In addition to any weapons and armor a character may have, they may also carry other equipment. This can include gear for adventuring in different types of terrain, special items, tools, kits, everyday items, and so forth. The actual effect of a piece of gear usually comes into play only in certain specific situations, but having the right piece of gear at the right time can make the difference between winning and losing an adventure or campaign.
Note that all the equipment listed in this chapter, as with weapons and armor, are for generic, medium-sized pieces of equipment. It is possible for pieces of equipment to be slightly modified or enhanced, or for them to come in different sizes (in order for them to be handled by different sized creatures more often). The same general list of modifiers that applied to weaponry and armor (age, rarity, quality and size) can also be applied to various forms of equipment.
Encumbrance and Pockets¶
While it might be nice if a character could carry everything possible all at one time (and as a result be prepared for almost any contingency they might face), the simple truth of the matter is that that isn't realistic. Stuff takes up space and has weight. Sooner or later, a character will get to the point where what they are carrying is going to affect their abilities in the course of the the game. This effect is known to all role-players by that foulest of words,
encumbrance.
Encumbrance in SFRPG is handled through the use of
"pockets". Pockets are any item or device which allows a player to carry an item without the use of a "motor appendage" (
more on motor appendages below). A pocket can also be referred to as a
container, and thus collectively any object that has pockets is known as a
container object . This can include items such as backpacks, sacks, purses, luggage, utility belts, holsters, or actual pockets sewn into clothes. The most common source of pockets is
clothing, listed among the items of equipment below. The number of pockets the character receives from a container object is listed with that object.
Pockets are given ratings in units of
slots (sometimes called
base pocket units) based on their relative size. Each available slot in a pocket correlates roughly to 50 cubic centimeters of internal volume. All of the pockets used to store an object must belong to the same container and the container must have enough available slots to handle the object. A pocket may hold as many objects as its overall size will allow.
A character is limited in regards to the total size of objects that can be carried at any given time on their person. This limit is equal to two hundred times the character's
Durability score. A character is allowed to physically have more slots in their available pockets than this limit on their person; they just can't fill them past a certain point.
For example, a typical human with a Durability of 6 can only have 1200 slots worth of stuff on them at any given time. If they are carrying field binoculars (256), a laser pistol (8), an environmental scanner (16), and a PDA (4), they are carrying a total of 284 slots worth of objects (256+8+16+4 = 284), and can only handle another 916 (1200-284 = 916). Containers themselves never count against this limit.
Additionally, all objects have an
encumbrance class (or
EC). The combined EC of all of a character's objects taken together is known as their
encumbrance total, which acts as a penalty against all of the character's physical Attribute Checks (this includes all Checks made for
Power, Finesse and
Physique skills).
In the example above, the field binoculars have an EC of 8, the laser an EC of 3, the scanner 4 and the PDA 2. The human's encumbrance total is therefore 17 (8+3+4+2 = 17), and so the human has a -17 penalty to all of their physical Checks. Large or heavy containers may have their own EC. When a character's EC goes over 100, they are so overloaded with stuff that they cannot move. When purchasing items (including weapons and some forms of armor such as sheilds), players should specify the pocket in which the character will carry the object. This makes it easier for a GM to quickly determine a change in EC if the character should happen to drop an item. It also tends to make it easier to determine when exactly a container is full.
Some items are so heavy by themselves as to have additional HD/THD and
Finesse penalties. Where an added penalty does apply, it will be so noted. Penalties for carrying specific objects apply regardless of whether the item is being carried in a motor appendage or in a pocket.
Note that a character can wear armor over their clothing, and can wear some types of clothing that are designed to fit over other types of clothing. Objects may still be carried in pockets covered by other pieces of clothing or armor,
provided that they are placed in the pockets before the outer layer is put on. Moreover, objects in pockets covered by other layers may
not be accessed without removing the covering layer first. Objects that can be worn over clothes and armor will usually be noted (items such as weapons holsters, belts and backpacks are usually assumed to be worn over clothing and armor without any notation).
A Quick Word about Body Parts and Pockets¶
All characters in SFRPG, regardless of their species, have different areas of the body. Collectively, these areas are known as
body parts. The nature of these areas largely determines how that species can behave biologically and can have some game effects. Body parts correspond to the areas that can take damage in combat (
see Chapter 9.2).
The Starflight Universe contains a very small number of humanoid species (
at least compared to other sci-fi universes). Because of the need to represent a diverse dichotomy of both humanoid and non-humanoid species, the names given to body parts in SFRPG are very vague. Because it is assumed that
most of the players that play SFRPG will be human, human frames of reference are used when necessary. The following is a brief overview of body parts in SFRPG, and how pockets tend to be used with those body parts.
Cognitive Organs are what enables a character to think and to control their life processes (the human equivalent would be the brain and spinal column). Related to this bodily section are the
Sensory Organs (including eyes, ears, noses, antennae, infrared pits, etc.), which are used to give the character information about their surroundings. In general, these organs are so crucial to a lifeform's very existence that their performance is left unimpeded. No pockets are ususally made for these areas, though certain pieces of gear (
sunglasses, hearing aids, noseplugs, etc.) can be set in these areas directly, without a pocket. A piece of equipment that can be used in this manner will be so noted in the equipment's description.
Motor Appendages can include arms, tentacles, branches, or anything else that is used for the purpose of using or manipulating other objects (
for a human being, this includes an entire arm from the shoulder all the way down to the fingertips). They may be used to directly "store" an object that isn't being used; in this case the object is considered to be "carried in hand". A character is allowed to carry one item per motor appengage, unless the item specifically states that it requires the use of multiple appendages. If an item requires more appendages than the character has available, then they cannot use that item (though they are still allowed to carry it). Multiple characters can carry such an item; any penalties from that item are inflicted upon all characters carrying the item. A motor appendage can have an additional pocket or two added to it from clothing. The "shoulder" (the part of the appendage that directly attaches to the main part of the lifeform's body) can also be used to directly carry certain pieces of gear with straps (
things such as purses, backpacks, satchel charges, and so forth). Heavy items stored in a motor appendage pocket may make it more difficult for a character to utilize the appendage. If an item stored in a motor appendage pocket has an HD penalty associated with it, the item inflicts an equal penalty to all of the character's
Finesse Checks.
Propulsive Appendages can include legs, tentacles, prehensile root structures, or anything else that is used in order to move a character along. Propulsive appendages can have some pockets added to them from clothing. Heavy items stored in a propulsive appendage pocket may make it more difficult for a character to move quickly. If an item stored in a motor appendage pocket has an HD penalty associated with it, the item inflicts an equal penalty to all of the character's
Finesse Checks.
Reproductive Organs include any kind of gonadal structure or other genitalia, used in order to procreate the species at hand. Typically, hanging any kind of weight off of these structures results in a marked drop in the lifeform's overall performance (
get your mind out of the gutter, perv), not to mention severe pain and possible dysfunction of the organ in question. The reproductive organs are like sensory organs, in that in general no pockets may be added to them, though a creative and somewhat repressed GM may come up with some pieces of equipment that may be set in these areas directly.
Finally, the
Body Area includes the remainder of the lifeform, and whatever typically constitutes its center of mass assuming a symmetrical lifeform (
this would include the torso area down to the waist on a human being). Typically, most of the pockets added to a character via gear will be Body Area pockets. There are two particularly important parts of the body that deserve special attention: the "waist" and the "back". The waist area can be used as a mounting point for equipment such as belts. All characters are allowed to wear one belt of any type. For some species, this may be the only way they can haul any gear whatsoever. The back is required to haul some pieces of equipment, including large satchel charges, backpacks, flammable gas cannisters, and so forth. When carrying objects on the back, two of the character's "shoulders" are also used; other objects can still be mounted on the shoulders. Finally, a character may have a holster for a multi-handed weapon mounted on their back at the same time they have another object mounted on their back.
The Outfitter Rule
Let's face it: there's a lot of things out there in the world that can be classified as general "stuff", such as computers, pencils, cell phones, toilet paper, candy bars, shoes, etc. Moreover, there's not just one
brand name of most of these things...there are usually generics of each item, but brand names can imply higher (or lower) quality. Then you've got stuff over different technological periods. A clay jar is high technology to someone living in the Stone Age. Give them a cell phone and they're liable to stone you to death as a heretic. It should be needless to say, but if coming up with a comprehensive weapon and armor list was merely a Herculean effort, trying to come up with such a list for items probably comes as close to impossible as it gets (at least not without accumulating enough mass for the list to collapse into a gravitational singularity...).
Still, any one such item could very well be the critical item in an adventure or campaign, depending on how the GM decides to run the game. In this case, the GM might choose to avail themselves of the
Outfitter Rule. Provided an item cannot be classified as armor or a weapon, the GM can still try and include the item as is. All they need to do is gather information on a
real life object of the same type (information on its rough size, weight and technological era should be fairly easy to come by), come up with any game effects for the object, and adjust its price. The exchange rate for items in SFRPG using the Outfitter Rule is
150 United States Dollars (USD) per Arth Monetary Unit (MU) or Shyneum Penny (SP). For all intents and purposes,
the MU is equal to the SP.
Information on the item's size can be used to determine how big of a pocket the item would require in order to carry and what its encumbrance class will be. For reference, any item up to 50 cubic centimeters in size takes up one slot and has an EC of zero. Objects above 50 and below 100 cubic centimeters take up two slots and have an EC of 1. For each additional doubling of the needed slots, the EC increases by one level (
i.e. objects above 150 and below 200 cm3 require four slots and have an EC of 2, below 400 cm3 needs eight slots with an EC of 3, below 800 cm3 is sixteen slots for an EC of 4, below 1600 cm3 needs 32 slots with EC5, and so on.)
The item's weight can be used to determine if there will be any additional penalties involved for carrying around the object. This is a fairly simple determination: for every 5 kilograms (roughly ten pounds) the object weighs, the object imposes a -1HD/THD penalty. If the device will restrict its user's movement more than usual, added
Finesse penalties can be added as well, up to a maximum penalty of -5 for something really restricting.
Weight is also generally a good predictor of the number of appendages needed to utilize the object. In general, objects require an additional appendage for every additional HD/THD penalty they need. This is not necessarily true for all objects (
for example, something like a Rubik's cube is both very small and very light, but still requires two hands in order to operate - one to hold it, while the other operates it). When determining the number of appendages needed to use an object, the GM is encouraged to use common sense when possible.
Once all the other data has been gathered on an item, the GM can finish the item by considering any in-game effects the item might have. A word of caution is warranted here: A GM must be careful not to make a piece of equipment too powerful. If it is too powerful, it may unbalance the game by giving its user an insurmountable advantage (
for example, a device that completely nullifies all damage the character takes is too powerful.) Such devices should be designed with limiting factors. The best limiting factors are price, weight, or number of uses; powerful items can be made to be exorbitantly expensive, extremely heavy, or an expensive paperweight after only two or three uses. However a GM chooses to balance the item’s power, it must be sufficient to overcome the imbalance, or else a different type of in-game solution may be necessary (
see Chapter 10.4).
The Outfitter Rule works very well for items that already exist in real life. For brand new items, however, more information will be needed in order to make a working item. For these items, a more comprehensive item creation procedure (along with a specific procedure for creating weapons and armor) is outlined in
Chapter 10.2.4.
For example, let's say the GM wants to include a decent-quality MP3 player in the game, say one that holds about 4 gigabytes worth of music. The GM could go check out the website of a certain company that makes the most popular of these devices and find the specifications of one of their 4GB models. Upon checking, they'd discover that the 4GB model weighs in at around 49.2 grams, is roughly 23.7 cubic centimeters in volume, and sells for somewhere around 150 USD.
That should be all the information they need to create the object. 49 grams equates to roughly 0.05 kilgrams...not a very heavy object at all, so no added penalties. The GM also decides to make this a one-appendage object based on its weight and based on how they envision how the controls work. 23.7 cm3 is less than the 50 cm3 upper bound for a single slot object, so it needs one slot and has an EC of 0. 150 USD, conveniently enough, equates exactly to 1 MU. It's a modern day object, which puts it in the Industrial Age. The GM takes the time to consider its game effects, and comes up with the following:
| Name | Availability | Cost | EC | Size | Appendages | Effects |
|---|
| 4GB MP3 Player | I |
ndustrial Age1.00 MU | 0 | 1 | One | A small, hard plastic rectangular prism with a liquid crystal display and "flywheel"-style control. Has interfaces for making a computer connection as well as a port to hook up to a set of headphones or speakers. Can be used to carry up to 1000 songs or 4GB worth of pictures and video, and play them back on command. |
While this may be somewhat of a mundane example, being able to play the right song at the right time may be the crucial event of a campaign, depending on what the GM has in mind...Equipment
The following section lists specific pieces of equipment included in SFRPG. While most equipment categories will have their own set of statistics, there are a few stats that are common among most of the categories. These stats are known as the
basic stats, and consist of the following items:
- Category: This lists the specific category into which the item fits. When an effect of a category is universal to every piece of equipment in that category, it will be so noted.
- Name: This is what the equipment is called.
- Availability: This lists at what level of technology the equipment becomes available.
- Cost: This lists the general price of the equipment, in MU/SP.
- EC: This lists the equipment's encumbrance class. All pieces of equipment count towards the character's encumbrance.
- Size: This lists the size of the equipment in slots.
- Appendages: This lists the number of appendages required to utilize the object.
