All Equipment

## Gear Augmenters

### Equipment Augmenters

The following gadgets can apply to equipment, provided all gadget-specific restrictions are observed. Augmentations can only be added once, unless otherwise noted. Cost increases sometimes have two options. Use the static price if it is greater than the percentile price given.

# Universal Equipment Augments

## Beneficial Augmentations

### Automated

Any mounted gear on a tri-pod or similar hard point can be automated. Automated gear activates as specified by the owner. In the case that the gear can target (such as sensors), then targets hiding (using the Hide skill) assume the gear has a Spot [Perception] modifier of +0. This gadget can be selected multiple times for crew-served gear, each time replacing one crewmember.
Restrictions: Mounted ranged weapons only.
Purchase DC Modifier: +3.
Cost Increase: 20% or $100

### Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase: 10%

### Electrified

The gear is attached to a power source. If the gear is used as an improvised weapon, then on a successful hit, the target takes 4d6 points of electricity damage as well as the damage dealt by the weapon.
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Graphic Weave

Graphic weave changes the color of the wearer's clothing and can be programmed to mimic the appearance of a different cut of clothing, though the actual cut doesn't change. (For example, a jumpsuit with graphic weave could be made to resemble a tuxedo, but it would still be a one-piece article of clothing.) Activating a change in the graphic weave is a move action. Changing the apparent cut of the clothing grants the wearer a +1 circumstance bonus on Disguise checks. At the GM's discretion, changing the clothing's color might grant the wearer a +2 circumstance bonus on Hide checks. Programming unusual patterns into the clothing (such as matching the wallpaper of a specific room, so as to appear to blend in) requires a DC15 Computer Use check. The graphic weave's computer memory can store up to six different variations.
Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase:

### Grappling Sheath

Almost any gear can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. This gadget ensures that thrown gear deviate much smaller distances, and emplaced equipment cannot be easily removed. When throwing gear equipped with a grappling sheath no farther than one range increment, the attacker chooses the corner of the target square in which the gear lands. For two to three range increments, use the deviation diagram for explosives thrown from 1 foot to 5 feet. For four to five range increments, use the deviation diagram for explosives thrown from 6 feet to 10 feet. (The deviation diagrams are on page 149 of the d20 MODERN Roleplaying Game.)

Once placed, gear equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so requires a DC 20 Strength check.
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Miniaturized

By eliminating wasted space and using microscopic components, some engineers are capable of producing equipment vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Purchase DC Modifier: +3.
Cost Increase:

### Multiple Use Item

Similar in function to the alternate weapon gadget, the multiple use item gadget allows the character to integrate the function of two separate items into a single device.

When selecting the multiple use item gadget, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base item or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base object.

Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase:

### Motion-Sensitive

Motion-sensitive gear activates upon any movement faster than 5 feet per round. The gear’s user chooses a lO-foot-by-lO-foot Area for the gear to cover; any eligible target in the area causes the gear to activate.

Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Paint-On LCD

One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD gadget. This allows almost any surface to be used as a computer display, as it grafts the color-changing pixels common to all display devices onto another surface.

Any piece of equipment with the paint-on LCD gadget can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armor may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data.

Restrictions: None.
Purchase DC Modifier: +4.
Cost increase: $1,000

### Satellite Datalink

At the dawn of the Information Age, the value of knowledge and accurate intelligence became a crucial aspect of warfare. The ability to connect to a global communications network was critical to the success of any army, as intelligence traveled at the speed of light across the globe to command centers safe behind defended battle lines. The satellite datalink gadget enables any piece of equipment, from computer to communication device to heads-up display, to connect to a global (or, if in place, galactic) satellite network and communicate with computer systems in far remote areas.

Restrictions: This gadget may only be used with gear containing computerized communications equipment.
Purchase DC Modifier: +1.

### Storage Compartment

Like the gadget used for armor, the ability to store and carry small items in a safe place can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase:

### Concealable

Some items can be installed (and operated from) inside other items, for example, communicators that fit into hollowed-out false teeth, a flash-seal that looks like a personal music storage device, and so forth. The item cannot be properly identified except through close examination, or when it is in use. The item cannot be larger than the item in which it is to be concealed.

Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Durable

The hit point total of the equipment is increased by 50% of the original total. This gadget can be selected multiple times, each time increasing the hit point total of the equipment by 50% of the original total.

Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Reduced Size

The size of the equipment is reduced by one category (from Large to Medium, for example).

Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Reduced Weight

The weight of the equipment is reduced by 25%.
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Superior Materials

A piece of gear with this gadget is constructed of the finest materials and is put together in such a way that it becomes more structurally sound than others of its type. This often means that special materials and alloys were used in its construction, or that the gear was constructed with superior craftsmanship. This item’s hardness is doubled, increasing the amount of damage the item can take before suffering hit point damage.
Restrictions: None.
Wealth DC Modification: +1
Cost Increase:

### Tough

The hardness of the equipment is increased by +2. This gadget can be selected multiple times.
Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase:

## Augmentation Flaws

### Ancient

A piece of gear with this gadget comes from an ancient civilization. Often, items with the ancient gadget will be found in archaeological expeditions or upon first exploring planets that were once home to long-dead alien civilizations. Ancient items need not be alien in origin; they might come from a lost and forgotten race of advanced humans that once lived on Earth. Ancient items are more difficult to use due to the fact that they were created by civilizations with different cultural trappings and modes of thought, and collectors often prize these artifacts to the point of offering huge sums of money for items that may not even function. An item with this gadget requires a Knowledge (history) check (DC equal to the purchase DC of the item) to operate the item; failure results in a –2 penalty to attack rolls or skill checks using the item (for weapons and equipment), or a –2 penalty to a suit of armor’s bonus to Defense.
Restrictions: None
Wealth DC Modification: +8
Cost Increase:

### Fragile

This piece of gear is made from substandard or experimental materials that cause the item to be easily breakable. Fragile objects can be sundered more easily, or are prone to malfunction when dropped or handled carelessly. The item’s hardness is halved (rounded down), reducing the amount of damage the item can take before suffering hit point damage.
Restrictions: None.
Purchase DC Modifier: –1
Cost Increase:

### Hazardous Materials

A piece of gear with this gadget has been constructed out of hazardous materials, making it dangerous to operate—or perhaps even possess. Experimental technologies often use hazardous materials in their construction, and early examples of many energy weapons boast dangerous chemicals and compounds that were as much a threat to the wielder as the target. Hazardous materials often include some type of radioactive matter; a character carrying this object, if unshielded, suffers the effects of radiation exposure once every hour. The intensity of this radiation exposure depends on the type of hazardous materials used, and the wielder of the object must deal with all normal effects of radiation exposure.

Restrictions: None.
Purchase DC Modifier: –1 (Mild exposure); –2 (Low exposure); –3 (Moderate exposure); –4 (High exposure); –5 (Severe exposure).
Cost Increase:

### Prototype

This gadget indicates that the piece of gear is a prototype, not a finished model, and is prone to accidents and mishaps. Prototype weapons are often used in the testing phase of technological development, built to help scientists and engineers work out design flaws and produce solutions. The prototype gadget can be added to weapons, armor, and equipment of a higher progress level than the current campaign, introducing advanced technology earlier than it develops into common use. Unfortunately, prototype equipment is also unreliable, making it difficult to judge whether or not the item will function at any given instance. For weapons and equipment, whenever this item is used, the wielder must make a DC 25 Intelligence check. If the check fails, the item malfunctions and stops working (before resolving the effects of its usage, such as an attack roll or skill check). For armor, whenever a character scores a critical hit on a character wearing prototype armor, that armor’s bonus to Defense is not applied when confirming the critical. Furthermore, if the prototype gear fails in such a way, there is also a cumulative 10% chance that the item breaks and must be repaired before it may be used again.

