500
 
*Shift Fabric: clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500
 
*Camouflage Uniform: in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100
 
*Camouflage Uniform: in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100
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'''COMPTUERS'''</br>
 
'''COMPTUERS'''</br>
 
A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill. [[File:SWN.computers.jpg|200px|right]]
 
A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill. [[File:SWN.computers.jpg|200px|right]]
*Advisor: A.I. that can ‘think’ and advise its owner on a number of scientific and academic issuesTL4,  (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). Wt. 2lbs, Cost -500
+
*Advisor: A.I. that can ‘think’ and advise its owner on a number of scientific and academic issues (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). Wt. 2lbs, Cost -500
*Comlink: dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.
+
*Comlink: dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. Wt. ¼lb, Cost -50. Can add holographic projector for +150.
*Facial Scanner: recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). TL3, Wt. 3lbs, Cost -400
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*Facial Scanner: recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). Wt. 3lbs, Cost -400
*Language Translator: Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.  
+
*Language Translator: Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. Wt. 1lb, Cost 2,000. Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d10+2 and Direction Sense). Wt.2lbs, Cost -250
*Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d10+2 and Direction Sense). TL3, Wt.2lbs, Cost -250
+
*Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10), Wt. 4lbs, Cost -1,000
*Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000
+
*Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. Cost +50  
*Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50  
+
*Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. Wt. 20lbs, Cost -500. Can add holographic projector for +150.
*Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.
 
 
'''MEDICAL GEAR AND DRUGS'''
 
'''MEDICAL GEAR AND DRUGS'''
*Autoinjector: Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100
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*Autoinjector: Holds up to six doses of drugs, free action to administer. Wt. ½lb, Cost -100
*Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20
+
*Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. Wt. ¼lb, Cost -20
*Diagnostar: Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. TL4, Wt. 1lb, Cost -500
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*Diagnostar: Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. Wt. 1lb, Cost -500
*Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150
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*Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). Wt. 2lbs, Cost -150
*Medpac: basic healers kit (+1 ''Healing'', takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100
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*Medpac: basic healers kit (+1 ''Healing'', takesn1d4 minutes). Wt. 5lbs, Cost -100
*Nanotech Medpac: advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).  
+
*Nanotech Medpac: advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).  
*De-Tox (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.  
+
*De-Tox (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. Wt. nil, Cost -50 each dose.  
*Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).  
+
*Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).  
*Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to ''Healing'' rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. TL4, Wt. 6oz tube, Cost -50.
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*Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to ''Healing'' rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. Wt. 6oz tube, Cost -50.
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d6 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. TL3, Wt. nil, Cost -100 per dose, Illegal.  
+
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Cost -100 per dose, Illegal.  
*Slaught (drug): Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose adds Alertness and Quick edges for 1d5 hours. At the end suffer a level of Fatigue (last 1d5 hours). TL3, Wt. nil, Cost -75 per dose.
+
*Slaught (drug): Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose adds Alertness and Quick edges for 1d5 hours. At the end suffer a level of Fatigue (last 1d5 hours). Wt. nil, Cost -75 per dose.
*Stimm (drug): A powerful drug that masks pain. A dose last one hour and adds two levels of Nerves of Steel edge. At the end suffer one level of Fatigue (last one hour). TL2, Wt. nil, Cost -100 per dose.
+
*Stimm (drug): A powerful drug that masks pain. A dose last one hour and adds two levels of Nerves of Steel edge. At the end suffer one level of Fatigue (last one hour). Wt. nil, Cost -100 per dose.
 