- Description: This gives a generic description of the equipment. If the equipment has any special qualities or effects, they will be listed here.
Any changes to the basic stats will be denoted in the category's general overview, as well as any differences in the usage of the basic stats from the norm. Any additional stats, as well as their usage, will also be described in the overview.
Clothing and Container Objects¶
As explained above, the primary function of clothing and containers is to provide a character with
pockets, which determines how much stuff they can carry at any given time. Clothing is fairly ubiquitous amongst sentient races; total nudity is taboo in many cultures (although what constitutes nudity is another matter). In any case, all characters are assumed to have at least one
outfit at the time of their creation that's appropriate to the role they play in society. All clothing listed here, unless expressly stated otherwise, becomes available in Metal Age societies. Because containers are used primarily for holding other objects, they have a
pockets statistic instead of a size statistic, which lists the number of pockets that come with the container as well as the number of slots in those pockets. Remember that is possible for a character to have more pockets than they can fill at a given time based on their
Durability. Containers also have a listing for
mountpoints, which lists the "mount point" for the container, indicating on what part of the body it's designed to be worn. Clothing in particular goes on underneath other objects that may share the same mount point. Containers otherwise use the basic stats.
Clothing and Container Objects| Name | Cost | EC | Pockets | Mountpoint | Description |
|---|
| Military Dress Uniform | 2.25 | 0 | 1x64†, 3x4 | Body Area | Outfit. A military uniform designed to be worn for ceremonies such as change of command, retirement, commissioning, and decommissioning, or when otherwise appropriate. Consists of a dress shirt, dress pants or skirt, dress socks and shoes, belt, hat with service insignia, and dress jacket (to which is affixed all service insignia and adornments). Usually comes with a sword belt (included in the cost). |
|---|
| Military Service Uniform | 1.00 | 0 | 1x8†, 4x4 | Body Area | Outfit. A military uniform designed to be worn in office environments, in positions that interact with the public, and in watch situations. Typically consists of a duty dress shirt (to which is affixed service insignia and ribbons), dress pants or skirt, dress shoes and socks, and duty holster belt. |
|---|
| Military Working Uniform | 0.75 | 0 | 3x8†, 2x4, 8x2 | Body Area | Outfit. A military uniform designed to be worn in the field, and in industrial environments ashore. Typically consists of a plain color undershirt and underwear (the color of which may serve to denote a service member's specialty), a one piece coverall (to which is affixed service insignia), boots, and a utility duty holster (holds one single-appendaged weapon). Often worn with an informal hat (such as a ballcap). |
|---|
| Civilian Formal Dress | 2.00 | 0 | 1x2 | Body Area | Outfit. A set of civilian garments designed to be worn on in very formal occasions (such as proms, cotillions, weddings as a participant, etc.). In human terms, this would be the equivalent of a full tuxedo (ruffled shirt, cumberbund, formal pants, dress socks and shoes, underwear, coat with tails, bow tie, cufflinks, and top hat), or dress ball gown (full length dress with or without petticoat, dress shoes, underwear, hose, garter, and possibly some manner of headwear, like a tiara). |
|---|
| Civilian Casual Dress | 0.75 | 0 | 5x4, 2x2 | Body Area | Outfit. A set of civilian garments designed to be worn at semi-formal occasions (such as graduations, funerals, weddings as a non-participant, etc.) or in office or other professional environments. Includes a pocketed long-sleeved button-up shirt or blouse, pocketed dress pants or skirt, dress jacket, and undergarments. Usually also includes a necktie or ribbon. Dress shoes will still be needed for this outfit. |
|---|
| Civilian Street Casual | 0.30 | 0 | 4x4, 1x2 | Body Area | Outfit. A set of civilian garments designed to be worn as general everyday clothes, outside of formal activities or office environments. Includes a pocketless short-sleeved t-shirt and jeans combo, as well as undergarments. Seperate shoes will still needed for this outfit. |
|---|
| Arctic Wear | 7.5 | 1 | 6x8, 4x4, 2x2 | Full Body | Industrial Age. A full body suit designed to be worn in extremely cold weather. Includes a sweater, overpants, gloves, mittens, overgloves, heavy thermal boots, thermal boots, and heavy coat. The suit provides three levels of thermal protection for the entire body. Inflicts a -5 penalty to HD/THD and a -1 penalty to all Finesse Checks when worn. |
|---|
| Raingear | 0.35 | 1 | 2x16 | Body Area† | A specialized suit made of materials that include at least one layer that is relatively impermiable to water. The material is designed such that the wearer can still remain relatively cool while being protected from adverse weather conditions. The price listed is for a combination raincoat and pants. |
|---|
| Swimwear | 0.10 | 0 | None | Body Area† | A very light garment designed to streamline the flow of water around a being's body, usually worn in societies wherein nudity is considered taboo. Usually covers only a portion of the wearer's body area and their Reproductive Organs; some models only cover the Reproductive Organs. Use of swimwear is generally meant only for casual occasions; there is no such thing as formal swimwear, though swimming teams may have matching "uniforms". The price listed is for a single-piece suit. |
|---|
| Fire Fighting Gear | 100.00 | 12 | None | Full Body | Industrial Age. A full body suit designed to offer full body protection from fire and other sources of extreme heat. The suit includes a fire-retardant jacket and pants, gloves, self-contained breathing apparatus with transparent face mask (small Oxygen Tank tank equivalent), heavy boots, and a hard waterproof hat (Class Two Helmet equivalent). Also typically includes a handaxe (Class One equivalent). Provides heat protection (three levels) and prevents burns from all sources (except Laser-based weaponry). Inflicts a -5 penalty to HD/THD and a -1 penalty to all Finesse Checks when worn. |
|---|
| Diving Gear | 6.8 | 3 | 8x2 | Full Body | A set of equipment designed to be used in water at shallow to modertate depths. Includes a wetsuit, a rebreather with face mask, a pair of swimming fins, and a utility belt. The suit allows its wearer to remain submerged at depths up to 100 meters for periods up to six hours, including some time to decompress from lower depths. Underwater movement penalties are ignored while wearing this gear. |
|---|
| Pressure Suit | 2,000.00 | 20 | 4x16 | Full Body | Industrial Age. A small one-being sealed articulated frame resembling a suit of physical armor, with elaborate pressure joints to allow articulation while maintaining suitable internal pressure. The suit allows its wearer to remain submerged at depths up to 700 meters for periods up to 48 hours, without requiring decompression before resurfacing. The suit also allows the wearer to remain in a total vacuum for periods up to 48 hours. Industrial Age suits are heavy and bulky; -20 HD/THD penalty and -5 penalty to all Finesse Checks when worn. Starfaring Age suits reduce the penalty to -10 HD/THD and -2 to Finesse, and cost 1,000.00. The suit acts as Class Three physical armor; if reduced to zero AHP, the suit is breached. |
|---|
| Shirt (Short Sleeved) | 0.05† | 0 | None† | Body Area | An article of clothing designed to be worn on the upper part of the body. Typically covers up the Body Area only. This kind of shirt is typically meant to be worn on informal occasions or in warmer climates. The price listed is for an unpocketed shirt. A shirt can have up to two 2-slot pockets; each adds .01 to the cost. |
|---|
| Shirt (Long Sleeved) | 0.10† | 0 | None† | Body Area | An article of clothing designed to be worn on the upper part of the body. Typically covers up the Body Area and covers most of the wearer's Motor Appendages. This kind of shirt is typically meant to be worn in more formal occasions or in cooler climates. The price listed is for an unpocketed shirt. A shirt can have up to two 2-slot pockets; each adds .01 to the cost. |
|---|
| Shorts | 0.10 | 0 | None† | Waist (Body Area) | Industrial Age. An article of clothing designed to be worn on the lower portions of a humanoid body. Typically covers up the area around the being's Reproductive Organs. This kind of covering is meant to be worn in very informal occasions in particularly warm climates. The price listed is for an unpocketed pair of shorts. Shorts can have up to four 2-slot pockets or two 4-slot pockets; each 2-slot pocket add .01 to the cost and each 4-slot pocket adds .02 to the cost. |
|---|
| Skirt | 0.10 | 0 | None† | Waist (Body Area) | An article of clothing designed to be worn on the lower portions of a humanoid body. Typically covers up the area around the being's Reproductive Organs and part of their Propulsive Appendages. The fit of a skirt does not form fit a being as do pants and shorts. This kind of covering can be worn in many different types of occasions, and is generally best worn in warm climates. The price listed is for an unpocketed skirt. A skirt can have up to two 4-slot pockets; each pocket adds .02 to the cost. |
|---|
| Pants | 0.15 | 0 | None† | Waist (Body Area) | An article of clothing designed to be worn on the lower portions of a humanoid body. Typically covers up the area around the being's Reproductive Organs as well as their Propulsive Appendages. This kind of covering is meant to be worn in semi-formal occasions or in cooler climates. The price listed is for an unpocketed pair of pants. Pants can have up to four 4-slot pockets and one 2-slot pockets; each 2-slot pocket adds .01 to the cost and each 4-slot pocket adds .02 to the cost. |
|---|
| Jeans | 0.25 | 0 | 4x4, 1x2† | Waist (Body Area) | An article of clothing designed to be worn on the lower portions of a humanoid body. Typically covers up the area around the being's Reproductive Organs as well as their Propulsive Appendages. This kind of covering is meant to be worn for casual occasions, though nicer pairs may be worn for semi-formal occasions. They're typically made of a thick material (adds one level thermal protection). Jeans may have two 8-slot pockets substituted for two of the 4-slot pockets; each 8-slot pocket adds .02 to the cost. |
|---|
| Cargo Pants | 0.20 | 0 | 4x8, 1x2† | Waist (Body Area) | An article of clothing designed to be worn on the lower portions of a humanoid body. Typically covers up the area around the being's Reproductive Organs as well as their Propulsive Appendages. This kind of covering usually has higher carrying capacity as compared to other forms of pants, and can be worn in many of the same circumstances as regular pants. Cargo pants can include up to four more 2-slot or 4-slot pockets; each 2-slot pocket adds .01 to the cost and each 4-slot pocket adds .02 to the cost. |
|---|
| Hat | 0.10 | 0 | None | Head (Cognitive Organ) | An article of clothing designed to be worn on a humanoid head. Typically covers up the area around the being's Cognitive Organ. May provide some protection for the being's Auditory and Visual Organs, depending upon their placement and the type of hat being worn. Hats provide one level of thermal protection. |
|---|
| Shoes | 0.15 | 0 | None | Propulsive Appendages | An article of clothing designed to be worn on the far end of a being's Propulsive Appendages, designed to protect them against terrain hazards. There are many different types of shoes; usually only certain types are considered appropriate for certain occasions. Some beings go so far as to have certain pairs of shoes for particular outfits in their wardrobes. The price listed is for a matching pair of shoes. |
|---|
| Boots | 0.20 | 0 | None | Propulsive Appendages | An article of clothing designed to be worn on the far end of a being's Propulsive Appendages. Boots are a toughened form of shoe usually meant to provide additional protection to the propulsive appendage. Most are meant to be worn in cold weather and/or in wilderness conditions. Boots provide one level of thermal protection. The price listed is for a matching pair of boots. |
|---|
| Gloves | 0.10 | 1 | None | Motor Appendages | An article of clothing designed to be worn on the far end of a being's Motor Appendages. Gloves are generally designed to provide a layer between the being's fine manipulators and the outside environment. Though sometimes worn in fine society, they are more often found in one of two settings, either as barrier protection in hospitals and other critical care facilities, or as thermal protection in outdoor settings (this kind of glove provides one level of thermal protection). The price listed is for one pair of gloves. |
|---|
| Sweater | 0.15 | 0 | None† | Body Area | An article of cold-weather clothing designed to be worn on the upper part of the body. Typically covers up the Body Area and covers most of the wearer's Motor Appendages. Sweaters are meant to be worn over shirts as a means of providing minimal thermal protection (one level). The price listed is for an unpocketed sweater. A sweater can have up to two 2-slot pockets; each adds .01 to the cost. |
|---|
| Coat | 0.20 | 1 | 3x4† | Body Area | An article of cold-weather clothing designed to be worn on the upper part of the body. Typically covers up the Body Area and covers most of the wearer's Motor Appendages. Coats are meant to be worn over shirts and sweaters as a means of providing thermal protection in subfreezing temperatures (two levels thermal protection). Coats may have up to four additional 8-slot pockets; each adds .03 to the cost. Coats may be fitted over armor. |
|---|
| Heavy Coat | 0.25 | 2 | 4x8, 4x4, 1x2 | Body Area | An article of extremely cold-weather clothing designed to be worn on the upper part of the body. Typically covers up the Body Area and covers most of the wearer's Motor Appendages. Coats are meant to be worn over shirts and sweaters as a means of providing maximum thermal protection in subfreezing temperatures (three levels thermal protection). Heavy coats may be fitted over armor. |
|---|
| Duty (Hip) Holster | 0.3 | 0 | 1x8† | Waist (Body Area) | A belt which contains a special pocket designed to hold a single one-appendaged weapon or a deployed energy shield. The pocket has a clasp designed to keep the weapon from falling out or being drawn by anyone other than the weapon's wielder. For non-weapon objects, the pocket is useless. Multiple-appendaged weapons can be stowed in this type of holster; add .05 to the cost for each added appendage needed by the weapon and multiply the available number of slots by eight. This particular type of holster allows the weapon to be drawn from the lower body area (around the area of the humanoid hip), and is designed to be worn over armor and clothing. |
|---|
| Ankle Holster | 0.2 | 0 | 1x8† | Propulsive Appendage | A strap which contains a special pocket designed to hold a single one-appendaged weapon or a deployed energy shield. The pocket has a clasp designed to keep the weapon from falling out. For non-weapon objects, the pocket is useless. This particular type of holster allows the weapon to be stowed in the lower area of a propulsive appendage, and is designed to be worn under clothing. |
|---|
| Trowser Holster | 0.15 | 0 | 1x8† | Waist (Body Area) | A special pocket designed to hold a single one-appendaged weapon or a deployed energy shield, designed to clip to a belt thus allowing the weapon to be concealed inside a pair of pants. The pocket has a clasp designed to keep the weapon from falling out or being drawn by anyone other than the weapon's wielder. For non-weapon objects, the pocket is useless. This particular type of holster allows the weapon to be stowed and drawn from the lower body area, and is designed to be worn under clothing. |
|---|
| Shoulder Holster | 0.37 | 0 | 1x8† | Shoulder (Motor Appendage) | A set of straps which contains a special pocket designed to hold a single one-appendaged weapon or a deployed energy shield. The straps are designed to be worn like a backpack and can be worn underneath a backpack. he pocket has a clasp designed to keep the weapon from falling out. For non-weapon objects, the pocket is useless. This particular type of holster allows the weapon to be stowed in the upper area of a motor appendage, and may be worn over or under clothing and/or armor. |