Restrictions: None.
Purchase DC Modifier: –2
Cost Increase:

### Unknown Alien Origin

An item with this gadget comes from an alien world unknown to current scientific knowledge, and is utterly unfamiliar to all who see or use it. Typically this kind of item can be found on alien worlds or aboard derelict alien craft, but regardless the item comes from a place and society utterly different from what the wielder would understand. Items of unknown alien origin are valuable to scientists and typically are confiscated by governments, though collectors, raiders, and entrepreneurial adventurers often come to possess such items through guile, wealth, or unscrupulous tactics. Items of unknown alien origin add +5 to any Craft check DCs made to modify or repair the item, and +10 to any Craft checks made to replicate the item using known technologies. Additionally, any weapons with this gadget require the Alien Weapons Proficiency feat to use without penalty.
Restrictions: None.
Purchase DC Modifier: +6
Cost Increase:

### Flimsy

The hardness of the equipment is decreased by -2, to a minimum of O. This flaw can be selected multiple times.
Restrictions: None.
Purchase DC Modifier: -1.
Cost Increase:

### Fragile

The hit point total of the equipment is decreased by 25% of the original total. This flaw can be selected up to four times, each time decreasing the hit point total of the equipment by 25% of the original total.
Restrictions: None.
Purchase DC Modifier: -2
Cost Increase:

### Increased Size

The size of the equipment is increased by one category (from Small to Medium, for example).
Restrictions: None.
Purchase DC Modifier: -2
Cost Increase:

### Increased Weight

The weight of the equipment is increased by 50%.
Restrictions: None.
Purchase DC Modifier: -2
Cost Increase:

### Computer Augmentations

The following gadgets are universal and can apply to computers found in any era, provided all gear-specific restrictions are observed.

## Augmentation Benefits

### Hardware Upgrade

An upgrade improves the response and computation time of a computer. A character can upgrade a computer’s processor to provide a +1 equipment bonus on Computer Use checks. Increase the purchase DC Accordingly.

Restrictions: None
Purchase DC Modifier:

### Crystal Structure (Quantum) Core

This augment modernizes a computer to the PL6 era. Computers with this gadget are 10 times more effective in both memory and processing than computers from PL 5. The system no longer has a huge number of parts that make up a few parts but instead has a few crystal like parts, each one designed to handle a different set of tasks, like main processing, memory, visual display processing, audio processing, communication, and a few others as they are needed. All these are then plugged into a control board. The computer is now considered to be PL6 and does not gain the -2 to the PDC if the campaign is set in PL6. If a computer with this gadget is found in a PL5 Campaign, then the PDC is increased by +5. Similar if it is in a PL7 campaign, the computer gains a -2 to the PDC for being backward technology (see the “backward technology” flaw for more details).

This Core type is not susceptible to EMP or Gravidic pulse. These systems are not prone to heating issues or shock (jostling) damage. Due to all the improvements, computers often do not change in size or weight.

Restrictions: PL6 and up.
Purchase DC Modifier: N/A
Cost Increase:

### Durable

The hit point total of the computer is increased by 50% of the original total. This gadget can be selected multiple times, each time increasing the hit point total of the computer by 50% of the original total.
Restrictions: None.
Purchase DC Modifier. +2.
Cost Increase:

### Gravidic Computing

Gravidic computers use Gravidic pulses to communicate, store, and process information. They run on Gravidic systems (ZPM). Some alien races or alternate realities may use this method of computing entirely.
Restrictions: PL7 or later
Purchase DC Modifier: +1
Cost Increase:

### Holographic Display

Three-dimensional holographic displays vastly increase a computer's graphic capability, granting a +2 equipment bonus on Computer Use checks.
Restrictions: None.
Purchase DC Modifier: +3.
Cost Increase:

### Improved Database

The computer's files contain an up-to-date, cross-referenced information database on a wide range of common and uncommon subjects, granting a +2 equipment bonus on Research checks made with a computer.
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Isolinear Chip [Core]

This augment modernizes a computer to the PL7 era. Computers with this gadget are 100 times more effective in both memory and processing than computers from PL 5. They no longer have a single main processing unit, but rather have a multitude of “chips” that have memory, communication, and computing power. This allows a computer to be quickly upgraded. The cost of the computer is now normal in PL7. The computer is now considered to be PL7 and does not gain the -4 to the PDC if the campaign is set in PL7. If a computer with this gadget is found in a PL6 Campaign, then the PDC is increased by +5. Similar if it is in a PL8 campaign, the computer gains a -2 to the PDC for being backward technology (see the “backward technology” flaw for more details). This Core type is not susceptible to EMP or Gravidic Pulse. These systems are not prone to heating issues or shock (jostling) damage. Due to all the improvements, computers often do not change in size or weight for the standard price.
Restrictions: None
Purchase DC Modifier: N/A
Cost Increase:

### Optical Computing

Computers augmented with this do not depend on electricity. Instead they have an all optical system run by a non-electronic, chemical-optical or photo emitting system. Some alien races or alternate realities may use this method of computing entirely.
Restrictions: None
Purchase DC Modifier: +1
Cost Increase:

### Reduced Size

The size of the computer is reduced by one category (from Large to Medium, for example).
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Reduced Weight

The weight of the computer is reduced by 25%.
Restrictions: None.
Purchase DC Modifier: +2.
Cost Increase:

### Satellite Imagery Receiver

A computer equipped with a satellite imagery receiver can access real-time images from surveillance satellites-providing a birds-eye view of nearly any exterior location. This device not only provides an up-to-the-minute map of an area, but it indicates which areas are lit and the location of personnel on the ground.
Obviously the satellite imagery doesn't penetrate buildings, or even heavy foliage or cloud cover, and top-secret areas are, of course, not covered by satellite surveillance. Even when conditions are ideal, the total window of surveillance is almost never longer than 20 minutes.

The user cannot adjust the satellite's trajectory, field of view, or speed, though she can zoom in or zoom out. Covert action units use the images from surveillance satellites to avoid detection, often timing their activities to coincide with a surveillance satellite passing overhead (with a clear field of vision) for maximum effectiveness.
Satellite imagery receivers are coded to access specific, public satellites. Accessing a private satellite-assuming the user doesn't have the proper access code-requires a Computer Use check (DC 15),to defeat the satellite's computer security.
Restrictions: PL6
Purchase DC Modifier: +5.
Cost Increase:

Softscreen Monitor
A softscreen monitor is a collapsible monitor made of flexible optic microfibers. It can be rolled up for easy transport.
Restrictions: Not applicable to computers with holographic displays; PL’s 6 and later.
Purchase DC Modifier: +4.
Cost Increase:

Surveillance Round Receiver
The surveillance round (see page 15) is useless without a monitor equipped to receive the round's transmission. This receiver unit attaches to any video monitor (computer or otherwise) and displays the transmission from the surveillance round.
Restrictions: PL’s 6 and later.
Purchase DC Modifier: +1.
Cost Increase:

Tough
The hardness of the computer is increased by 2. This gadget can be selected multiple times.
Restrictions: None.
Purchase DC Modifier: +1.
Cost Increase:

Trajectory Detector
Consisting of a network of sensors in a light weight vest (which can be worn over armor), the trajectory sensor extrapolates the course of a projectile backward from the point of impact-pinpointing the attacker's location. It is mainly used by the military to locate snipers-though, of course, it is useless until the attacker fires. A trajectory detector grants the user an equipment bonus on Spot checks made to locate an attacker: a +2 equipment bonus for each shot fired. It does not provide any information about the attacker other than the location from which the attack was made.
Restrictions: PL6
Purchase DC Modifier: +2.
Cost Increase:

Tight Coding
This program has been stripped of superfluous coding to the point where it takes up one slot less than it normally would. Quality work like this comes at double the normal price. A program with this augment cannot also have the Sloppy Coding augment.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:

Augmentation Flaws

The following flaws are universal and can apply to computer equipment found in any era, provided all flaw-specific restrictions are observed.