'''TOOLS AND POWER'''
 
'''TOOLS AND POWER'''
*3D Printer: a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of the raw materials in about one minute per pound. Wt. 10lb for a portable printer that can manufacture up to 50 pound items. TL3, Wt. 15lbs, Cost -500.[[File:SWN.Tools.jpg|200px|right]]
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*3D Printer: a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of the raw materials in about one minute per pound. Wt. 10lb for a portable printer that can manufacture up to 50 pound items, Cost -500.[[File:SWN.Tools.jpg|200px|right]]
*Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit for chemical and vacuum suits. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. TL3, Wt. 1lb, Cost -20/4 patches.
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*Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. Wt. 1lb, Cost -20/4 patches.
*Cargo Loader: Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (one ton). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 ''Fighting'' and Parry). They cause Str+d6 damage. TL4, Wt. one ton, Cost 200,000.
+
*Cargo Loader: Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (one ton). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 ''Fighting'' and Parry). They cause Str+d6 damage. Wt. one ton, Cost 200,000.
*Cyber Deck: A high-end, portable computer built for hacking. Characters can’t generally hack a system without one unless they’re able to log into a dedicated station. A fully-loaded deck with the latest security cracks costs five times as much but adds +2 to ''Hacking'' rolls. TL4, Wt. 2lbs, Cost -600 (illegal)
+
*Cyber Deck: A high-end, portable computer built for hacking. Characters can’t generally hack a system without one unless they’re able to log into a dedicated station. A fully-loaded deck with the latest security cracks costs five times as much but adds +2 to ''Hacking'' rolls. Wt. 2lbs, Cost -600 (illegal)
*Energy Tent: An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. TL4, Wt. 2lbs, Cost -500
+
*Energy Tent: An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. Wt. 2lbs, Cost -500
*Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 die steps. Power cell lasts around 18 hours of continuous use. TL4, Wt. 10lbs, Cost -10,000.
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*Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 die steps. Power cell lasts around 18 hours of continuous use. Wt. 10lbs, Cost -10,000.
*Electronic Tools: required for electrical systems, computers, etc. ''Electronic'' and ''Repair'' checks. Wt. 4lbs, Cost -100. Advanced electronic tools add +1 to related skill checks with these systems. TL3, Cost 1,500.
+
*Electronic Tools: required for electrical systems, computers, etc. ''Electronic'' and ''Repair'' checks. Wt. 4lbs, Cost -100. Advanced electronic tools add +1 to related skill checks with these systems. Cost 1,500.
*Mechanical Tools: required for mechanical craft and devices ''Repair'' checks. Wt. 25lbs, Cost –100. Advanced mechanical tools add +1 to ''Repair'' check with these systems. TL2, Cost 1,000.  
+
*Mechanical Tools: required for mechanical craft and devices ''Repair'' checks. Wt. 25lbs, Cost –100. Advanced mechanical tools add +1 to ''Repair'' check with these systems. Cost 1,000.  