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| Pocket Holster | 0.13 | 0 | 1x8† | Varies† | A special pocket insert designed to convert a normal pocket into a holster for a single one-appendaged weapon rated Class One or Class Two (but not a deployed energy shield). The pocket has a clasp designed to keep the weapon from falling out. If a weapon is being stowed in this kind of holder, the pocket is useless for stowing other objects. This particular type of holster can be placed in any pocket that has at least eight slots, regardless of its position on the body. |
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| Back Holster | 0.25 | 0 | 1x8† | Back (Body Area) | A baldric which contains a special pocket designed to hold a single weapon or a deployed energy shield. For non-weapon objects, the pocket is useless. Multiple-appendaged weapons can be stowed in this type of holster; add .05 to the cost for each added appendage needed by the weapon and multiply the available number of slots by eight. The size of the pocket is proportionately bigger as well. This particular type of holster allows the weapon to be stowed in the middle of the back, and is designed to be worn over clothing, armor. It may be worn either over or under anything else the wearer is carrying on their back. |
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| Backpack (Academic) | 0.20 | 1 | 2x128, 4x64 | Back (Body Area) | Industrial Age. A medium-sized polyester sack designed primarily to carry around a large number of textbooks and other school supplies. Each pocket comes with a zipper to help protect the sack's contents from the elements. Comes with straps for mounting on the wearer's shoulders, with an additional handle available for direct carrying. |
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| Backpack (Wilderness) | 0.70 | 3 | 1x512, 1x128, 5x64, 2x32 | Back (Body Area) | A large, multi-pocketed sack and frame assembly designed to enable its wearer to carry a large number of supplies and pieces of equipment. Comes with straps for mounting on the wearer's shoulders, as well as belt to prevent the pack from causing too much strain on the wearer. The sack portion may either be made out of cloth (with grommet fasteners) or advanced polymers (with zippers), depending upon the period of manufacture. For hardcore adventurers, this is the premier container object. Inflicts a -2 penalty to all of the wearer's Finesse Checks. |
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| Sack (Plastic) | 0.13 | 0 | 1x128† | Motor Appendage | Industrial Age. A bag made from polyethylene resin, open at one end and with handles for easy carrying. Can be folded down into a much smaller shape (2 slots) for storage . The cost listed is for 100 units. |
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| Sack (Paper) | 0.02 | 0 | 1x1024† | Motor Appendage | Industrial Age. A very large sack shaped like a rectangular prism with one short end missing. May or may not have handles; non-handled sacks impose a -1 penalty to all Finesse checks while they are being carried (they require more of the user's motor appendage to carry properly). The sack is made of 3-ply durable paper capable of handling a significant amount of weight. Can be folded down into a much smaller shape (8 slots) for storage. The cost listed is for a single sack. |
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| Satchel | 0.25 | 0 | 1x128 | Shoulder (Motor Appendage) | A large cloth sack made out of durable cloth or leather, usually with an adjustable strap designed to allow the sack to be slung onto a shoulder. Seals with a zipper. The cost listed is for a single satchel. |
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| Briefcase | 0.20 | 0 | 1x64 | Motor Appendage | A medium-sized rectangular case made out of durable cloth or leather, incorporating a hard grip for carrying. Seals with a zipper. The cost listed is for a single briefcase. |
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| Suitcase | 0.35 | 1 | 1x1024, 1x16 | Motor Appendage | A very large, hard, plastic-based fabric case with a leather grip for carrying. Seals with a zipper that runs along the perimeter of the largest pocket. Also has a seperate, smaller outer pocket sealed with a single zipper. If packed carefully, a suitcase can carry a wardrobe for a single person for up to two weeks. While being carried, the suitcase inflicts a -4 penalty to all Finesse Checks. Some models come with an extendable handle and wheels; these models add .05 to the cost but reduce the Finesse penalty to -1. |
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| Hip Pack | 0.10 | 0 | 1x64, 1x4 | Waist (Body Area) | A medium-sized circular, cloth bag designed to attach to the body using an adjustable belt. The belt is designed to go on the outside of clothing and armor. Both pouches are accessible from the outside and seal with zippers. |
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| Utility Belt | 0.25 | 0 | 8x4 | Waist (Body Area) | A belt which has a number of small pouches and loops attached to it. The belt is designed to go on the outside of clothing and armor, Each pouch has a button clasp designed to hold in its contents. Some belts include a duty holster (adds 0.10 to the cost; adds 1x8 holster, removes 2x4 pockets). |
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| Armor Enhancement Suit | 5 |
.000 | None† | Body Area | Starfaring Age. A specialized combination shirt and pants designed to fit underneath physical armor plating. The materials inside the suit's fiber serve to amplify the strength of the wearer's movements, effectively counteracting any loss of mobility due to the weight of the armored suit itself. The suit imparts a +10 HD/THD bonus, as well as a +4 bonus to the wearer's Finesse Checks (these bonuses are imparted whether the wearer is wearing armored plating or not). |
Tools and Wilderness Gear¶
Tools are devices or pieces of equipment which typically provide a mechanical advantage in accomplishing a physical task, or provide an ability that is not naturally available to its user. The vast majority of objects fall into this broad category. Related to tools are pieces of
wilderness gear, which are basically tools generally meant to be used in planetary environments outside urban areas. Tools and Wilderness Gear use the basic stats only.
Tools and Wilderness Gear| Name | Availability | Cost | EC | Size | Appendages | Description |
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Duct Tape (Mini Roll) | Industrial Age | 0.02 | 0 | 1 | One | 250 cm long roll of adhesive tape, can be cut into strips for temporary repair work. Adds a +5 bonus to all Jury Rig Checks when utilized for repairs. |
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Duct Tape (Large Roll) | Industrial Age | 0.20 | 4 | 16 | One | 60m long roll of adhesive tape, can be cut into strips for temporary repair work. Adds a +5 bonus +5 to all Jury Rig Checks when utilized for repairs. |
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| Mechanical Lubricant | Industrial Age | 0.05 | 3 | 8 | One | A pressurized 350 mL can containing a cleaner, lubricant and anti-corrosive solution, designed to deliver the solution to an area as an aerosol. The can comes with a straw for precision application to an area. Can be used for a variety of purposes (GM's discretion). Adds a +5 bonus +5 to any Engineering Check when utilized for repairs. |
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| Acid Vial | Metal Age | 0.07 | 2 | 4 | One† | A 500 mL glass vial of moderately concentrated acid (default hydrochloric acid). Can be thrown as a grenade for 1d5 acid damage (higher at the GM's discretion). In addition to its potential use as a grenade weapon, a vial of acid can be used in many different situations. Some of these situations may be to try and eat through a lock, to neutralize a caustic substance, or to clean off a badly corroded item. The use of a vial of acid for any of these purposes counts as favorable conditions for a skill check (+10 bonus). GMs should use their judgment as to whether an acid vial needs multiple appendages when applied to a task. |
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| Engineering Toolkit | Starfaring Age | 60.00 | 8 | 256 | One† | A metallic case containing various pieces of tools and equipment designed for use in starship engineering applications. Typical includes such items as duct tape, mechanical lubricant, specialized tools (such as plasma torches and molecular re-synthesizers), an environmental scanner modified for engineering applications, and PDA. Provides the materials needed for a ship's engineer to perform any kind of significant repair or maintenance work. |
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| Lock-Picking Kit (Mechanical) | Metal Age | 0.50 | 2 | 4 | Two | A stethoscope, set of hooks and various other tools in a relatively small casing. Can be used to pick mechanical locks, such as catch-hooks and deadbolts. Adds a +10 bonus to any Dexterous Maneuvers Check made to pick a mechanical lock. |
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| Lock-Picking Kit (Electronic) | Industrial Age | 0.75 | 3 | 8 | Two | Requires Small Battery; uses one charge every minute while in use. A wrist computer, thumb print reader and complex false retinal pattern imager, all in a relatively small casing. Can be used to pick electronic locks. Adds a +10 bonus to any Cunning Check made to pick an electronic lock. |
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| Pencil | Metal Age | 0.01† | 0 | 1† | One | A non-refillable wood-encased carbon rod sharpened to a point on one end and containing a small piece of rubber on the other end. The carbon rod can be used to leave physical marks on surfaces, while the rubber may be use to erase any such marks made. The price listed is for a box of eight pencils (2 slots). Pencils can be used for a number of purposes at the discretion of the players. Their primary game function is to mark on paper. |
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| Mechanical Pencil | Industrial Age | 0.23† | 0 | 1† | One | A refillable plastic-encased carbon rod pushed out a small hole on one end via a mechanism, containing a holder for a piece of rubber on the other end. Mechanical pencils function just like normal pencils. The price listed is for a box of six pencils (2 slots). Refill leads (0 EC; 1 slot; box of 12) cost 0.01 MU. |
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| Paper | Metal Age | 0.01 | 4 | 16 | One | Material made from vegetable fibers composed of cellulose, generally used for writing upon when a non-electronic medium is needed. Paper comes in a tablet of 100 sheets, and can be used for a variety of purposes at the player's discretion. When writing or leaving a message, a piece of paper provides a +5 bonus to any Investigation or Knowledge Check that needs the info on that paper. Paper can also be used to help start a fire (+10 bonus to Survival Check). |
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| Journalist Notepad | Metal Age | 0.08 | 2 | 4 | One | A pad of 200 small paper sheets ink-lined in a grid pattern, encased in a hard leather binding. The inside of the binding comes with a small pocket (1 slot) for extra storage. Can be used for a variety of purposes at the player's discretion. When writing or leaving a message, a piece of paper provides a +5 bonus to any Gather Information or Knowledge Check that needs the info on that paper. Paper can be torn out and used to help start a fire (+10 bonus to Survival Check). |
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| Audio Recorder | Industrial Age | 2.65 | 4 | 16 | One | Requires Medium Battery; uses one charge every minute while in use. A rectangular box containing an apparatus designed to capture audio via a microphone attachment and record the audio onto a small recording disc (1 slot; box of 3; costs .05). Comes with a shoulder strap for easy carrying (shoulder mount). Provides audio recording for up to one hour when used before needing a new disc. |
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| Video Recorder | Industrial Age | 6.00 | 4 | 16 | One | Requires Large Battery; uses one charge every thirty seconds while in use. A hand-held apparatus designed to capture sequences of images and accompanying sound, and to store those images on a Memory Stick (see Scanners and Computer Technologies). Comes with a shoulder strap for easy carrying (shoulder mount). Provides visual recording for up to two hours when used before needing data download (requires any Computer). |
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| Field Recorder | Starfaring Age | 6.50 | 3 | 8 | None* | Requires Large Battery; uses one charge every five minutes while in use. Self-propelled repulsor device with a full camera mount, can record in visual and infrared spectrums. Provides visual recording for up to 6 hours when used before needing data download (requires any Computer). Comes with a 1 slot, EC0 remote control. Can be set to directly transmit its data; power usage increases to one charge every thirty seconds in this mode. |
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| Thermos Bottle | Industrial Age | 0.07 | 4 | 16 | One | Domestic vacuum flask with a metallic exterior and a handle for gripping. Lid can be used as a cup. Holds up to 1 liter of liquid at its current temp for up to 7 hours. |
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| Oxygen Tank (Small) | Industrial Age | 3.81 | 5 | 32 | None | Portable O2 canister, provides 30 minutes worth of air at 1 liter per minute. Comes with its own belt (belt requires waist mount) and recharge unit. |
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| Oxygen Tank (Large) | Industrial Age | 0.72 | 9 | 512 | One | Portable O2 canister, provides 90 minutes worth of breathable oxygen at 4 liters per minute. Comes with a wheeled cart for portability. -3HD/THD penalty. |
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| Trash Incinerator | Starfaring Age | 1.23 | 8 | 256 | One* | A metallic box with a tripod mount, and a hinged door on the top. Once set on its mount, the user can place trash inside the box until it is full, then press a button. Anything placed inside is completely incinerated in a very short time. The user must wait one minute after use before storing or re-using the device, as it gets hot enough to cause burns during the incineration process (1d10 Lethal Damage and two Wounds). |
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| Compact Field Binoculars | Industrial Age | 0.55 | 6 | 64 | One† | A dual set of telescoping lenses set into a metal and hard-plastic casing, designed to allow the user to see clearly at a distance. Lenses in the device are coated with special chemicals to prevent fogging and dust contamination, while porro prism mirrors are used to reduce reflection inside the device. Comes with a manual adjustment wheel, enabling the user to see a 60 meter field of vision clearly at a range of 100 meters, or less clearly at larger distances. Comes with a shoulder strap and case for carrying, and caps for the exterior lenses when not in use. |
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| Field Binoculars | Metal Age | 1.33 | 8 | 256 | Two | A dual set of telescoping lenses set into a metal and hard-plastic casing, designed to allow the user to see clearly at a distance. Lenses in the device are coated with special chemicals to prevent fogging and dust contamination, while roof mirrors are used to reduce reflection inside the device. A rubber armor exterior protects the device from damage if accidentally dropped. Comes with a manual adjustment wheel, enabling the user to see an 85 meter field of vision clearly at a range of one kilometers, or less clearly at larger distances. Comes with a shoulder strap and case for carrying, and caps for the exterior lenses when not in use. |
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| Field Multi-Spectral Goggles | Starfaring Age | 3.00 | 5 | 32 | None† | Requires Sensory Organ Mount. A set of goggles which include optical instruments that allows images to be produced in levels of light approaching total darkness. Image intensifiers in the device change the range of images received from ambient EM into a range detectable by the user. A sensor in the device shuts off the intensifier if the ambient EM becomes high enough to overload the device. Allows the wearer full vision in conditions in which they would not ordinarily be able to see, and includes the ability to manually see a hundred meter field of vision clearly at a range of one kilometer (and less clearly at ranges beyond that). |