Backward Technology

This flaw means that the computer is from an earlier era than the campaign is set to. It is slower, the interface is vastly different, the old style construction makes it difficult to repair (or sabotage), and it uses archaic communication codes. Use of such a computer imposes a -4 penalty to computer use checks, repair checks, research checks, and craft: digital art per PL backward the computer comes from. This also decreases the price of a computer.
Restrictions: None
Purchase DC Modifier: -2/PL.
Cost Increase:

Decreased Efficiency
This flaw causes the computer to take twice as long to complete any process, make any research or craft: digital art check, or hack with.
Restrictions: None
Purchase DC Modifier: -4
Cost Increase:

Flimsy
The hardness of the computer is decreased by -2, to a minimum of O. This flaw can be selected multiple times.
Restrictions: None
Purchase DC Modifier: -1
Cost Increase:

Fragile
The hit point total of the computer is decreased by 25% of the original total. This flaw can be selected up to four times, each time decreasing the hit point total of the equipment by 25% of the original total (minimum 1 hp).
Restrictions: None
Purchase DC Modifier: -2

Increased Size
The size of the computer is increased by one category (from Small to Medium, for example).
Restrictions: None
Purchase DC Modifier: -2
Cost Increase:

Increased Weight
The weight of the computer is increased by 50%.
Restrictions: None
Purchase DC Modifier: -2
Cost Increase:

Prone to Crash
Any skill check made with this computer has a chance to crash the system. The GM rolls a percentile whenever a check with a DC above 10 is made on this system. If the DC is 11 to 15, there is a 20% chance of a crash. If 16 to 20, there is a 40% chance. If 21 to 30, there is a 75% chance. The computer will always crash if the DC is higher than 30.
Restrictions: None
Purchase DC Modifier: -4
Cost Increase:

Sloppy Coding
Effect: Needlessly redundant and awkward coding causes the program to take up one more program slot than it should. On the bright side, it only cost you ¾ the normal price. A program with this trait cannot also have the Tight Coding trait.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:

### HUD Augmenters

HUD augmenters change the features of the Heads Up Display commonly found in soldiers of PL6 and up.
HUD Software, Ammunition Tracker
A piece of software for the heads-up display device, the Ammunition Tracker is able to keep track of exactly how many shots have been expended from a particular weapon. Additionally, a warning flashes on the HUD indicating that a reload must occur soon when a character starts to get low on ammunition.
Restrictions: Heads-up display only, requires a weapon with an integrated computer.
Purchase DC Modifier: +1.
Cost Increase:
HUD Software, Sensor Link
A piece of software for the heads-up display device, the sensor link allows the user to directly link any computer sensor to the HUD. As a result, any sensor can be used hands-free as a free action, provided they are present on the character’s person.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
HUD Software, Targeting
A piece of software for the heads-up display device, targeting software links directly to a ranged weapon’s video scope. This allows the character to see exactly what the video scope displays without having to look at the weapon. The character may fire around corners without exposing himself as normal. The software also grants a +1 equipment bonus on ranged attacks using the weapon to which it is connected.
Restrictions: Heads-up display only, requires weapon with video scope gadget.
Purchase DC Modifier: +2.
Cost Increase:
HUD Software, Vehicle Link
A piece of software for the heads-up display device, the vehicle link allows the onboard computer system of any vehicle to be displayed on the HUD. This grants a +1 equipment bonus on all Drive or Pilot checks made on a vehicle linked to the device.
Restrictions: Heads-up display only, requires vehicle with onboard computer system.
Purchase DC Modifier: +2.
Cost Increase:
Self-Repairing
The self-repairing gadget implements nanotechnology in its infancy to repair minor problems with any piece of equipment. Whenever the equipment is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs one point of damage per minute to the equipment.
Restrictions: None.
Purchase DC Modifier: +6.
Cost Increase:
Sound Suppressor
Similar to the technology that produced the silent suit, the sound suppressor gadget silences almost any noise. It generates a field of sonic energy that cancels sound produced within field, reducing all noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.
Restrictions: None.
Purchase DC Modifier: +3.
Cost Increase:

HUD Software, Blast Radius Detection
This program detects incoming explosives, recognizing their profiles from a large database. It projects the blast radius on the user’s HUD, giving him a better chance to evade successfully. The user gains a +2 insight bonus to reflex saves.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
Cost: 4,000
HUD Software, Counter-Hacking Suite
Program Slots: 1 (5 ranks), 2 (10 ranks), or 3 (15 ranks)
Effect: Program counters any attempt to hack into your equipment’s wi-fi network. This program has 5, 10, or 15 ranks in the Computer use Skill, and activates on its own.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
Cost: 1,000 (5 ranks), 3,000 (10 ranks), 9,000 (15 ranks)
HUD Software, Fire Prediction Matrix
Program Slots: 1 (+1), 2 (+3), or 3 (+5)
Effect: Program tracks the firing lines of all brandished weapons within the user’s line of sight, projecting lines of fire onto the user’s HUD. The resulting display allows the user to better avoid oncoming fire, granting a +1, +3, or +5 insight bonus to defense.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
Cost: 2,000 (+1), 6,000 (+3), 18,000(+5)
HUD Software, Electronic Warfare Suite
Program Slots: 1 (DC13), 2 (DC16), or 3 (DC19)
Effect: This program uses your helmet’s wi-fi capability to find and invade enemy networks. Nearby enemies using HUDs must make a save (DC13, 16, 19) adding only the number of occupied program slots in their HUD. If they fail, their HUD resets, taking until the EWS user’s next turn to fully reboot. Remember that the standard helmet wi-fi radius is 30ft. If a target has a Counter-Hacking Suite, this becomes an opposed Computer Use check with the EWS having 5, 10, or 15 ranks. This check is rolled before all other affected targets make their saves. If the EWS loses, it resets instead of the target, taking until the EWS user’s next turn to completely reboot.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
Cost: 2,500 (DC13), 7,500 (DC16), 22,500 (DC19)
HUD Software, Feed-Backer Algorithm
Program Slots: 1 (DC13), 2 (DC16), or 3 (DC19)
Effect: This program targets the enemy’s lines of communication and floods them with intense feedback, stunning the target. Enemies within the user’s wi-fi range must make a fortitude save (DC13, 16, or 19) or become dazed for a single round. Whether or not the enemy succeeds or fails this save, he cannot be affected by the program until he exits and re-enters the effect area.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
HUD Software, Radio Jamming Suite
Program Slots: 1
Effect: In response to the vulnerabilities of combat wi-fi, many some operatives forgo the benefits it presents to instead use old fashioned radio. The Radio Jamming Suite was designed to combat those who rolled back, and those who are trying to call in reinforcements from afar. The Radio Jamming Suite scans radio frequencies passively until a non-friendly broadcasts. After the broadcast, the RJS hones in on the signal, taking a full round to pin-point the frequency. At the beginning of the radio user’s next turn, the channel is far too polluted to recognize any kind of communication. Should a target switch frequencies, the RJS will follow him immediately.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
HUD Software, Target Identification Algorithm
Program Slots: 1 (+1), 2 (+3) or 3 (+5)
Effect: Program scans the environment for inconsistencies in natural and man-made patterns, allowing the user to more easily point out a target. This program grants either a +1, +3, or +5 to Perception checks involving sight.
Cost: 1,000 (+1), 3,000 (+3), 9,000 (+5)
HUD Software, Targeting Matrix
Program Slots: 1 (+1), 2 (+3), or 3 (+5)
Effect: Program creates firing solutions on the fly for the user, giving him the advantage of improved accuracy. The user gains a +1, +3, or +5 insight bonus to accuracy depending on the complexity of the program.
Restrictions: Heads-up display only.
Purchase DC Modifier: +1.
Cost Increase:
Cost: 2,000 (+1), 6,000 (+3), 18,000(+5)