*Power Generator Tools: basic tool set for advanced power systems like starship fusion drives. TL4, Wt. 20lbs, Cost 1,000. Advanced power tools add +1 to ''Repair'' with these system. Cost 5,000.
+
*Power Generator Tools: basic tool set for advanced power systems like starship fusion drives. Wt. 20lbs, Cost 1,000. Advanced power tools add +1 to ''Repair'' with these system. Cost 5,000.
*Stardrive Tool Kit: advanced tool for repairing drill-drive systems. Wt. 50lbs, Cost 2,000. Advanced stardrive systems add +1 to ''Repair'' for these checks. TL4, Cost -10,000.
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*Stardrive Tool Kit: advanced tool for repairing hyperdrive systems. Wt. 50lbs, Cost 2,000. Advanced stardrive systems add +1 to ''Repair'' for these checks. Cost -10,000.
*Matter Cutter: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP-20, Str Min d8, but subtracts 2 from ''Fighting'' rolls and Parry. TL4, Wt. 15lbs, Cost -50,000.
+
*Matter Cutter: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP-20, Str Min d8, but subtracts 2 from ''Fighting'' rolls and Parry. Wt. 15lbs, Cost -50,000.
*Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 ''Athletics'' (Climb). TL3, Wt. 6lbs, Cost -200  
+
*Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 ''Athletics'' (Climb). Wt. 6lbs, Cost -200  
*Jet Pack: jump-jet backpack. Limited flight, Pace 16 (run d8+6), fuel cell last for 30 ‘rounds’ of use. TL3, Wt. 10lbs, Cost -750, refill costs -150.
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*Jet Pack: jump-jet backpack. Limited flight, Pace 16 (run d8+6), fuel cell last for 30 ‘rounds’ of use. Wt. 10lbs, Cost -750, refill costs -150.
*Grav Chute: small anti-grav pack, relying on suspensor fields to counter gravity. Allow safe fall from any distance, and can hover up to a minute. Power cell lasts 1 hour. TL4, Wt. 20lbs, Cost -1,500.
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*Grav Chute: small anti-grav pack, relying on suspensor fields to counter gravity. Allow safe fall from any distance, and can hover up to a minute. Power cell lasts 1 hour. Wt. 20lbs, Cost -1,500.
*Grav-Sled: this platform is just 3 yards wide and long and when powered will support up to one ton of items that can be pushed along at a normal walking Pace by anyone with a Strength of a D4 or greater. Power cell tends to last around six hours and the sled hovers up 3 yards off the ground. TL4, Wt. 100, Cost 5,000.
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*Grav-Sled: this platform is just 3 yards wide and long and when powered will support up to one ton of items that can be pushed along at a normal walking Pace by anyone with a Strength of a D4 or greater. Power cell tends to last around six hours and the sled hovers up 3 yards off the ground. Wt. 100, Cost 5,000.
*Fusion Generator: fusion generator can recharge weapon cells, etc. It takes about 1 hour per pound of the powercell itself (max maybe 5lb power cells). TL4, Wt. 15lbs, Cost -2,500.
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*Fusion Generator: fusion generator can recharge weapon cells, etc. It takes about 1 hour per pound of the powercell itself (max maybe 5lb power cells). Wt. 15lbs, Cost -2,500.
 