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| Toiletry Kit | Industrial Age | 0.17 | 6 | 64 | One | A medium-sized cloth bag designed to carry toiletry items for travel. A typical kit for a human being may include such items as a comb, small hairbrush, astringent, cotton balls, wipes, collapsible toothbrush, toothpaste, razors, shaving cream, deodorant, 2-in-1 shampoo, and soap or body wash. Generally holds enough of these items for up to five days of use. Effects of toiletry kits may vary at the GM's discretion; any penalties from their lack of use might be limited to Charm penalties. |
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| Mess Kit | Metal Age | 0.20 | 7 | 128 | One | A set of aluminum cookware designed to nest together for easy storage and transportation. A typical mess kit includes a twelve-inch skillet (whose handled can be adjusted to lock the assembly for storage), a slightly smaller lid/bowl, a pot with lid, utensils and a small cup. Can be used to cook food in wilderness settings. |
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| Bedroll | Metal Age | 0.25 | 7 | 128 | Two† | Cloth pads designed to serve as emergency bedding in wilderness areas. At least one pad is thicker than the rest and is meant to be placed directly on the ground, with the others serving as blankets. Later era rolls come in a single "sleeping bag" unit, and are usually thicker and thus able to keep the user warmer at night. Usually comes with a bag that, if filled with materials such as laundry, can be used as a makeshift pillow. |
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| Rope | Stone Age | 0.02 | 5 | 32 | One† | A length of fibers, twisted or braided together to improve strength for pulling and connecting. It has tensile strength but is too flexible to provide compressive strength (i.e., it can be used for pulling, not pushing). Materials for rope vary from natural sources (such as vines) to advanced polymers (designed to prevent rot and mildew damage), depending on the age of manufacture. Rope can be used for multiple purposes (including tying off shelter-halves, climbing, or animal wrangling), at the GM's discretion. |
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| Mountaineering Kit | Industrial Age | 6.00 | 8 | 256 | Two | A hard metallic case containing several tools designed to be used for ascent and decent in areas of extreme terrain (such as sheer cliffs, mountains, or any other terrain with a grade higher than 45 degrees). A typical mountaineering kit may contain items such as multiple ropes, pulleys, carabiners, a helmet (Class One equivalent), pads, gloves, spikes, chocks, ascenders, cams, a hand-axe (Class One equivalent) and harnesses. The kit provides a +10 bonus to any Three-Dimensional Maneuvers Check made for the purposes of climbing. |
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| Carabiner | Industrial Age | 0.02 | 0 | 1 | One | A metallic loop with a sprung or screwed gate. Can be used as a secure fastening point for a rope-and-pulley system. Carabiners can also be used to fasten objects to the exterior of a utility belt, allowing the belt to carry objects up to two Size Classes larger than any pocket on the belt, at the cost of a -1 Finesse modifer to the wearer for every object carried in this manner. |
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| Portable Generator | Industrial Age | 7.25 | 9 | 512 | One | Requires Flammable Gas Cannister; uses one charge every three minutes, or one charge every period required by any device hooked to the generator. A large internal combustion reactor designed to provide power to electronic devices. Comes with a set of wheels and a carrying bar for transportation. Can be used to power any electronic device with an external port (any device that requires batteries, if the device is at least 8 slot-sized or larger; weapons and shields are included in this definition). Later age models are a fusion reactor design that use Endurium or Shyneum crystals for a power source (adds 2.75 to the cost; EC 6, 64 slots; requires .01 m3 fuel, provides 30,000 charges). |
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| Matches | Metal Age | 0.01 | 2 | 4 | One | A stick approximately 4 centimeters in length with an enlarged tip that contains a solution including red phosphorus. When struck on a surface, some of the phosphorus transforms into white phosphorus, which ignites from the heat of friction. The stick is coated with wax, enabling it to light even when wet. Can be used to start fires. The price listed is for four 1 slot, EC0 boxes containing 50 matches a piece. |
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| Fire Jelly Can | Starfaring Age | 0.03 | 4 | 16 | One | Metal can filled with a gelatinous flammable material. 8" tall, burns at 550 degrees for a maximum of 16 hours. Putting the lid back on snuffs out the flame; can be re-lit as long as there is still fuel in the can. Useful as a portable light and heat source, but must be ignited using another source. |
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| Hotplate | Industrial Age | 0.25 | 4 | 16 | One | Requires Flammable Gas Cannister; uses one charge every minute. A small metal plate hooked up to a gas-powered heater with adjustable settings. When activated, the metallic plate is heated, enabling the heating of any object placed on top of the plate. The plate may hold a pot or skillet with a diameter of up to 30 centimeters. The device can also be used in a pinch as a ready heat source. |
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| Flashlight (Domestic) | Industrial Age | 0.02 | 3 | 8 | One | Requires Small Battery; uses one charge every two minutes while activated. A hard plastic cylinder with a small, moderate wattage incandescent bulb on the short end to provide directional illumination. Provides light up to ten meters, or dim light up to sixty meters from the emitting end of the device. |
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| Flashlight (Terrain-Proof) | Industrial Age | 0.85 | 4 | 16 | One | Requires Medium Battery; uses one charge every three minutes while activated. A metallic cylinder with a several small light-emitting diodes on the short end to provide directional illumination. Requires twice as much damage to sunder as a normal object. Provides light up to twenty meters, or dim light up to 120 meters from the emitting end of the device. |
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| Flashlight (Emergency) | Industrial Age | 0.10 | 3 | 8 | One | A metal rounded trapezoidal prism with three light-emitting diodes on the short end to provide directional illumination. Comes with a hard plastic hand crank; turning the crank for one minute produces enough power to operate the device for one hour. Provides light up to ten meters, or dim light up to sixty meters from the emitting end of the device. |
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| Compass | Metal Age | 0.10 | 2 | 4 | One | A magnetized needle designed to float freely either inside or on top of a liquid medium. If the planet on which the device is utilized has a magnetic field, the needle will be able to serve as a constant pointer towards the planet's magnetic poles. The planet must have a magnetic field for the device to function. Later age compasses may come with sights, magnified readouts, inclinometers and the ability to adjust for declination (adds 0.45 to the cost). Provides a +25 bonus to any Navigation Check made while planetside. |
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| Canteen | Metal Age | 0.06 | 5 | 32 | One | A one-liter metal bottle with a cloth cover. The bottle has a twist on/off lid to keep its contents from spilling. The bottle has no insulation, so over time its contents will heat or cool to the ambient temperature. Comes with a belt; the bottle hooks to the belt for storage. |
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| Hip Flask | Metal Age | 0.20 | 1 | 2 | One | A 6oz engraved metallic bottle designed to contain a small amount of liquid. The bottle has a twist on/off lid to keep its contents from spilling. The bottle has no insulation, so over time its contents will heat or cool to the ambient temperature. The bottle is curved to match the contours of a hip, allowing it to be concealed and carried discreetly. |
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| Survival Kit | Industrial Age | 15.00† | 9 | 512 | One† | A 22-liter hard plastic containing supplies and equipment designed to be used in the event of an emergency. Typical contents include ten P-rations, five fire jelly cans, a box of purification tablets, an emergency flashlight, matches, a roll of duct tape, a tarp, plastic sacks, pencils, paper, a rope, a compass, a multi-tool, and a first aid kit. The price listed is for a kit designed to support up to ten people for a period up to one week under emergency conditions. Larger kits may include a distress beacon and extra batteries. |
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| Backpack Tent | Metal Age | 0.75 | 9 | 512 | Four† | A kit containing materials designed to provide a temporary A-frame shelter for up to two persons in field conditions. A typical tent usually consists of two poles, a large cloth cover or tarp, ropes and ground stakes. Later era tents will come with two more tarps, one to function as a ground cloth and one to function as a rain fly, and are usually made of more durable materials. Usually comes with a large bag with a shoulder strap for storage and transport. Usually requires two people ten minutes to set up the tent. |
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| Crew Tent | Metal Age | 1.65 | 10 | 1024 | Six† | A kit containing materials designed to provide a large, multiple-room temporary shelter in field conditions. This kind of tent typically consists of multiple poles, a very large cloth cover or tarp, ropes and ground stakes. Assemblies inside the tent allow portions of the tent to be cordoned off with additional tarps, creating "rooms". Later era tents will come with a ground cloth and rain fly, and are usually made of more durable materials. Usually comes with a large bag with a wheeled frame assembly for storage and transport, and requires three people up to thirty minutes to set up the tent. Provides shelter for up to twelve people. |
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| Tarp | Metal Age | 0.10 | 5 | 32† | Two | A large sheet of reinforced soft plastic designed to fold up to a relatively small size for transport. The edges include several metal grommets, allowing ropes or poles to be attached at various points along the perimeter. Can be used to cover objects that need protection from the elements. In a pinch, a tarp can be used along with rope and poles as a shelter-half, providing limited shelter. |
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| Hoverpack | Starfaring Age | 1000.00 | 6 | 64 | Two | Requires Back Mount. Requires Large Battery; uses one charge every minute. A pack equipped with a miniaturized repulsor sled unit. When activated, it allows its user to hover in the air at altitudes up to 5000 meters and travel at a rate of up to 900 kph. Control is handled by two joysticks attached to the device. The device comes with a modified environmental field generator to maintain oxygen and prevent ill effects from traveling at high speed, though for safety a pressure suit is recommended when the device is used. An emergency parachute is included with the unit in the event of sudden power loss. |
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| Personal Teleporter | Starfaring Age | 10,000.00 | 3 | 8 | One† | Requires Large Battery; uses 150 charges per use. A metallic ovoid prism with a rope lanyard, looking all the world like a transverse ocarina. The device contains some very fine machinery designed to enable a single person to teleport when the device is activated, enabling the user to instantly go to any point on a planet's surface. Due to the power requirements of the device, only a single teleportation is possible before the device's batteries need replacing. Unlike most electrical devices, the teleporter cannot be hooked up to a portable generator for more power. |
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| Environmental Field | Starfaring Age | 60.00 | 10 | 1024 | One | Requires Large Battery; uses one charge per minute. A large projector apparatus designed to produce a unified field barrier, designed to cordon off a given area of a planet's surface. This area can then be modified to suit atmospheric and gravitational requirements of anyone located inside the field, making the device useful for setting up campsites in worlds with otherwise inhospitable environments. Can cover an area up to 50m in radius, with the projector in the exact center of the field. Is as effective as a Class One shield (auto-recharges when damaged). Has a dual battery bus; the unit can run on one battery while the other is being replaced. |
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| Wallet | Metal Age | 0.15 | 1 | 2 | One | Container; 10x1. A tough cloth pouch designed to hold very small objects, particularly coins. Later age models are designed to hold paper money and debit chits, or just chits in societies that have done away with paper money. Also useful for holding paper notes and receipts. Can hook onto or fit inside any normal pocket. |
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| Debit Chit | Industrial Age | 0.00 MU† | 0 | 1 | One | A small, thin piece of plastic encoded with a magnetic stripe, designed to be quickly scanned by a reader. The reader will read off the information encoded on the stripe and use it to access a remote bank account, allowing the card's carrier to pay for transactions without having any actual cash on their person. For it to work, the user must be within transmission range of their bank. Some models also require a thumbprint, retinal scan, or blood sample in order to activate the card (for added security). Usually issued through the user's bank. |
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| Chronometer | Industrial Age | 0.03 | 0 | 1 | None† | Requires Small Battery; uses one charge every five days. A small, hard plastic casing containing a microprocessor, a small quartz crystal, a lithium-ion battery and liquid crystal display, designed to keep track of the passage of time and constantly display that information to its user. In addition to showing the time, small push buttons allow the user to set alarms for particular times, as well as allow the device to act as a stopwatch. Straps to a wrist (motor appendage) for transport. |
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| Deluxe Chronometer | Industrial Age | 0.80 | 0 | 1 | None† | Requires Small Battery; uses one charge every four days. A small, metallic casing containing a microprocessor, a small quartz crystal, a lithium-ion battery and liquid crystal display, designed to keep track of the passage of time and constantly display that information to its user. In addition to having the features of a normal chronometer, this device can act as a calculator, radio receiver, and voice memo. Straps to a wrist (motor appendage) for transport. |
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| Multi-Tool | Industrial Age | 0.65† | 1 | 2 | One† | A generalized tool consisting of several small metallic tools designed to fold down into a metallic case covered in hard plastic, and lock down into position when in use. Tools can vary from model to model. The price listed is for a model that contains two blades (Class One), pliers, two types of screwdrivers, a file, a bottle opener, a small ruler, tweezers, wire cutters, scissors, a toothpick, and a hole punch. |
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| Textbook | M |
etal Age0.67 MU | 5 | 32 | Two | A thick stack of paper glued to a piece of cloth along one long edge, attached to two pieces of thick cardboard and glued in place with additional paper. This kind of book typically includes material on a single topic matter and is used in academic settings. The accuracy of the information contained in the book may vary, depending on the topic, the author's knowledge of the topic, and how long ago the book was published. Can be used to increase a user's Knowledge on a given subject. |
Food
Food consists of any comestible item, which ultimately provides biochemical energy when ingested. For most races, food is a single-use item (
and we really don't want to think about those races who, for whatever reason, have their food eaten more than once). Characters must eat; if they don't, it can have serious consequences (
see Chapter 12.4.2). Food often has to be carried in some kind of container until it is ready to be consumed; the "Size" stat below reflects the size of the container, not necessarily the food itself. Food generally requires only one appendage to consume, and two to get out of its container. Otherwise, food uses the basic stats. Note that several types of drinks are included in this category.