### Camera Gadgets

Disposable
A 35mm camera with film built in or a digital camera with no external memory can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used or the memory is full the entire camera is turned in to have the film developed.
Size: ?
Purchase DC: ?
Base Price: ?
Restriction: ?
High Speed
The camera can take pictures at a higher rate than most. Typical cameras take pictures at 30 frames per second. This gadget comes in many forms, but typical is three: 500 fps; 10,000fps, and 100,000 fps. All forms are adjustable to a maximum fps up to the level of the gadget purchased.
Restrictions: None
Purchase DC Modifier: +1, +2, +4 respectively
Size: ?
PL: 5
Purchase DC: ?
Base Price: ?
Restriction: ?
Full Light Field Sensor Technology
Full Light Field Sensor Tech comes in late PL5. It is a photo sensor that captures the full light field, rather than a limited amount. The tech allows for pictures to be focused after the picture has been taken.
Restrictions: None
Purchase DC Modifier: +2
Size: ?
PL: 5
Purchase DC: ?
Base Price: ?
Restriction: ?

## Equipment

Gear for the Players
The following is a list of all the equipment a character can purchase and physically possess.

### General Equipment

The “General Items List” is composed of item that do not significantly change price through over time and may be used readily available at any time to characters without them having to declare a purchase.

Bags and Boxes
With the wide variety of equipment available to modern adventurers, it’s often critical to have something to store the equipment in or carry it around in.
Aluminum Travel Case
A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.
PL: Purchase DC:
Size: Base Price:
Weight: Restriction:

Briefcase
A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).
PL: Purchase DC:
Size: Base Price:
Weight: Restriction:

Contractor’s Field Bag
A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap.
PL: Purchase DC:
Size: Base Price:
Weight: Restriction:

Day Pack
This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders.
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Handbag
Handbags provide another way to carry 2 pounds of equipment. The purchase DC shown is for a basic bag; high-fashion purses can increase the DC by as much as 5.
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Range Pack
This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.
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Patrol Box
Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).
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### Clothing

The items described here represent special clothing types, or unusual outfits that a character might need to purchase.
For the most part, clothing choice is based on character concept. It’s generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. Sometimes, however, a character might need something out of the ordinary. When that’s the case, he or she will have to purchase it like any other piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Sleight of Hand checks.
First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks.

Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.

Clothing Outfit
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance.

Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.

Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.

Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions.
Special designer creations can have purchase DCs much higher than shown on the table.

Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks.

Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
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Ghillie Suit
The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.
A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Hide checks. (The suit’s coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Hide), and melee attack rolls.
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Outerwear
In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).

Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.

Overcoat: A warm coat worn over a suit jacket or indoor clothing.

Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.

Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist’s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal Small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. See Concealed Weapons and Objects.

Windbreaker: This is a lightweight jacket made of wind-resistant material.

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Tool Belt
This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped.

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### Chemicals and Drugs

Chemicals and drugs are created with either the Craft: pharmaceutical or Craft: Chemical skills and administered properly with either the Treat Injury or Repair skills respectively. Chemicals and drugs do not typically appreciate much in price over time, but can change rapidly depending on current world and health conditions as well as with a change in supply sources.

Chemicals

Acid, Strong

Acids are corrosive and can neutralize a base. When an acid is applied to many materials, it dissolves it. In the case of strong acids, it will dissolve the material at a rate of 3d6 HP per round for 1d3 rounds per ounce of acid (more Acid increases time, not damage). Acids ignore hardness. As the acid burns through, every time it does the HP of the material in damage, it burns through ¼” of the material. This is only in the place the acid was applied. Strong acids are any acid that has a pH of 0 (+2 damage), 1 (+0 damage), 2 (-1 damage), or 3 (-2 damage). Not all materials are susceptible to acids. Many kinds of glass are used to store acids because they do not react.
Size: Acids come in all sorts of containers.
PL: ?
Purchase DC: 8 per ounce
Base Price: $15 per ounce
Restriction: none

Acid, Weak

Weak acids are the same as Strong acids, but at 1d4 HP per round and are acids that are 4 (+1 damage), 5(+0 damage), or 6(-1 damage).
Size: Acids come in all sorts of containers.
PL: 4+
Purchase DC: 3 per ounce
Base Price: $1 per ounce
Restriction: none

Base, Strong

This is the same as a strong acid, but with an additional 2 damage per die against biological material, and ¼ damage to non-biological material.
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Base, Weak
This is the same as weak acid, but with an additional 1 damage per die against biological material.
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Cleanser
Kills all biological material and neutralizes 99% of all toxins known within 5 gallons of water. Becomes ineffective and safe to consume after 30 seconds.
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Expanding Gel
Expanding Gel grows to 5 times its initial volume when exposed to oxygen in one round. It comes in ¼ balls with a plastic shell that is shed on impact. The gel is sticky. Solvaway disintegrates it.
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Nerve Gas
Renders the nerves unresponsive and seizes the muscles.
Plastiflesh
Plastiflesh is an upgrade from Biocort in which a small spray canister sprays a chemical polymer that bonds with human skin on contact and releases a small amount of chemical which accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray immediately recovers 1d4 hit points and any bleed condition is removed. No Heal check is required to use. A character can only benefit from Plastiflesh once per round and heals up to 6 times per day (it will continue to stop the bleed condition as many times as is needed).
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Shrink Goo
Shrinks and pulls toward itself to compact to 1/4th the area it takes up at first. This is a two part compound.
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Solvaway
Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangler guns and tangler grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the compound had dissolved on its own.
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Superlube
Superlube wakes all friction minimal in a 5’ (per can) area. Any creature that enters the area must make a reflex save, DC18, or acrobatics check, DC 20, or fall prone. Any character that tries to leave the area must make the same check.
Solvaway completely dissolves superlube in one round. Superlube will rapidly flow off any surface until it gets to a low spot and cannot flow any lower.
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Tangler Glue
Tangler Glue, as found in the tangler guns, binds with great strength to many things.
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Tear Gas
Tear gas causes people’s eyes to be irritated to a debilitating degree.
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### Drugs

Pharmacist Kit
A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.
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Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.
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Biocort
Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period.
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Blackout
Potency: 7; Effects: Ability Enhancement: Strength (4),
Euphoric (3); Duration: 1 hour; Side-Effects: Ability
Damage: Wisdom, Addiction Tolerance, Memory Loss,
Paranoia, Physiologically Addictive: DC 16; Method
of Use: Intravenous; Craft DC: 20; Purchase DC: 13
(Restricted).