'''SENSOR AND SECURITY DEVICES'''
 
'''SENSOR AND SECURITY DEVICES'''
*Low-Light Contacts: contact lenses that grant night vision (no darkness penalties except for total darkness). TL3, Wt. nil, Cost -100.
+
*Low-Light Contacts: contact lenses that grant night vision (no darkness penalties except for total darkness). Wt. nil, Cost -100.
*IR/UV Visors: advance multi-spec night-vision goggles grant wearer +2 vision-based ''Notice'' with low-light & thermal vision (penalties only for Total Darkness max -2). TL3, Wt. 1lb, Cost -200.
+
*IR/UV Visors: advance multi-spec night-vision goggles grant wearer +2 vision-based ''Notice'' with low-light & thermal vision (penalties only for Total Darkness max -2). Wt. 1lb, Cost -200.
*Electronic Binoculars: computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). TL3, Wt. 2lbs, Cost -50. Add Low-Light and Thermal Vision, increase price to -250.
+
*Electronic Binoculars: computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Cost -50. Add Low-Light and Thermal Vision, increase price to -250.
*Gen-Lock: scan genetic code of owner before lock will open (''Hacking'' -6). TL3, Wt. 2lb, Cost -500.
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*Gen-Lock: scan genetic code of owner before lock will open (''Hacking'' -6). Wt. 2lb, Cost -500.
*Magna-Lock: magnetic locks, with keypad access (''Hacking'' -2). TL3, Wt. 2lbs, Cost -150.
+
*Magna-Lock: magnetic locks, with keypad access (''Hacking'' -2), Wt. 2lbs, Cost -150.
*Scrambler Pad: magnetic random key-pad lock system (''Hacking'' -4). TL3, Wt. 2lbs, Cost -250.
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*Scrambler Pad: magnetic random key-pad lock system (''Hacking'' -4). Wt. 2lbs, Cost -250.
*Wellesley Lock: base iron lock (''Thievery'' -2). TL1, Wt. 2lbs, Cost –50.
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*Wellesley Lock: base iron lock (''Thievery'' -2). Wt. 2lbs, Cost –50.
*Screamer: proximity alarm that detects motion & sound - ''Notice'' d6+2 vs. ''Stealth'') within 5” (10yds). Automatically detects sound waves, etc. (as from a Stummer or similar devices). TL4, Wt. 3lbs, Cost -500.
+
*Screamer: proximity alarm that detects motion & sound - ''Notice'' d6+2 vs. ''Stealth'') within 5” (10yds). Automatically detects sound waves, etc. (as from a Stummer or similar devices). Wt. 3lbs, Cost -500.
*Stummer: sound wave generator to mask sounds adding +2 to ''Stealth'' (10 minutes). TL4, Wt. 3lbs, Cost -500.  
+
*Stummer: sound wave generator to mask sounds adding +2 to ''Stealth'' (10 minutes). Wt. 3lbs, Cost -500. Mineral Detector: A hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the –4 penalty for detecting mines. Wt. 4lbs, Cost-100.
*Mineral Detector: A hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the –4 penalty for detecting mines. TL4, Wt. 4lbs, Cost-100.
+
*Weapon Detector: hand-wand unit (Detect – Weapons, ''Electronics'' +2). Wt. 2lbs, Cost -750.
*Weapon Detector: hand-wand unit (Detect – Weapons, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -750.
+
*Explosives Detector: hand-wand unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Cost -800.
*Explosives Detector: hand-wand unit (Detect – Explosives, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -800.
+
*Cybernetic Detector: hand-wand unit (Detect – Cybernetics, ''Electronics'' +2). Wt. 3lbs, Cost –1,000.
*Cybernetic Detector: hand-wand unit (Detect – Cybernetics, ''Electronics'' +2). TL4, Wt. 3lbs, Cost –1,000.
+
*Motion Detector: detector unit motion ''Electronics'' +2 vs. ''Stealth'' (½ Pace -1 to Stealth, Pace -2, Run -4). -1 to your roll per 5” (10yds). Ignores gas, darkness penalties, etc. Wall, etc. do penalize. Wt. 3lbs, Cost -1,000.  
*Motion Detector: detector unit motion ''Electronics'' +2 vs. ''Stealth'' (½ Pace -1 to Stealth, Pace -2, Run -4). -1 to your roll per 5” (10yds). Ignores gas, darkness penalties, etc. Wall, etc. do penalize. TL4, Wt. 3lbs, Cost -1,000.  
+
*Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to ''Electronics'' and/or ''Science'' rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards (25”). Medium sets are backpack sized and have a range of 500 yards (250”). Small Wt. 2lbs, Cost -500; Medium Wt. 18lbs, Cost -5,000.
*Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to ''Electronics'' and/or ''Science'' rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards (25”). Medium sets are backpack sized and have a range of 500 yards (250”). TL4, Small Wt. 2lbs, Cost -500; Medium Wt. 18lbs, Cost -5,000.
 
 
'''SURVIVAL GEAR'''
 