Food| Name | Availability | Cost | EC | Size | Description |
|---|
| Food (Luxury) | Metal Age | 0.33 | Varies† | Varies† | The good stuff. This can be anything from caviar to filet mignon, as long as it represents food that is very rare or very "choice" (and therefore very expensive to buy). It's unusual to find this kind of food anywhere in a starship's larders. Cost is per "unit" of food (i.e. enough for one person for one meal, or perhaps one course). |
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| Food (Fresh) | Stone Age | 1.33 | Varies† | Varies† | This refers to any food that goes in a straight line from its source to the plate, without being packaged or overly processed along the way. Usually this involves fruits and vegetables, but occasionally will include various local meats. Fresh food is a high luxury to most starship crews; it's rare to find a crew well off enough to keep a steady supply of fresh food for every meal. Cost covers enough food to feed one human-sized person for approximately one week, assuming the food stays fresh that long. |
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| Food (Canned) | Industrial Age | 0.83 | Varies† | Varies† | Canned food, as the name suggests, is any food that has been processed for prolonged storage. Storage in cans tends to deprive the food of a small amount of its flavor and nutritional value. On the other hand, cans are extremely easy to store and transport. Pull-tabs are used to open the can and access the food within; once consumed the can itself can be used for various purposes at the discretion of the players. The vast majority of starship crews carry canned food for the bulk of their meals. Cost covers enough food to feed one human-sized person for approximately one week. Cans generally keep the food fresh enough for consumption for several months, or years in certain cases. |
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| Meal, Ready to Eat (MRE) Rations | Industrial Age | 0.52 | 10 | 1024 | Three lies for the price of one - it's not a meal, it's not ready, and you can't eat it. Box of 12 standard military rations, comes with a high-energy course, high-carb course, drink mix and pouch, accessory pouch (includes utensils and necessary materials), and flameless heater. Has a shelf life of up to ten years if kept in dry storage. Heater unit can be used to jury-rig an improvised explosive device (DC 125 Resourcefulness Check, Class One Satchel Charge equivalent). |
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| P-Rations | Starfaring Age | 0.42 | 5 | 32 | P-Rations are about as basic as it gets, but in a pinch provide a reliable emergency source of food. Each ration tube is filled with a nearly tasteless paste high in protein content, providing enough energy to sustain a person until better food can be found. Dirt-poor starship crews can subsist on this stuff, though the lack of taste is liable to put a serious dent in the crew's morale. The cost is for a single tube of paste, which if doled out in proper servings, contains enough paste to feed a human-sized being for one week. Protein paste is designed as a permanent staple; it will be as nutritious a hundred years from its date of manufacture as it was when it was first packaged (and likely just as tasty). |
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| Chewing Gum | Stone Age | 0.01 | 0 | 1 | Package of 17 individually wrapped pieces of sweetened and flavored hardened tree sap. Mildly adhesive once chewed. Appeases hunger for approximately one hour. Gum may be used for a variety of other purposes at the player's discretion. |
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| Beer | Stone Age | 0.05 | 4 | 16 | Alcoholic beverage distilled from the fementation of sugars derived from starch-based material. Price is for one .59 liter (20 fluid ounce) stein of beer. Can require more than one appendage in order to consume, depending on how many the drinker has already consumed. Reduces the amount of time the drinker can go without water by one hour, and can cause intoxication (see Chapter 12.4.2). |
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| Wine | Stone Age | 1.07 | 9 | 512 | Alcoholic beverage distilled from the fermentation of fruits. Price is for a case of 12 magnums (1.5 liters each; 18 liters total) of medium quality wine. Can require more than one appendage in order to consume, depending on how many the drinker has already consumed. Reduces the amount of time the drinker can go without water by half an hour, and can cause intoxication (see Chapter 12.4.2). |
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| Whiskey | Metal Age | 0.93 | 6 | 64 | Alcoholic beverage distilled from fermented grain mash and aged in a wooden cask. Price is for three 0.75 liter decanters of high concentration drink (approximately 80 proof). Usually requires more than one appendage in order to consume, depending on how many whether or not the drinker has already consumed at least one drink. Reduces the amount of time the drinker can go without water by two hours, and can cause intoxication (see Chapter 12_4_2). If the particular brew is higher than 80 proof, there is a chance that the drink will cause blindness (DC 35 Fortitude Save, increasing by 15 for each added drink). |
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| Soda | Metal Age | 0.01 | 6 | 64 | Non-alcoholic beverage made from a combination of carbonated water and syrups. Price is for one 2 liter (67.6 fluid ounce) plastic bottle of soda. Reduces the amount of time the drinker can go without water by one hour. Drinking the entire bottle at once causes -1 to all Finesse checks for the next eight hours. |
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| Purification Tablets | I |
ndustrial Age0.07 | 2 | 4 | A box of thirty 600 mg chlorine dioxide tablets impregnated with a flocculating agent. Each tablet can purify up to 1 liter of water at 25 °C, with multiple tablets required at lower temperatures. The agent takes 30 minutes to purify the water, making it safe for consumption (removes all biological and chemical contaminants). |
Scanners and Computer Technologies¶
A
scanner is any device used to electronically gather information about a character's surroundings.
Computer technologies include any type of machine that manipulates data according to a given list of instructions (known as programs), as well as the programs themselves and their documentation. The presence of scanners and computer technologies in a society generally doesn't come about until their Industrial Age, though there are a few more primitive societies that have machines that can be considered computers. For the sake of simplicity, assume these technologies are available in Industrial Age societies (Starfaring Age tech will be so noted). Some of the items indicated are
software, while others are
computers. Software requires a computer in order to work; the type of computer needed can be determined by the GM. Scanners and computer technologies otherwise use the basic list of stats.
Scanners and Computer Technologies| Name | Cost | EC | Size | Appendages | Description |
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| Environmental Scanner | 20.00 | 4 | 16 | One | Starfaring Age, Computer. Requires Large Battery; uses one charge per minute of active scanning. A small, compact scanning device primarily designed for geophysical, biological, archaeological, anthropological and meteorological applications. Can be adapted to function as any other kind of computer or scanning device with the proper add-ons and software. The scanner grants a +25 bonus to all Biology, Geology, Archaeology, Anthropology, and Meteorology Checks while on a planetary surface. Further, the scanner grants a +10 bonus to all Science sub-discipline checks when used for any other circumstance. |
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| Science Kit | 1.50 | 8 | 256 | One† | A metallic case which containing beakers and flasks of various sizes, vials of litmus paper, vials of acid, petri dishes, forceps, and various tools designed to perform multiple scientific tasks. Adds a +10 bonus to any Science sub-discipline check when used, with the bonus decreasing by 1 per additional use unless refilled. Starfaring Age science kits will also include an environmental scanner (add 20 to cost). |
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| Gun Scanner | 18.00 | 1 | 2 | None | Starfaring Age. Requires Small Battery; uses one charge per day, and one charge to activate its alarm system. A palm-sized device designed to scan exclusively for any kind of ranged weapon within a certain radius (usually 200 meters), and to alert its user of a weapon's presence if one is detected. A display on the device indicates azimuth and range to the weapon detected, if such accuracy or notice is necessary. Can be set for audible alarm, to vibrate silently, and/or to transmit a remote alert message. A network of these scanners can be set up independently to provide zone security for a given area, though given the price of a single device it is far more common to see them used as individual units. |
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| Motion Detector | 3.50 | 1 | 2 | None† | Requires Small Battery; uses one charge every two days, and one charge to activate its alarm system. A small device that contains passive infrared sensors as well as microwave emitters, designed to alert its user if motion is detected within the sensor's field of view. A display on the device indicates azimuth and range to the motion detected, if such accuracy or notice is necessary. Can be set for audible alarm, to vibrate silently (for handheld models), and/or to transmit a remote alert message. A network of these scanners can be set up independently to provide zone security for a given area. |
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| Hand-held Global Navigation/Triangulation System | 1.30 | 2 | 4 | One | Requires Small Battery; uses one charge per minute while in use. A hand-held, battery operated device designed to assist in planetary navigation and location. The device receives a signal from orbiting geosynchronous satellites, and uses the information received from multiple satellites to triangulate its own position on a planetary surface. Starfaring Age sets may work without an orbiting satellite network, provided that a communication link with a planetary transmitter is available (a parked starship counts). Using the device provides a +25 bonus to any Orientation Check made by its operator, provided the device is in good working order. |
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| PDA | 2.00 | 2 | 4 | One | Computer. Requires Medium Battery; uses one charge per minute while in use. A small, limited utility handheld computer. Comes with day-planner, personal directory, scientific calculator, and memo-taking software. Usually comes with a few games as well. Can carry up to two pieces of installed software. |
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| Laptop Computer | 13.50 | 6 | 64 | Two | Computer. Requires Large Battery; uses one charge per minute while in use. A portable computer, designed with many of the same features as a desktop or integrated terminal, with the hardware miniaturized and optimized for mobile use and efficient power consumption. Usually comes with at least one port for portable memory sticks or data crystals. May have several programs installed as part of the onboard operating system. Can carry up to 25 pieces of installed software. |
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| Memory Stick | 0.50† | 0 | 1 | One | A thin device roughly the size of a human forefinger, with a port for interfacing with a computer's input port. Can be used to store computer files and small pieces of software independently of a computer. The memory capacity for the price listed is approximately four gigabytes. Higher capacity sticks typically cost more, and vice versa. |
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| Data Crystal | 0.05† | 1 | 2 | One | Starfaring Age. A carborundum crystal employed as a form of optical, non-volatile data storage. The structure of the crystal makes it particularly difficult to leave surface scratches, leading to a minimal amount of data corruption over an extended period of time even under conditions of extreme mechanical and thermal stress. Overall storage capacity is dependent upon the physical size of the crystal itself. Can be used to store computer files and small pieces of software independently of a computer. The memory capacity for the price listed is approximately four gigabytes, typically the lowest capacity available. Higher capacity crystals typically cost substantially more. |
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| Software Development Suite | 9.00 | 0† | 0† | None† | Software. A set of inter-related programs and libraries designed so that a user can develop their own computer programs. This kind of development suite has been thoroughly assembled, tested and debugged by a dedicated software development company, and is typically released to the consumer at great expense. Can come in various programming languages, at the choice of the user. Typically includes an IDE interface as well as a compiler or interpreter (depending on the needs of the language), and a debugger. Writing software is a complicated process that takes a lot of time and effort to accomplish. It takes at least one full day of concentrated effort to write and begin debugging a program, which requires a Resourecefulness Check (the DC of the Check is dependent upon the amount of time the developer wants to spend on the program and the program's complexity; a DC of 150 is a good starting point). |
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| Freeware Development Suite | 0.00 | 0† | 0† | None† | Software. A set of inter-related programs and libraries designed so that a user can develop their own computer programs. This kind of development suite has been put together by a single programmer or independent programming group, and is typically released to the consumer at no expense. Can come in various programming languages, at the choice of the user. May include an IDE interface and/or a debugger, but always comes with a compiler or interpreter (depending on the needs of the language). Writing software is a complicated process that takes a lot of time and effort to accomplish. It takes at least one full day of concentrated effort to write and begin debugging a program, which requires a Resourecefulness Check (the DC of the Check is dependent upon the amount of time the developer wants to spend on the program and the program's complexity; a DC of 200 is a good starting point). |
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| Anti-Virus Software | 0.80† | 0† | 0† | None† | Software. A set of inter-related programs designed to minimize a computer's susceptibility to malicious software. Typically includes a real-time malware protection system, real-time scanner, and firewall program. Can protect a computer system from any form of malicious software, provided the attacking software is included in the protection system's set of malware definitions. There's a 0.4 MU annual fee to renew the usage of the software if privately owned. Inflicts a penalty on any Check made to hack the computer upon which the software is installed, the degree of which is left to the discretion of the GM (based on the sophistication of both the malware and anti-virus software). |
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| Office Application Software | 3.00 | 0† | 0† | None† | Software. A set of inter-related programs designed to be used by typical clerical workers and knowledge workers, usually with a similar interface amongst the various programs of the software suite. Typically includes a full word processor, spreadsheet program, personal info manager, and presentation program. Can be expanded with additional programs (such as a database management or desktop publishing program). Enables a character to perform basic office tasks using a computer (the effects of this ability are left to the discretion of the GM). |
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| Library Computer Software | 1 |
2.250† | 0† | None† | Starfaring Age, Software. A set of inter-related programs and data files designed to be used by researchers and academics, usually with a similar interface amongst the various programs of the software suite. Typically includes many different types of data files (from abstracts to full electronic volumes), as well as software for reading those files and searching for particular subjects or key phrases within those volumes. Can be expanded with cataloging software to control a particular library collection. Enables a character to perform research using a computer, which gives a +20 bonus to any Knowledge Check made while using the software. Other effects are possible at the GM's discretion. |
Communication Technologies
Communication Technologies include any mechanical device designed to facilitate the transmission and/or reception of a message (usually either audio, video, or text) over a significant distance. Mechanical forms of broadcasting usually come about during a society's Industrial Age, although primitive societies that have regular contact with more advanced species will tend to employ advanced communications technologies (particularly translators). The list of communication technologies listed here, unless otherwise noted, are considered to be Industrial Age technologies. Also, it is assumed that the society is fairly well enough along in the Industrial Age such that these technologies are light and compact, and can be operated with a single appendage (unless otherwise noted). Communication technologies otherwise use the basic stats.