Blackout is an illegal combat drug that first found use in illegal blood sports. It is considered to be one of the first co-meds, probably a throw-back to military trials that failed in the early part of the twenty-first century. Because blackout is difficult to detect in users, it slowly made its way into sanctioned sports such as boxing and martial arts competitions. When a widely televised bout turned into a bloodbath, the drug was discovered to be the root cause. Blackout is a colorless liquid. It is often sold in single-use glass ampoules that are decorated with a featureless black label.
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Boost

A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was
originally conceived for military purposes in an attempt to make the soldiers of the Fusion Age stronger, faster, and more combat-capable. A single injection of boost grants the character a +4 bonus to Strength and a +2 bonus on Reflex saves, increases the character’s movement speed by 10 feet, and increases the character’s massive damage threshold by +4. These effects last for 1 minute (10 rounds).

Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.

Each time a character uses a dose of boost, she has a 10% chance of suffering a –2 penalty to her Dexterity and a –1 penalty on Fortitude saves. These penalties last for 24 hours.

If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a –4 penalty to Dexterity and –2 on Fortitude saves, and the recovery time increases to 48 hours.
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Energize

Energize makes the subject's heart and lungs temporarily more efficient, increasing the subject's hit points by 2d4+2-even above the subject's normal total. These temporary hit points last for 15 minutes.
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Neutrad

A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.

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Equalize

Developed for the military, equalize stabilizes the subject's body heat to compensate partially for external temperatures, granting the subject a +2 circumstance bonus on Fortitude saves to resist hot or cold weather. A single dose lasts for 4 hours.
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Prolexa
Potency: 3; Effects: Mood Stabilizer (3); Duration: 12
hours; Side-Effects: Dizziness, Impaired Reaction Time,
Psychologically Addictive; Method of Use: Caplet; Craft
DC: 20; Purchase DC: 11 (Licensed).
One of the many commercial drugs on the market, Prolexa is marketed as one of the most reliable mood stabilizers in common use. It is used by physicians to treat the symptoms of anxiety and stress, but it also sees use as a party drug due to the fact that it mellows people out and makes them less likely to worry about trivialities. Prolexa is distributed as a shiny green caplet.

Prolong
Another military development, prolong enables the subject to continue acting after reaching -1 hit points, as though the subject had the Remain Conscious talent (see page25of the d20 MODERN Roleplaying Game). Prolong's effects last for 30 minutes. It must be administered before the subject reaches-1 hit points.
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Refresh
Refresh began as a military experiment, but quickly became a popular pharmaceutical for athletes. Refresh removes the exhausted condition from the subject, rendering him merely fatigued. A dose lasts for 1hour; when it wears off, the subject is exhausted for 4 hours (during which time an additional dose of refresh is ineffective).

Regen-Rx
Potency: 4
Effects: Antibiotic (1), Regenerative (3)
Duration: 24 hours
Side-Effects: Ability Damage (Str),
Dizziness, Drowsiness
Method of Use: Ingested Liquid
Craft DC: 35
Regen-Rx is a drug designed by the military to aid in battlefield surgery and wound recovery. It sees occasional use in expensive health centers, but rarely filters down to common hospitals or low-cost clinics due to its high price tag. The drug is supplied in single-dose container filled with an amber liquid with a bitter aftertaste.
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Rejuve
Rejuve enables the subject to recover twice as fast as normal, as though she had the Stamina talent (see page 25 of the d20 MODERN Roleplaying Game.)
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Revivall
Revivall restores an unconscious subject to 1hit point. It is often used in conjunction with prolong (see above), though it is advisable only for the purpose of stabilizing a subject and making him ambulatory.
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Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.
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Withstand
Withstand is a potent pharmaceutical that toughens the subject's flesh and bones, converting any damage the subject takes to nonlethal damage. Withstand's effects are temporary, though, lasting only 1 minute. At the end of that period, the subject takes 1 point of Constitution damage and all would be lethal damage as lethal damage due to the stress on his system.
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### Survival and Medical Equipment

Survival equipment is crafted in a variety of Craft skills. The price of survival equipment changes according to world conditions.

Medical Equipment

Autolitter

The autolitter is a combination stretcher and paramedic. Consisting of a collapsible stretcher held aloft by a thruster unit, it incorporates a medicomp sensor (see page 75 of d20 Future), which automatically scans the patient to determine the best method of treatment, as well as an integrated medical kit with four doses of biocort (see page 74 of d20 Future) and four doses of energize (see below).
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Emergency Medical Shelter (PL 6)
Used by doctors, field medics, and military hospitals, the emergency medical shelter is a fast-assembly building that can protect the patients and doctors within from the disease, medical shelters feature a completely sealed environment,
high-quality air and water filters, a decontamination chamber, and an entry-exit airlock capable of detecting foreign particles. Emergency medical shelters require only 5 minutes to assemble, and have a power cell capable of sustaining the controlled environment for up to 48 hours. Emergency medical shelters provide a +2 equipment bonus to all Treat Injury checks made within their confines.
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Health-Alert
Health-Alert bracelets (and later, subcutaneous microchips) monitor the subject's vital signs, providing constant, real-time data on her health-like a 24-hour-a-daymedical checkup. The Health-Alert identifies loss of hit points, ability damage, and the conditions dazed, disabled, dying, exhausted, fatigued, helpless, paralyzed.. stunned, unconscious and, by default, stable. Because this information is displayed as a series of coded readouts, though, it requires a DC 5 Knowledge (earth and life sciences) check to correctly interpret the data. A handheld diagnostic computer, commonly included in first aid and medi-kits in PL6, displays the information in plain language when it is touched to the bracelet (or the area where the microchip is implanted).