'''SURVIVAL GEAR'''
*Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. TL4, Wt. 2lbs, Cost –100
+
*Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. Wt. 2lbs, Cost –100
*Hiking Boots: +1 to Fatigue for long journeys by foot. TL1, Wt. 3lbs, Cost -50
+
*Hiking Boots: +1 to Fatigue for long journeys by foot. Wt. 3lbs, Cost -50
*Backpack: can carry up to 60lbs of gear. TL0, Wt. 2lbs, Cost -10
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*Backpack: can carry up to 60lbs of gear. Wt. 2lbs, Cost -10
*Desert Suit: collects water and protects against heat (+2 vs. heat & thirst SWA pg. 128-9). TL3, Wt. 8lbs, Cost -500
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*Desert Suit: collects water and protects against heat (+2 vs. heat & thirst SWA pg. 128-9). Wt. 8lbs, Cost -500
*Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). TL0, Wt. 8lbs, Cost -100
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*Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). Wt. 8lbs, Cost -100
*Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). TL2, Wt. 12lbs, Cost -500
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*Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). Wt. 12lbs, Cost -500
*Clip/Drop Harness: magnetic/hook safety line, +2 to ''Athletics'' (Climb) skill. TL3, Wt. 4lb, Cost -150  
+
*Clip/Drop Harness: magnetic/hook safety line, +2 to ''Athletics'' (Climb) skill. Wt. 4lb, Cost -150  
*Filtration Plugs: simple filter plus that are worn in each nostril. Add +2 to any inhaled toxin or poisonous gases. TL4, Wt. nil, Cost -25
+
*Filtration Plugs: simple filter plus that are worn in each nostril. Add +2 to any inhaled toxin or poisonous gases. Wt. nil, Cost -25
*Rebreather: a face mask that provides 12 hours of breathable air and adds +2 to resist harmful gases or harmful atmospheres. If the atmosphere contains the being’s required air (such as oxygen), the rebreather can run indefinitely by simply filtering out harmful gases instead. TL3, Wt. 1lb, Cost -50 (air tanks cost 50)  
+
*Rebreather: a face mask that provides 12 hours of breathable air and adds +2 to resist harmful gases or harmful atmospheres. If the atmosphere contains the being’s required air (such as oxygen), the rebreather can run indefinitely by simply filtering out harmful gases instead. Wt. 1lb, Cost -50 (air tanks cost 50)  
*Hazmat Suit: or NBA suit. No armor and damage may tear the suit. Grants +4 to checks against contact, inhaled poisons and radiations (SWA pg. 128). TL3, Wt. 10lbs, Cost -500
+
*Hazmat Suit: or NBA suit. No armor and damage may tear the suit. Grants +4 to checks against contact, inhaled poisons and radiations (SWA pg. 128), Wt. 10lbs, Cost -500
*Wet Suit: skin suit and air tank for one hour underwater. Grants a +2 to ''Athletic'' (Swim) checks and a bonus to cold and pressure underwater. TL3, Wt. 14lbs, Cost -200.
+
*Wet Suit: skin suit and air tank for one hour underwater. Grants a +2 to ''Athletic'' (Swim) checks and a bonus to cold and pressure underwater. Wt. 14lbs, Cost -200.
*Skinsuit: this is a typical sealed spacesuit made of lightweight flexible fabric with air and heat. It provides +1 Armor, and includes a helm with a two-way radio (50 mile range) and Heads-Up Display (HUD) to display atmospheric composition or incoming messages. Canisters for the suits contain eight hours of oxygen, and an integral headlamp provides powerful illumination. Spacesuits provide complete protection against cold and vacuum, and are shielded against radiation (+4 to resistance). If the wearer suffers a wound in a vacuum, he must apply an adhesive patch as an action. If he doesn’t, he suffers depressurization (see Vacuum SFC, GM call if it requires an Adhesive Patch) the following round. For an extra +1,000 credits and +2lbs, the suit contains a small thruster system that allows the wearer to maneuver in zero-gravity for up to eight hours. Also magnetic boots for adhering to metal surfaces for +200 credits and +1lb. TL4, Wt. 6lbs, Cost 200.
+
*Skinsuit: this is a typical sealed spacesuit made of lightweight flexible fabric with air and heat. It provides +1 Armor, and includes a helm with a two-way radio (50 mile range) and Heads-Up Display (HUD) to display atmospheric composition or incoming messages. Canisters for the suits contain eight hours of oxygen, and an integral headlamp provides powerful illumination. Spacesuits provide complete protection against cold and vacuum, and are shielded against radiation (+4 to resistance). If the wearer suffers a wound in a vacuum, he must apply an adhesive patch as an action. If he doesn’t, he suffers depressurization (see Vacuum SFC, GM call if it requires an Adhesive Patch) the following round. For an extra +1,000 credits and +2lbs, the suit contains a small thruster system that allows the wearer to maneuver in zero-gravity for up to eight hours. Also magnetic boots for adhering to metal surfaces for +200 credits and +1lb. Wt. 6lbs, Cost 200.
  
 
===Armor===
 
===Armor===

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