Communication Technologies| Name | Cost | EC | Size | Description |
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| Short Range Communicator | 0.75 | 2 | 4 | Requires Medium Battery; uses one charge per hour in standby mode, or one charge every two minutes while is use. A small, multi-channel low-powered voice transmitter and receiver assembly, usually encased in a hard plastic. When activated, it enables long-range voice communication. Because most of the device's internal power goes into encryption, the range of the device is limited, though it is substantially harder for outside parties to intercept and listen in on any transmissions to or from the device (add +25 to the DC of any such attempt). Enables any planetbound character to "hail" any ship or character on that planet's surface that is set up to receive transmission. Industrial Age sets must be no more than ten kilometers away from a suitable broadcast tower (a parked starship counts). Starfaring Age sets add +3.00 MU to the price, but can broadcast up to a range of 150 kilometers without access to broadcast towers. |
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| Long Range Communicator | 1.50 | 3 | 8 | Requires Large Battery; uses one charge per hour in standby mode, or one charge every two minutes while is use. A medium-sized, multi-channel high-powered voice transmitter and receiver assembly, usually encased in a hard plastic. When activated, it enables long-range voice communication. Because most of the device's internal power goes into transmission, the device has a longer range than encrypted transmitters (up to 500 kilometers). However, all messages sent from the device are "in the clear", meaning anyone tuned in on the same frequency will receive the transmission whether they are meant to receive it or not. Enables any planetbound character to "hail" any ship or character on that planet's surface that is set up to receive transmission. Starfaring Age sets add +3.00 MU to the price, and have the same level of encryption as a short-range set. |
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| Ship-Linked Communicator | 2.50 | 3 | 8 | Starfaring Age. Requires Large Battery; uses one charge per hour in standby mode, or one charge every two minutes while is use. A medium-sized, multi-channel high-powered voice transmitter and receiver assembly, usually encased in a hard plastic. When activated, it enables long-range voice communication. Ship-linked communicators are set to a specific frequency, and may not be retuned in the field without cracking open the device by hand (DC 125 Jury Rig Check). The selected frequency is monitored by the device's parent starship, enabling a character equipped with the device instant communication with their ship. Ship-linked communicators use heavy encryption and are guaranteed to be able to contact its parent craft regardless of its position, as long as the craft is within 500 kilometers. |
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| Translator | 1.00 | 2 | 4 | Starfaring Age. Requires Medium Battery; uses one charge per hour in standby mode, or one charge every two minutes while is use. A modified short-range communicator designed to analyze an incoming message through its receiver, wash it through a sophisticated translation matrix, and output the translated message through a auditory monitor (which takes the place of its transmitter). The device is capable of delivering a message with almost 100% accuracy, even if the source and/or target language is not within its pre-programmed database (though this will require some translation skill from the device's operator). When employed on a planet's surface, the device grants a +25 bonus to all Alpha-Sector Languages, Delta-Sector Languages and Xenolinguistics Checks made by its operator. |
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| Handsfree | 0.40 | 0 | 1 | Requires No Appendages; inserts into Auditory Organs. Requires Small Battery; uses one charge per minute while in use. A small transceiver assembly designed to be worn on the ear, containing a microphone and speaker assembly. The assembly is designed to make a wireless connection to a more dedicated communicator (either a short-range, long-range or ship-linked communicator). Enables the user to use their communicator without having to have the device in hand, though re-tuning must be done through the parent communicator. |
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| Concealed Emergency Signal Device | 15.00 | 0 | 1 | Starfaring Age. A gold-alloy ring with a carborundum or diamond stone setting. The interior of the ring incorporates a personal location beacon with a range of approximately fifty kilometers. Turning the stone to a pre-set position activates the beacon, covertly sending out a distress signal to the local authorities. The extreme miniaturization of the technology combined with the value of the materials make this device particularly expensive. Also available as a bracelet, brooch or pendant. |
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| Distress Beacon | 5.00 | 5 | 32 | Requires Large Battery; uses one charge per minute while in use. A large box containing an ultra-high power transmitter set to a specific emergency band. Upon activation, the device transmits a brief repeating emergency signal on that band. The message will repeat until deactivated or until the device runs out of power. Starfaring Age sets will allow the user to record their own custom distress message and will contain a GPS navigation system, allowing the device to transmit its own location. Maximum broadcast range is 50,000 kilometers in clear weather, with markedly worse performance in poor conditions. Enables a planetbound character to perform Distress Checks. |
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| Signal Jammer | 2.25 | 5 | 32 | Requires Two appendages. Requires Large Battery; gulps down one charge every ten seconds. A large box containing an ultra-high power transmitter. The device is designed to be tuned in on a given frequency or limited set of frequencies and send out a dead-air transmission along those frequencies. This overpowers any other transmission on those frequencies without necessarily revealing any overt jamming to the intended receiver (who receives nothing, not even static). Given the large amount of power typically required to jam a transmission, batteries tend not to last long in the device (maximum ten minutes). Typically, these devices are equipped with a dual battery "bus", so that one battery can be switched out while the device operates on the other. Range is typically 500 kilometers. Enables a planetbound character to perform Jam Checks on any desired transmission source within that range. |
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| Psionic Wave Suppressor | 1 |
0.006 | 64 | Starfaring Age. Requires Large Battery; uses a charge every twenty seconds. A large metallic toroid, designed to scan for harmful transmitted psionic brain wave patterns and transmit a countersignal if necessary. While active, the device effectively prevents all esper activity within a 100 meter radius. Can be used to neutralize psionic attacks used by certain lifeforms (such as the Psychic Blaster). Any other effects will be campaign-specific, and therefor up to the GM. |
Medicine and Medical Technologies¶
Medicine objects are items used for the diagnosis, prevention and treatment of a variety of ailments.
Medical Technologies include any kind of device or tool designed to be used for the purpose of diagnosing medical problems in a sentient being and/or treating those problem. This can include everything from an innoculation to a particular disease, all the way up to fixing weapons damage. For the sake of simplicity, all objects in this category are available in Industrial Age societies, unless otherwise noted. Medicine and Medical Technologies otherwise use the basic stats.
Medicine| Name | Cost | EC | Size | Appendages | Description |
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| Medical Kit | 40.00 | 8 | 256 | One† | Starfaring Age. A large metallic briefcase, containing various medical tools and supplies (including a bio-scanner, hypodermic autojectors containing various medicines (up to 20 individual doses), three IV sacks, a cellular regenerator, and other various pieces of medical equipment). Allows a doctor to perform any medical procedure in the field short of major surgery or putting someone in stasis. |
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| First-Aid Kit | 6.00 | 7 | 128 | One† | Basic emergency medical care kit, containing various basic supplies (including bandages of various sizes (10 normal bandages), anti-septic wipes (10 medicated bandages), an IV sack, a vial of anti-toxin and painkillers (3 autoinjectors)). Allows any person to perform basic life-saving procedures in the field. |
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| Burn Kit | 0.60 | 6 | 64 | One† | A specialized emergency care kit designed for immediate treatment of burn damage, containing a two bandages and one medicated bandage, as well as a painkiller autoinjector and one of antibiotics. Also includes a small, vacuum-sealed vial of water and another of polyethelyne glycol for the treatment of chemical burns. In a pinch, the water vial can be used to put out or flush away any burn agent still in contact with the patient. Allows a medic to treat any second wound caused via burning, or to prevent infection in the initial wound. |
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| Vita Kit | 1.00 | 5 | 32 | One | A very basic kind of first aid kit, designed for non-medical personnel to be used in the event of an emergency well away from any other source of medical care, or while travelling solo. The kit contains a painkiller autoinjector, a stimulant autoinjector, and a bandage. Some kits also come with a P-ration tube, to be used in the event that the user also needs a ready source of nutrients (adds 0.40 to the cost). While a user can't expect a lot of medical care in a real emergency from one of these, they're better than nothing. |
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| Bio-Scanner | 18.00 | 4 | 16 | One | Starfaring Age. Requires Large Battery. An environmental scanner that has been modified for dedicated biological and medical applications. Usually comes with a palm-sized probe for more detailed scans at closer range. The scanner grants a +10 bonus to all Medicine sub-discipline checks when used. |
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| Bandage | 0.10 | 4 | 16 | Two | Metal Age. A long rolled-up strip of sterile cloth or gauze, used to cover up open wounds to keep dirt and pathogens out and also to aid in clotting. Can be cut into smaller strips as needed. Industrial Age bandages also come in a box with roughly 30 pre-cut strips with adhesive ends; these are generally designed for smaller wounds. Can be applied to a wounded character to prevent additional HP loss from wounds. |
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| Medicated Bandage | 0.12 | 4 | 16 | Two | A normal bandage that has been impregnated with a form of liquid antibiotic. Usually this kind of bandage is already pre-cut into smaller strips, but larger versions do exist. Shelf-life of a medicated bandage is approximately three months, after which point the antibiotic is inert and the bandage just functions as a normal bandage. Can be applied to a wounded character to prevent additional HP loss from wounds, and keeps those wounds from becoming infected (if the wound isn't already infected). |
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| Cellular Regenerator | 15.00 | 2 | 4 | One | Starfaring Age. Requires Medium Battery; uses one charge every thirty seconds while in use. A handheld device designed to scan a lifeform for forms of physical damage and produce a field that re-bonds damaged cells and tissues, usually with minimal scarring even in the worst cases. Useful for healing anything from light cuts and scrapes all the way to deep tissue damage. The process does take some time to take hold, so it is impractical to perform major surgery (such as reattaching a severed limb) without administering other forms of medication and treatment. When used, the device adds a +25 to any Long-Term Check made to heal a Wound, and allows an extra Wound to be healed per healing attempt. |
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| Anti-Toxin | 3.50 | 1 | 2 | One | An autoinjector containing a dose of antitoxin. Industrial Age injectors will be for very specific types of points (antivenins for snakebites, etc.), whereas Starfaring Age injectors may be used to counter any type of poison. Starfaring Age injectors also incoporate a small stasis unit inside the autoinjector, which extends the medicine's shelf life (add 0.5 to the cost of Starfaring Age doses). When injected with Anti-Toxin, a patient must make a Fortitude Save with a DC of 100; if successful, the medicine does not work. When successfully used on a patient, it grants a +25 bonus to any Toxicology Check made attempt to counter any poison given to that patient. |
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| Stimulant | 0.50 | 1 | 2 | One | An autoinjector containing two doses of general stimulant (epinephrine is a good human example). Can be used to temporarily revive an unconscious character (see Chapter 9.2) or to provide a temporary boost to stave off the need for sleep (temporarily removes fatigue). Also effective against anaphylaxis (reduces the effect of allergens, if the character has a significant Allergic Complication, unless the character's allergy is to the stimulants themselves). Stimulants are mildly addictive (character must make a DC 25 Willpower save to avoid taking an additional point towards an Addicted Complication (Stimulants)). When injected with Stimulants, a patient must make a Fortitude Save with a DC of 75; if successful, the medicine does not work. |
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| Antibiotics | 0.10 | 1 | 2 | One | An autoinjector containing one dose of general broad-spectrum medicine designed to promote anti-bacterial, anti-fungal or anti-parasitic activity within the body (penicillin is a good human example). Can be used to fight existing infections within wounds (shot removes an infection on a DC 100 Long-Term Care Check), or to prevent an infection from occurring (DC 25 Long-Term Care Check). When injected with Antibiotics, a patient must make a Fortitude Save with a DC of 125; if successful, the medicine does not work. |
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| Painkillers | 0.15 | 1 | 2 | One | An autoinjector containing one dose of a general analgesic (morphine is a good human example). Can be used to temporarily cancel any penalties to a character's Checks from having Wounds. When injected with Painkillers, a patient must make a Fortitude Save with a DC of 60; if successful, the medicine does not work. Painkillers generally last for a period of eight hours per dose. Note that painkillers do not prevent HP loss from Wounds. Painkillers are highly addictive (character must make a DC 75 Willpower save to avoid taking an additional two points towards an Addicted Complication (Painkillers)). |
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| Tranquilizer | 0.25 | 1 | 2 | One | An autoinjector containing one dose of a general anesthetic/analgesic medicine (ketamine is a good human example). Can be used to render a patient unconscious, a necessary step before beginning emergency surgery or other activities wherein the patient would be exposed to excrutiating pain. When injected with Tranquilizers, a patient must make a Fortitude Save with a DC of 60; if successful, the medicine does not work. Induces stasis (character becomes Unconscious with 0 NHP) in the patient upon administration if successfully administered. Tranquilizers are moderately addictive (character must make a DC 50 Willpower save to avoid taking an additional point towards an Addicted Complication (Tranquilizers)). |
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| Intravenous Fluid (IV) Sack | 0.06 | 5 | 32 | Two* | A sterilized, sealed plastic bag containing one liter of a solution of water, 5% dextrose and 0.45% Sodium Chloride. Allows a patient that is either starving or dehydrated to begin recovering if they are Unconscious, and can be used to give injections to patients who cannot receive injections directly. Requires a successful DC 50 Long-Term Care Check to administer properly. Inflicts one point of HP damage on a successful Check, or 1d10 HP damage on a failed check. Once in place, the patient may use a portable hangar to keep the bag in position to deliver medicine, or simply hold it over their head. |
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| Portable Stasis Unit | 2 |
5.0010 | 1024 | Two | Starfaring Age. Requires Large Battery and a Cryogenic Gas Cannister; uses one charge every thirty seconds of both battery power and cryogenic gas. If required to operate on only a single battery, the rate of both power and gas consumption doubles. A metal and canvas stretcher large enough to carry a human-sized creature, incorporating a miniaturized, focused Barrier Field, as well as a miniaturized Repulsor Sled. The field has been modified in order to maintain a cryogenic environment inside the field, no matter what the conditions are outside the field. A triple battery bus allows the freezer unit to maintain operation on a two batteries while the third is being replaced. Similar fixtures are available for the cryogenic gas cannister. The Repulsor allows a single operator to move the unit around, even while the device is in operation. Allows a doctor to place a patient into stasis for a period up to three hours, or until the patient can be placed in a more dedicated stasis unit. |
Weapon Accessories, Ammunition and Batteries¶
Ammunition is any object required by a weapon in order to operate. In SFRPG, such objects include metal slugs (bullets), sabots, and arrows. Similarly, a
battery is an object required by another device in order to provide enough power for the device to operate. Devices that require batteries include weapons such as laser cannons, personal shield generators, and even some tools. Finally,
weapon accessories are objects designed to be attached to weapons in order to improve upon or maintain their performance or usability, and include such items as laser designators and sights. Unless otherwise noted, it's assumed that ammunition, batteries, and accessories are used by the weapons or devices that require them, and so do not require direct manipulation by a character's appendages. They otherwise use the basic stats.