The real utility of the Health-Alert is that it transmits its data to paramedic facilities, alerting them if the subject's vital signs are low (such as when suffering from adverse conditions). The paramedics can then contact the subject (in the case of low-danger situations, such as the fatigued or exhausted conditions), or to dispatch a team to administer emergency aid (as in the case with disabled or paralyzed subjects). Response time is generally from 1d4+2minutes in heavily populated areas(such as cities), 2d4+10minutes in areas of average population (such as small towns), or 2d20+20 minutes in sparsely populated areas (such as in the country). Service in wilderness areas is nonexistent. The Health-Alert's frequency can be altered with a DC 25 Computer Use check.
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Gene Therapy Kit (PL 6)
Similar to the medical kits carried by doctors and medics, the gene therapy kit is used by gene splicers and other genetic engineers. Gene therapy kits contain injections of very basic retroviruses, samples of over 400 different animal, plant, and viral DNA strands, shock-reducing chemical injections, genome monitoring sensor kits, and a variety of other tools that help with basic gene therapy. A character may not attempt any kind of genetic engineering or mutation induction without a gene therapy kit.
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Medkit, Advanced
The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks.
Medkit, Fast-Use
The fast-use medkit functions as both a first aid kit and a medical kit. In addition, specialized computers and sensors prepare exactly what is needed to restore a character’s hit points, treat a disease, stabilize a dying character, or revive a dazed, stunned, or unconscious character. A character may use the Treat Injury skill with the fast-use medkit as a move action.
The fast-use medkit cannot be used as a surgery kit.
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First Aid Kit
Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Treat Injury check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.
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Medical Kit
About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made without a medical kit incur a –4 penalty.
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Pharmacist Kit
A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.
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Surgery Kit
About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. A surgery kit is used when performing surgery (see the Treat Injury skill). A character performing surgery without a surgery kit takes a -4 penalty on the Treat Injury check. (This penalty is in addition to the -4 penalty that applies if the character does not have the Surgery feat.)
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Plastic Surgery Kit, Personal
The personal plastic surgery kit is fashionable with society’s elite—and its criminal underworld. Consisting of a mask that fits neatly over any human face, the personal plastic surgery kit is a one-use item that completely and permanently changes a character’s facial appearance.

The personal plastic surgery kit is first linked to a special imaging computer that programs the kit with the desired outcome. The kit is then placed on the face and activated. The kit sedates the person using it and then proceeds to alter his face according to the specifications, and can even go so far as to permanently alter eye and hair color. Using the kit takes one hour, during which the character is unconscious.
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### Aquatic Equipment

Aquaconverter
Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth, the aquaconverter is a limitless and self-powering way to breathe safely underwater.
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Gravidic Underwater Breathing Apparatus (GUBA)
The GUBA, or Gravidic Underwater Breathing Apparatus, has a chest pack, backpack, and full face mask. It is full of sensors and computer that all work together to keep a user safe and generally comfortable. The chest section hold the nitrogen (up to 30 hours) and H2O separator, which separates water molecules from H2O to H and O and O. the oxygen is added to the nitrogen mix properly for human breathing. The hydrogen is used to make power for the Gravidic Capacitors, or “GC’s,” that hold the nitrogen.

The back section contains an environment generator, and Gravidic Capacitors. This GC acts as the buoyancy compensation and the portable environment generator keeps the area around the user comfortable. The rig also changes the pressure of the water immediately around the user to 1.1 bar (about 5 feat deep in water on earth). If the user exceeds 30 feet deep, the GC then off sets the pressure as it goes down by 25’ plus a percentage set by the user as she descends. The higher the GC is set, the lower she can go without being crushed, but on the flip side, the battery drains faster. (see the chart that Phil has made).

The full face mask (FFM) uses a HUD to provide the user with information about the condition of the equipment, the water conditions both inside the “bubble” and out, and location information using GPS and relative locations to way points and other divers. A com-link keeps her in contact with others and the user can talk and breath normally. The FFM uses a low tech nanite colony to bind the sealing surface of the mask to the users skin to keep water from getting in (a push button operation).

The rig also sports a number of load bearing D rings for users to clip thins into; a waterproof writing tablet for notes; a ceramic, blunt tip (for safety) knife for cutting lines that pose tangling dangers; wrist mounted, head mounted and back mounted lights; and fins to aid in swimming (provide a +2 to swim checks and + 5’ to swim speed). The rig comes with a Dry Suit, but is designed to be placed over any clothing or armor.

Notes: With this rig, the user never has to worry about The Bends, as it will regulate the change in pressure even as the use ascends (unless the user breaches the surface). For more info on The Bends, see this wiki. Although owning a GUBA does not require a License, many governments require that a diver have a diving license for their respective waters.

Special: with 30 minutes of work (Craft: Mech and Elec DC 20) and the addition of a compression suit and oxygen tank, this can also be used for space walking or otherwise low atmosphere conditions. The rig lasts for 1/3 the time under these conditions. The suit does not provide any armor bonus, but does incur a – 1 armor check penalty that is not doubled for use in water.
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### Other Survival Equipment

Backpack, Trekking

This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.
A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.

A Mastercrafted +1 pack grants a user a +2 to fortitude saves to resist becoming fatigued from hiking long distances in addition to the normal bonus. This adds +1 to the base PDC.

A Mastercrafted +2 pack weighs two thirds that of a normal pack in addition to the MC’ed +1 bonus. This adds +2 to the base PDC.

A Mastercrafted +3 pack keeps all items ready to grab, allowing only a move action to reach into the pack to get anything out of it (there is still a move action required to take a pack off) in addition to the MC’ed +2 bonus. This adds +3 to the base PDC.
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* most backpacks are made to fit standard humans. Adjust the size weight and cost accordingly for various sized wearers.

Binoculars
Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.
Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.

Electro-Optical: Electro-optical binoculars have the same function as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the darkvision ability granted by night vision goggles.

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Chemical Light Stick
This disposable plastic stick, when activated, uses a chemical reaction to create light for 24 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused. The listed purchase DC is for a pack of 10 sticks.
Mastercrafted sticks will illuminate a 10 foot radius and add a +2 to the PDC.
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Climbing Gear
All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a hand ax, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear with the Climb skill.
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Compass
A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. A compass grants its user a +2 equipment bonus on Navigate checks.
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Fire Extinguisher
This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
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Flash Goggles
These eye coverings provide total protection against blinding light.
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Flashlight
Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.

Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Standard: This heavy metal flashlifght projects a beam 30 feet long and 15 feet across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.
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Gas Mask
This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
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GPS Receiver
Global positioning system receivers use signals from GPS satellites to determine the receiver’s location to within a few dozen feet. A GPS receiver grants its user a +4 equipment bonus on Navigate checks, but because the receiver must be able to pick up satellite signals, it only works outdoors.
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Map
While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a character where he or she is going and what to expect when he or she gets there.
Road Atlas: Road atlases are available for all developed nations/regions, showing all major roads. They can also be purchased for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain). Many outdoor shops will have tactical maps on hand for their surrounding area.
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Mesh Vest
This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment.
A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity.
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Portable Stove
This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.
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Rope, Climbing
Standard climbing rope can support up to 1,500 pounds with ½ inch line.
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Rope, Standard Utility
Standard utility rope can support up to 300 pounds with ½ inch line.
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Sleeping Bag
This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.
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Tent
A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.
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Trail Rations
Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The purchase DC given is for a case of 12 meals.
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Crystal Fiber
Crystal Fiber is a material commonly found in cables, ropes, and strings in the gravity age. It is much stronger than duracable; lighter than rope of half the same strength; completely weather proof; behaves like stiff cotton rope; feels like smooth polypropylene.
Perhaps the largest advantage is that it is very difficult to cut. It takes twice as long to cut with a regular knife, but diamond cutting tools cut it in normal time. Crystal Fiber is able to support up to 18 metric tons of weight with ½ inch cable.
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Duracable
Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 10 metric tons of weight with ½ inch cable.
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Explorer Outfit
The explorer’s outfit is the standard uniform for bold adventurers taking their first steps into the unknown. It includes a set of cargo pants and a utility vest, each covered in numerous pockets and pouches for holding miscellaneous gear. Additionally, the explorer outfit features a pair of durable all-weather boots with a built-in knife sheath, as well as a neck-shading cap, a pair of utility sunglasses, and a belt that holds pouches of all kinds. The chief premise of the explorer’s outfit is versatility, giving the explorer a basic set of clothing that can be added to and augmented for each particular mission.
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Galactic Positioning Device (GalPos)
The GalPos device is the Gravity Age equivalent of the GPS system of the modern era. Equipped with star charts and a link to the galactic satellite network, the GalPos device (known also as a GPD) triangulates its own position based on distance between satellite relays and its knowledge of stellar cartography. If the GalPos is taken to a region of space where it cannot contact the galactic satellite network, or to a region of space not included in its star charts, it does not function. Otherwise, the GPD can be used to indicate what planet the is on, or what star system she is in (if not on a planet).
A GalPos device with the satellite uplink gadget can function as a GPS receiver on worlds where such systems are available.
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Grappler Tag
Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.
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Grappling Tether
Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.
While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), at a rate of 50’ per round for a 100 lb. object; 25’ for a 200 lb. object; 100’ for a 50 lb object. Or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button.
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Hydrate
Hydrate is a commercially available chemical compound that provides the same benefit as an 8-hour supply of water-all in pill form. Using more than two capsules a day for more than three days results in acute kidney damage(ld4 Constitution damage each day until use is discontinued).
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Liquid Rope
Essentially practical use, silly string on steroids, this light synthetic material is liquid when first created. an electrical charge is added, it becomes fibrous and cohesive. The fibers are stronger than spider silk and hold up to 500 pounds for a 5mm strand. A standard five pound can holds up to 1000 feet worth of rope. A setting change causes the rope to come out twice the diameter and three times as strong (1500 lbs), but uses four times the amount of material.
Chemical Craft DC: 28
Purchase DCs:
12 (5 lb can)
14 (15 lb can)
18 (50 lb can)
Restrictions: none
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Nanobeacon
An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target.
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Portable Environment Generator
As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.
At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.
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Portable Glow Lamp
The portable glow lamp is the most efficient and beneficial form of lighting equipment known to man. It can function as a directional lighting device (like a flashlight) or as an area-covering lantern. Glowlamps have long-lasting power cells and bulbs that never need to be replaced, and can be adjusted to provide light in any radius up 50 feet.
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Puritizer
The puritizer is a small, semitransparent cylinder roughly one foot tall that removes impurities from water food. The puritizer’s onboard computer recognizes chemicals that can be harmful to the human body and separates them from the food and drink.

Soother Pulse
A small box that fits in one hand, the soother pulse emits sub-audible noises and subtle vibrations that can soothe almost any animal. It carries in its memory banks the codes of pulses to soothe almost every animal on the planet, and new pulses can be loaded into the device whenever they are discovered. A character using the soother pulse gains a +6 equipment bonus on all Handle Animal checks when dealing with an animal identified in the soother pulse’s database.
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Tac-Mil Survival Knife
(If MacGyver was a knife)
This is an 8" Tonto style dura-steel Knife. It heats up to 250 degrees F to boil and purify water or cauterize wounds. The Vibro cutting edge helps cut wood and metal. Advancements in simple nanite technology make this knife self-sharpening. An electro-shocking system helps with lighting fires and acts like a stun gun (20 uses). Chemical compounds built into the metal can light up the knife edge significantly enough to be used as a flash light. The handle is wrapped in 50 feet of 1/8th inch dura-cable. The handle is hollowed some and contains a set of 5 violet ration pills, 5 hydrate pills, and 25 feet of fishing line with a hook. The cap of the handle contains a small but functional compass.
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Violet Rations
The standard rations of Fusion Age militaries, violet rations are entire meals that come in pill form. The pill is placed under the tongue and dissolves, releasing not only the flavors of various foods but also the consumer’s daily supply of nutrients and vitamins. Each violet ration is the equivalent of a single meal and is nutritious, filling, and relatively appetizing.
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Cold Weather Gear
Auto Ice Shelter (Auto Igloo)
This device was originally intended for colonist use, but once rescue services, military and mountaineers found out about it, they all wanted something so small and simple to use. Used first in late PL6 it served as an easy way to get out of the harsh environments of unknown worlds and stay hidden from the beasts that had natural IR sight. still used today but in much smaller and faster at working, it takes the top of the charts in number of lives saved in in freezing conditions. Rescue operators will use once they get to a victim in freezing conditions, then pull one out and wait for a storm to pass or dangerous animals to move on.
The Auto Snow and Ice Shelter, commonly incorrectly referred to as the Auto Igloo, This small device weighing in at 3.5 lbs has enough power to create an ice shelter for up to 4 people. when needed, it can be programmed with the number of people using it, then just be thrown on the snow without regard to the conditions of the snow. it senses the area and then either indicates that there is not enough room for the cave, or starts to burrow sideways and at a slant into the snow. In 20 minutes (+5 minutes for every person after the first) there is a snow cave ready for the programmed number of people. The floor is textured to prevent slipping and the walls and ceiling are sturdy.
This device works by using a combination of low tech nanites, lasers, and a miniature environmental generator. it will heat and chill the snow/ice until it all gets to the right size. being so small and light, this device only has enough energy for one use, no matter how many people it is programmed for. While in the ice cave, occupants gain a +10 to fort saves to resist becoming hypothermic.
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Yeti Boots
These sleek all and synthetic boots are perfect for the ice world colonist. Snow or ice these shoes are ready to take you there.
The boots have built in crampons (spikes), ice skates, snow skis, and snow shoes. They can be changed quickly between the four with little learning curve. The spikes, blades, skis, and snow shoes fold in and out of the boot themselves, all while maintaining comfortable isolation and keeps the snow and ice out. There are also lights built into the tread and toe of the shoe to aid the user in seeing exactly where she is stepping before she steps there in the dark. They incorporate the “one size fits all” technology and include a boot knife in one and a small ice saw in the other (either can be put in either boot).
They are available from PL6 and on; a cost of 8; hardness of 5; 5 hp each; weigh 2 lbs each. The changing from one style to another takes a move action. Craft DC 25 (mechanical) and 13 (electrical).
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### Surveillance Equipment

Display Glasses
A logical advancement of video display and VR technology, display glasses provide on-the-go monitors that can be hooked up to everything from computer systems to televisions and other audio/video equipment. Each pair of display glasses looks like a darkened pair of sunglasses and features one or two earpieces that wrap around the back of the ear. The glasses are semitransparent and allow the wearer to see both the display and the user’s surroundings simultaneously.
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Black Box
This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making the call harder to trace (the DC of any Computer Use check to trace the call is increased by 5).
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Caller ID Defeater
When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as “anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however.
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Cellular Interceptor
About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if the user knows the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.
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### Sensors