Weapon Accessories, Ammunition and Batteries| Name | Availability | Cost | EC | Size | Description |
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| Metal Age Bullets | Metal Age | 0.01 | 1 | 2 | Leather pouch containing 20 lead balls, along with wadding and black powder. Allows any Class One Slugthrower to fire. |
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| Industrial/Starfaring Bullets | Industrial Age | 0.25† | 3 | 8 | Box containing 100 cartridges. Add .05 to the cost for each Class above Class One. If the weapon itself has a cost modifier, multiply the ammo cost by that modifier. Allows Slugthrowers to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Bullet Clip | Industrial Age | 0.25 | 2 | 4 | Device that holds and loads slugs into a slugthrower. Can hold a full magazine worth of bullets for a given firearm. Reduces recharge (reload) time to a single round, provided the clip is loaded with ammo of the same type as the Slugthrower. |
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| Bullet Belt | Industrial Age | 1.25† | 5 | 32 | Requires One Appendage. Belt with 1000 cartridge rounds designed to substantially increase the magazine of an Automatic Slugthrower (cannot be used with other slugthrower types). Add .1 to the cost for each Class above Class One. Allows an Automatic Fire Slugthrower to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Tranquilizer Dart Sabot | Industrial Age | 4.00† | 3 | 8 | Box containing 100 darts, each with an autoinjection system designed to deliver one dose of tranquilizer to the target and a sabot, enabling the dart to be fired from a normal slugthrower. If the dart hits an unarmored portion of the target's body, the target is injected with a tranquilizer (see above); otherwise the dart acts like a normal dart. Add 0.10 to the cost for each Class above Class One. If the weapon itself has a cost modifier, multiply the ammo cost by that modifier. The dart itself does 0.25* the damage of a bullet of the same Class, but the damage is never converted to Non-Lethal Damage by armor. Allows Slugthrowers to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Explosive Dart Sabot | Starfaring Age | 10.00† | 4 | 16 | Blast Weapon. Box containing 100 explosive squash-head darts each with a sabot enabling the dart to be fired from a normal slugthrower. Add 0.50 to the cost for each Class above Class One. If the weapon itself has a cost modifier, multiply the ammo cost by that modifier. Damage falls off at a rate of 20 points per range increment from the point of impact. Damage is never converted to Non-Lethal Damage by armor. Allows Slugthrowers to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Poison Dart Sabot | Industrial Age | 5.00† | 3 | 8 | Box containing 100 darts, each with an autoinjection system designed to deliver one dose of nerve agent to the target and a sabot, enabling the dart to be fired from a normal slugthrower. If the dart hits an unarmored portion of the target's body, the target is injected with nerve agent (see Chapter 12.4.2); otherwise the dart acts like a normal dart. Add 0.25 to the cost for each Class above Class One. If the weapon itself has a cost modifier, multiply the ammo cost by that modifier. The dart itself does 0.25* the damage of a bullet of the same Class, but the damage is never converted to Non-Lethal Damage by armor. Allows Slugthrowers to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Sabot Belt | Starfaring Age | 2.00† | 4 | 16 | Requires One Appendage. Belt with 1000 flechettes, each with a large expanding cup sabot to enable firing from an automatic slugthrower. Add .05 to the cost for each Class above Class One. The dart itself does 0.25* the damage of a bullet of the same Class, but the damage is never converted to Non-Lethal Damage by armor. Allows an Automatic Fire Slugthrower to fire, provided the weapon is loaded with ammo of the same type as the Slugthrower. |
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| Small Battery | Industrial Age | 0.20 | 0 | 1 | A set of small electrochemical cells connected in series and encased in a metallic wrapper. Useful for providing power to pieces of equipment via direct electrical current. This kind of battery carries 100 charges. Some sets can be recharged once discharged (add .05 to the price; recharging occurs at a rate of 5 charges per hour, and removes 5 from the total maximum charge of the battery). Can be used as an improvised explosive device if thrown into a fire (Class One Grenade equivalent). |
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| Medium Battery | Industrial Age | 0.40 | 1 | 2 | A set of medium-sized electrochemical cells connected in series and encased in a metallic wrapper. Useful for providing power to pieces of equipment via direct electrical current. This kind of battery carries 125 charges. Some sets can be recharged once discharged (add .05 to the price; recharging occurs at a rate of 5 charges per hour, and removes 5 from the total maximum charge of the battery). Can be used as an improvised explosive device if thrown into a fire (Class Two Grenade equivalent). |
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| Large Battery | Industrial Age | 0.60 | 2 | 4 | A set of large electrochemical cells connected in series and encased in a metallic wrapper. Useful for providing power to pieces of equipment via direct electrical current. This kind of battery carries 150 charges. Some sets can be recharged once discharged (add .05 to the price; recharging occurs at a rate of 5 charges per hour, and removes 5 from the total maximum charge of the battery). Can be used as an improvised explosive device if thrown into a fire (Class Three Grenade equivalent). |
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| Quiver | Stone Age | 0.05 | 3 | 8 | A wooded or leather bag designed to hold arrows. Comes with 20 arrows, which cost 0.01 to purchase seperately. Allows any Bow of any class to be used. |
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| Flammable Gas Canister | Metal Age | 0.30† | 7† | 128† | A metal canister containing a set volume of aliphatic hydrocarbons in liquid form. Some canisters come with a canister of pressurized nitrogen gas, which can be used to project the hydrocarbon mixture over a distance. Canisters come in three sizes: small (100 charges), medium (125 charges; EC8, 256 slots; add 0.10 to the cost), and large (150 charges; EC9, 512 slots; add 0.25 to the cost). Can be recharged at a dedicated station; the process takes 15 minutes. Can be used as an improvised explosive device if the interior of the canister is exposed to fire or heat (as from a laser beam penetration)(Class Five Grenade equivalent). |
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| Cryogenic Gas Canister | Industrial Age | 0.25† | 7† | 128† | A metal canister containing a set volume of liquid nitrogen. Some canisters come with a canister of pressurized helium gas, which can be used to project the liquid nitrogen over a distance. Canisters come in three sizes: small (100 charges), medium (125 charges; EC8, 256 slots; add 0.10 to the cost), and large (150 charges; EC9, 512 slots; add 0.25 to the cost). Can be recharged at a dedicated station; the process takes 30 minutes. Can be used as an improvised explosive device if the canister is punctured (Class Four Grenade equivalent). |
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| Missile | Industrial Age | Varies† | 8 | 256 | A rocket assembly designed to be loaded into a shoulder-mounted launcher. Price of the missile is 0.75* the total cost indicated for a weapon of a given Class (and option, if applicable). Allows a Missile Launcher to be re-used after its initial ordnance has been fired. |
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| Handcuffs (Zip-Tie) | Industrial Age | 0.10 | 2 | 4 | A set of six ratcheted straps made from very heavy plastic, designed to securely bind the ends of two or more of an individual's motor appendages together. Plastic handcuffs prevent a character on which they have been deployed from using any motor appendages bound by the cuffs. They can be sundered with 50 points of physical damage, whether from a weapon (such as a blade) or from a Brawling Check. |
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| Handcuffs (Metal) | Metal Age | 0.20 | 2 | 4 | A set of nickel-plated manacles, designed to securely bind the ends of two (or more, depending on the place of manufacture) of an individual's motor appendages together. Metal Handcuffs prevent a character on which they have been deployed from using any motor appendages bound by the cuffs, unless attempting to use a mechanical Lock-Picking Kit to pick the cuffs. |
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| Security Kit | Industrial Age | 6.00 | 8 | 256 | A metal case, containing various security-related tools and supplies (including a pouch with a short-range communicator, one pair of metal handcuffs, six pairs of zip-tie handcuffs, a terrain-proof flashlight, a vita kit, and other supplies). Also contains various pouches for holding weapons and tools (1x8, 2x4 and 3x2 pockets). For active police and security forces, the "kit" is more commonly a belt (similar to a utility belt; Waist Mount-point) from which the various tools and equipment either hang or fit into pockets. Allows security personnel easy access to a number of crucial tools in the field). |
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| Security Field | Starfaring Age | 75.00 | 10 | 1024 | Requires Large Battery; uses one charge per minute. A modified environmental field designed to deliver an electrical shock to anything that contacts the field (Class Five Stun Baton equivalent; automatic hit; uses 10 charges). This effect can be used to both keep things out of an area (such as dangerous wildlife or hostile sentients) and to keep things in an area (prisoners, for example). Can cover an area up to 50m in radius (projector sits outside the field); can be tightened down to a 1m radius. Is as effective as a Class One shield (auto-recharges when damaged), increasing one Class per ten meters the field is tightened. Has a dual battery bus; the unit can run on one battery while the other is being replaced. |
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| Vacuum Case | Starfaring Age | 0.4 | 4 | 16 | A special airtight casing with a compressed oxygen canister, designed to fit around the end of a slugthrower's barrel. When in a vacuum or low-atmosphere environment, the case pumps in the necessary oxygen to allow the weapon to fire normally. Allows a slugthrower to be used while EVA. Only comes with enough air for about ten shots. |
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| Suppressor | Industrial Age | 10.0 | 0 | 1 | A metallic baffle system designed to attach to the end of a beam or projectile weapon in order to reduce any muzzle flash and sound that may result from the weapon's firing, so as not to make such effects readily identifiable as a weapon report. Roll 1d% after firing a shot with the suppressor attached. On a result of 00, the suppressor is rendered useless. Must be attached to a weapon after it is drawn in order to be used. Starfaring Age suppressors completely eliminate all ambient flash and noise from the weapon's firing, cannot be rendered useless, and can be attached while the weapon is holstered. May only be used with non-repeating weapons. |
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| Weapon Cleaning/Repair Kit | Metal Age | 0.4 | 2 | 4 | A case (either wooden, plastic or metal) containing several rods, tips, patches, wipes, and cleaning solutions designed to keep the bores of ranged weapons clean and to repair those weapons should they become damaged. Can be used to repair any weapon that has been rendered inoperative for any reason. |
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| Scope | Industrial Age | 1.85 | 1† | 2† | Requires One Appendage. A plastic attachment for a ranged weapon containing a magnifying telescope assembly. Designed to fold up into a very small space when not in use. If properly focused, the scope allows the user to see much further downrange than they could see with just their naked eyes. May remain attached to a weapon while the weapon is stowed and is considered part of the weapon in that case. When used, it grants a +10 bonus to the user's Ranged Attack Bonus, or allows sniping (if attached to a weapon with the necessary range). |
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| Laser Designator | Industrial Age | 2.25 | 2† | 4† | Requires Small Battery (uses 2 charges when activated, and one every minute if left on). A metallic attachment for a ranged weapon containing a low-powered red neon laser, designed to substitute for the weapon's sight. Can be seen downrange a great distance except in bad weather; the laser can be seen and traced back to the source in fog or smoke. May remain attached to a weapon while the weapon is stowed and is considered part of the weapon in that case. When used under normal conditions, it grants a +25 bonus to the user's Ranged Attack Bonus, or allows sniping (if attached to a weapon with the necessary range). |
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| Bipod/Tripod Mount | I |
ndustrial Age1.00 | 3 | 8 | A metallic stand designed to hold the far end of a ranged weapon steady while the user is prone or kneeling. Some models come with adjustable legs, allowing the user to remain standing while still being able to use the tripod. When attached to a weapon, the mount allows the weapon to be used with one fewer appendage than ordinarily indicated. A minimum of one appendage is always required in order to use a weapon. |
Services
Services aren't really equipment, per se, but as they do have a monetary cost, they will be the last thing discussed in this chapter. They are best defined as things that a character might occasionally need (particularly while travelling), and include such things as hotel rooms, charter transport, and meals. Availability refers to the
smallest size community at which the service becomes available. If a service is available only at a certain technology level, it will be so noted. Services are listed in both categories and sub-categories. The category substitutes for the name of the service, while the sub-category lists the name of the specific service. Note that the prices listed for services should be considered as averages; depending on the character's location, services might cost either substantially more or substantially less. Finally, as services are not items that can be carried by individual characters, they have do not have sizes or require appendages.
Services| Category | Sub-Category | Availability | Cost | Description |
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| Meal | High Quality | Large City | 0.20 / person | For meal prices this high, the average sentient can expect good quality service and a professional atmosphere. This food didn't hit the pan until the customer ordered it. The staff goes out of its way to see to it the customer has everything they want as soon as they want it. Sure, it may be the exact same thing a being can get for a lot cheaper somewhere else (and in some cases they might get more food at a lower-class joint), but for an important business luncheon or a potential romantic encounter, nothing beats a pricy meal. |
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| Moderate Quality | Small Town | 0.10 / person | Medium quality meals aren't the best out there, but on the other hand more probably went into the preparation of the food than just reheating it. Medium quality meals may or may not be served in nice restaurants; often if there is a wait staff they will do little more than refilling (non-intoxicating) drinks. These places are good when a being wants to go out someplace nice without spending a motor and propulsive appendage. |
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| Low Quality | All | 0.05 / person | This kind of meal barely fits the definition. It's likely not very healthy to eat. Preparation is usually done by adolescents and disgruntled lower-class workers. No wait staff is present for any other reason than to occasionally clean up after customers. There is one thing these places have over higher quality joints: they are able to mass produce the food they sell, and moreover they are able to do it quickly. A being needing to eat and dash would do well to go to this kind of restaurant. The low overall price of these places is also very attractive to a wide variety of beings. |
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| Vending | N/A | All | 0.01† | Large, upright machine good for the dispensing of singular goods. Machine typically vends one type of item (GM should specify before use). Can be used to provide one low-quality food item or drink, or one mundane item. The price is solely dependent upon what good is being vended, but is usually higher than buying the item from a more traditional source. |
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| Transportation | Interlunar (High Quality) | Metropolis | 2.00 / hour | This price range will get a being either a very long way, or a very short way extravagantly. If a being wants to schedule an interlunar flight, this is the only way to go. Some carriers will offer interplanetary or even intersolar charters, though the price listed should be considered as an absolute minimum. If a being is remaining planetbound, this might be the price for a stretch limosine between cities, a trip in a private luxury aerocraft, or a luxury cruise. |
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Intercontinental (Avg. Quality) | Large City | 0.85 / hour | This range is good for those seeking intercontinental travel, or a more opulent way of getting around on their own. Low-quality passenger ships, aircraft, and subsurface maglevs often fall in this category. For those staying local, this would cover the cost of a stretch limosine or maybe a private subway car, or perhaps a taxicab for an entire evening. |
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Intercity (Low Quality) | Small City | 0.30 / hour | This level is just slightly better than regular public transportation, covering such things as intercity trains and buses. "Puddle jumpers" can also be found in this category, though they are rarer. For those seeking more private intracity travel, this might cover the cost of a regular taxicab, or perhaps a low-quality island ferry. |
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Intracity (Public) | Large Town | 0.01 | Public mass transportation can be a good way to get around in an urban area if a being is on a tight budget. This kind of transportation includes such things as buses, subways, trams, and ferries. Express aircraft can sometimes be found in an urban area that goes from one local airport to another, though this is rare (and more expensive). All of these forms of transportation go only to specific points within a city, so if a being's destination is off the transit route, they can still have a substantial walk ahead of them. Nevertheless, it's usually the fastest way to go for those without their own transportation. |
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| Freight | Small Town | 25.00 / day | Cargo hauling can be a pricy and potentially risky proposition. The price listed is a median price for intercity or intercontinental transportation of standard bulk freight. The price can be higher depending upon the amount of freight that needs to be hauled, how much security or safety precautions are needed to the given cargo, whether or not the customer wants a rush delivery, and whether or not the cargo is legal or not. Interlunar or interplanetary freight hauling usually costs substantially more, at the GM's discretion. |
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| Teleportation | Passengers | Large City | 6.00 | Starfaring Age. For the being really on the go, nothing is faster or as convenient as a teleportation chamber for getting to their final destination (whether or not it's safer is always a matter of conjecture). Teleportation booths are owned and operated by large corporations on most worlds wherein service is available. Users can select any destination in the corporation's network, after which they merely step into the booth, await a millisecond flash, and step out somewhere else entirely. Booths are usually limited to intercontinental or orbital distances; a rare few have interlunar destinations, while none are capable of interplanetary transport. Yet. |
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| Cargo | Small City | 10.00 | Starfaring Age. Teleportation of cargo is by far the fastest, easiest way to move many bulk goods from one place to another. Cargo teleportation networks are also handled by corporations, though they are seldom the same corporations as passenger carriers. The customer must still be able to transport. Because bulk cargo is usually a lot heavier than the average sentient being, the rates are generally a lot higher. Cargo booths have the same range limits as passenger booths. |
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| Lodging | 5-Star | Metropolis | 3.35 / person per night | Comparable to a Suite. Top rate rooms are basically small apartments, with distinct rooms for sleeping, eating, bathing and entertaining. Standard amenities with this kind of room include a double bed, full walk-in shower, large jazucci tub, walk-in closets, work desk, several couches, a full kitchen, a mini bar, and a seperate dining area. The best suites may even have their own private laundry room. These facilities come with full concierge service and 24-hour room service. These rooms are as extravagant as they come, with a price tag to match. |
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| 4-Star | Large City | 2.00 / person per night | Comparable to a Luxury Stateroom. These rooms are very nice without being overly extravagant. Usually the room is cordoned off into seperate areas for entertaining and sleeping. The bedroom has a full bed, the bathroom has a large jacuzzi tub with seperate double shower, and the entertainment area has several couches a large kitchenette, and a mini-bar. These facilities often offer concierge service and many offer room service. These rooms are a good medium range choice when a traveller wants a little bit of luxury. |
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| 3-Star | Small City | 1.00 / person per night | Comparable to a Stateroom. Usually the room comes with a double bed, a seperate bathroom area with a double shower and a seperate jazucci tub, a couch and coffee table for lounging, and its own kitchenette area. Many of these facilities have their own kitchens and offer room service. Three-star facilities are about the lowest a weary traveller can get and still expect a modicum of opulence. |
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| 2-Star | Large Town | 0.65 / person per night | Comparable to a Double Cabin. This kind of room may have a double bed, a seperate bathroom area which has a small tub, and either a couch with a coffee table or a table with chairs. The facility usually has a communal dining area (which may serve things such as fresh fruits and other moderate quality foods), or even a small restaurant or diner. The vast majority of travellers stay at these places whenever possible, as they provide comfortable amenities for a fairly reasonable price. |
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| 1-Star | Small Town | 0.25 / person per night | Comparable to a Single Cabin. This kind of room usually has a single bed, maybe a table with a chair, and a small bathroom area. Meals could be things a being might be able to buy at a convenience store. This is a good place to crash for someone who doesn't bother making reservations ahead of time. |
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| 0-Star | All | 0.15 / person per night | Comparable to a Medium Berth. Four walls, a single bed, and not much else. Generally has a communal restroom. If a being is lucky, the door might have a working lock. Still, for a traveller operating on a tight budget, it beats a tent in the woods. |
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| Postage | Heavy | All | 0.80 / 10kg (200kg max) | This is more common for planetbound folk, though on occasion someone might need or want to send a physical message to someone either on a ship or on different planet. In any case, post and parcel services often exist to handle these particular needs, though what services are available will vary from place to place. The price to send a message depends on how far the package has to travel, how fast it needs to get to its destination, and how much the package weighs. The prices given are for standard intercontinental 3-5 day delivery. Inter-sector overnight is liable to involve the use of at least one jump pod; its cost is going to be exorbitant, to say the least. |
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| Medium | All | .20 / .5kg (4.5kg max) |
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| Light | All | .01 / .05kg (0.5kg max) |
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| Medical Care | Major Surgery | Small City | 100.00 | Major surgery usually requires an extended hospital stay with a potential long recovery period, and the use of some of the most advanced medical equipment available (it's not at all unusual for a patient in a Starfaring Age hospital to be placed in stasis before a major procedure, for example). Surgeries ending in -ectomy, -ostomy and -otomy usually fit in this category. Facilities where major surgical procedures can take place are often found only in major urban areas. The price listed above should be considered as a median value. |
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| Minor Surgery | Small Town | 25.00 | Minor surgery generally involves any procedure ending in -oscopy, -oplasty, and a few with -ectomy. They are procedures that are potentially serious but don't necessarily require an extended hospital stay or the most advanced forms of medical care. As such, minor surgical procedures tend to be available even in smaller communities, and often don't cost nearly as much as major procedures. The cost listed should be considered an average value for this level of medical care. |
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| Antibiotic Treatment | All | 1.75 | A prescription of a series of antibiotic treatments given by a qualified physician. Obviously, the antibiotics must be available on the world in question in order for the doc to prescribe them. Can be a lot more expensive than a simple autoinjector of antibiotics, but on the other hand the patient is far more likely to get a drug that targets their specific disease, and heal faster as a result. |
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| Routine Physical | All | 1.25 | A medical checkup administered by a physician, who has been qualified according to the standards of the governing body of the planet in question (someone on a Stone Age world might get an herbalist if they're lucky). Often involves minimal, minimally-invasive respiration, reflexes, and urinalysis tests (among others). Can provide a being with significant information regarding the state of their health. Whether they choose to act on that info is another matter. |
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| Repairs | V |
ehicleVillage | 10.00/hour† | Sometimes a character cannot affect vehicle repairs by themselves, either because they lack the expertise or the materials necessary to do it. At that point, they might have to let someone else repair it. Vehicle repair facilities can often be found planetside on most Industrial Age or Starfaring Age worlds. The price listed is for labor only; parts will cost up to 10% of the vehicle's chassis cost or the full retail price of the system in question, whichever is higher (use the 10% figure for sensor and communications damage). The ability to replace a destroyed system depends on availability, but will always cost the full retail price of the system in question (i.e. putting a Class One engine on a vehicle as a replacement is always going to cost 1 MU). The time it takes to repair a vehicle equals the highest Class of equipment being repaired in days, with a minimum repair time of one day for any system. Starfaring Age repair shops will perform the work in an equal number of hours instead of days. | | Starship | Large City | 100.00/hour† | Starfaring Age. Sometimes a crew cannot affect repairs by themselves, either because they lack the expertise or the materials necessary to do it. At that point, they might have to let someone else repair the ship. Starship repair facilities can often be found planetside on most Starfaring Age worlds and at orbiting starports. The price listed is for labor only; parts will cost up to 10% of the ship's chassis cost or the full retail price of the system in question, whichever is higher (use the 10% figure for sensor and communications damage). The ability to replace a destroyed system depends on availability, but will always cost the full retail price of the system in question (i.e. putting a Class One engine on a ship as a replacement is always going to cost 1000 MU). Crews at repair stations will not stop with their repairs until the customer's ship is at 100% across the board, or until they run out of money. The time it takes to repair a ship equals the highest Class of equipment being repaired in hours, with a minimum repair time of one hour for any system. These kinds of repairs are always a very expensive proposition, so much so that most crews will seek this level of help only as a last resort. |
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