FALID Array
The Full Area Light Image Decoder (FALID) Array is a large number of detectors from a Piercing panel made to see in all directions. It is also connected to a powerful computer that processes the information to be 3D. An image can then be taken with every detail as the human can see it, and even out to the infrared and ultraviolet spectrums, from any angle out to a large area away from the array. Do to the need of extreme precision and a large computer and detectors and high expense, the array, found first in PL7, is very large. It is first used on scout spacecraft and recon mecha (Huge or larger in size). It can also be used in real time to view things going on without having to take up a lot of memory on a storage device. Farther issues with penetrating material prohibit it from being an effective security device.
The FALID array can detect up to 100 yards away. The array can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.
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Lineman’s Buttset
This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Repair check (DC 10), a user can connect to a phone wire and hear any conversation that crosses it. A lineman’s buttset is a common tool for telephone repair personnel.
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Metal Detector
This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
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Night Vision Goggles
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
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Tap Detector
Plug this into a telephone line between the phone and the outlet, and it helps detect if the line is tapped. To detect a tap, make a Computer Use check (the DC varies according to the type of telephone tap used; see below). With a success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however. Also, it can’t be used to detect a lineman’s buttset.
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Telephone Tap
These devices allow a character to listen to conversations over a particular phone line.
Line Tap: This tap can be attached to a phone line at any point between a phone and the nearest junction box (usually on the street nearby). Installing it requires a Repair check (DC 15). It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a tap detector requires a Computer Use check (DC 25).
Receiver Tap: This item can be easily slipped into a telephone handset as a Repair check (DC 5). It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver tap by using a tap detector requires a Computer Use check (DC 15).
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Telephone Line Tracer
Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that line, even if there’s a caller ID defeater hooked up at the other end. All it takes is time.
Operating a line tracer is a full-round action requiring a Computer Use check (DC 10). Success gains one digit of the target phone number, starting with the first number of the area code.
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Piercing Panel
The forerunner of the piercing visor, the piercing panel allows the wielder to see through any solid object against which the panel is pressed. Using a combination of sensors, the panel creates an accurate computer-rendered image of what lies on the other side of the object.
Placing and activating a piercing panel requires a full-round action. The panel can penetrate 3 inches of metal (except lead, which it cannot penetrate at all), or 1 foot of other materials, including concrete, wood, and plaster.
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Piercing Visor
The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as an attack action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.
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Digital Audio Recorder
These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet.
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### Craftsmen’s Tools

A Craftsman is anyone who builds or improves (and maybe demolishes) something. The items found in this section give some kind of bonus to craft, repair, forgery or disable device. As time goes on, crafting becomes simpler with things like 3D printers and nanites that can build the internal structures.
All-Purpose Goggles (PL 6)
Favored by craftsmen and technicians, the protective goggles that develop in the Fusion Age combine several technologies to produce a great all-purpose device. Protective goggles have automatic dimmers that protect the wearer from all forms of blinding light, including flash-bang grenades and similar phosphorescent explosives. Protective goggles shield the eyes from all forms of radiation, pollution, dust, contamination, loose particles, acids, and any other matter that could harm the eyes. Furthermore, they have built-in magnification lenses that provide a +2 bonus on all skill checks made to manipulate, build, or repair objects that are at least tiny in size.
PL: 6 Purchase DC: 13
Size: tiny Base Price: $200
Weight: 0.1 lbs. Restriction: None
Antimatter Cutting Torch (PL 7)
The antimatter cutting torch is a special device used by salvagers, repair crews, construction workers, and pirates to slice through thick, tough metals with ease. Using a microscopic stream of antimatter, the cutting torch can slice through even the toughest materials with ease. As a full-round action, the character can use the cutting torch to slice through an object, ignoring its hardness and dealing 4d10 points of damage to that object. Note that due to its unwieldy nature the antimatter cutting torch cannot be used as a weapon.
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Car Opening Kit
This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.
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Chemical Kit
A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.
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Bolt Cutter
An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
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Demolitions Kit
This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.
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Disguise Kit
This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn’t contain clothing or uniforms, however.
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Duct Tape
The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
A roll provides 70 feet of tape, 2 inches wide.
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Electrical Tool Kit
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.
Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty.
Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.
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Evidence Kits
Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency’s crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit, a character receives a –4 penalty to use the collect evidence option of the Investigate skill.
Basic: A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated.
Deluxe: A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to gather fingerprints. It grants a +2 equipment bonus on Investigate checks under appropriate circumstances (whenever the GM rules that the equipment in the kit can be of use in the current situation).
Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Craft (chemical) check (DC 15). In this case, the +2 equipment bonus does not apply.
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Forgery Kit
This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.
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Mechanical Tool Kit
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.
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Multipurpose Tool
This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.
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Search-and-Rescue Field Kit
This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke grenades, and one signal flare.
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Disguise Kit, Morphic
Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a +6 equipment bonus on all Disguise checks while in use.
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Fusion Torch
The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion.
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Microtorch
The microtorch, which is no larger than a flashlight, is a handheld arc welder and cutting torch combination. It is commonly used by rescue services, service workers, and military engineer units. In addition to making sturdy welds the microtorch can burn through steel. A microtorch deals 2d10points of damage, but it must be no more than 1 inch from the surface to be cut. Obviously, a microtorch can be used as a weapon as well; the wielder must make a melee touch attack to deal damage with it.
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#### Multitool, Ninite

This smart nanite colony comes in a 2" by 2" by 7" block weighing approximately 2.5 pounds (0.09lbs per inch cubed) and can take the form known tools including motor tools. The nanites can form into any tool within the mass limits by changing into a gelatinous state, form into the correct tool, then changes back into a solid form (a move action equivalent). It comes with a computer control module and a gravidic manipulator. The gravidic manipulator allows the nanites to be more effective as hammers and breaker bars. A new tool can be programmed in with a DC18 computer use check. When given a command and touched to an object, it can detect the object and know what size of a given tool type to make. They have a hardness of 10 and 10 hit points when in solid form. Tools have a break DC of 25, except when they are forced in a proper way for the current tool (DC35). If the tool is broken, the pieces can be touched together to form back together (a full round action). The tool can take any intensity of EMP while in solid form, but any EMP while they are gelatinous will permanently deactivate them. It can take temperatures from -200F to 400F while in solid form. If the tools tries to change while less than -40F or greater than 200F, the effected nanites immediately deactivate until they have come bake to tolerable temperatures. The tool can split into multiple tools, but the tools must be much smaller. Several colonies can also be added together to create larger tools.

The nanites cannot work to emit energy. No flash lights, soldering irons, sensors, or welding. The gravidic manipulator can be used as a magnet like device, but all materials are affected by it. The nanites come programmed with a huge range of tools for mechanical, structural, electronic, medical, and chemical uses. Even some survival tools like fishing hooks, a fork to eat with, or pole to hold a tent up.

Using this tools gives a character an effective full size tool kit for mechanical, electrical, chemical, and structural crafting; repair checks; and medical checks, removing the -4 a character would suffer for not having tools. When combined with a mechanicomp, medicomp, chemicomp or electrocomp (as appropriate), it can analyze a situation where a tool is needed, but no tool necessarily exists to do the exact task needed, then create a tool perfect for the job giving a +2 circumstance bonus to the check. Given the time to change between tools and that several tools may be needed at the same time to accomplish a task, the time to finish a check takes 25% longer.
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Power Backpack
The power backpack is essentially a portable generator. While worn, the power backpack can replace the power packs used by laser and plasma weapons, granting an infinite supply of ammunition while attached. Additionally, the power backpack can
provide energy to almost any device requiring electrical power.
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Utility Belt (PL 5)
Favored by adventurers and explorers, the utility belt is a modification of the standard kit designed for use on the go. A single utility belt can hold the entire contents of any equipment kit (such as a medical kit, a repair kit, a gene therapy kit, etc.) without the need to take up space in a backpack or other bag.
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Flash-Seal
Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.
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Lock Release Gun
This small, pistol like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).
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Lockpick Set
A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
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Gravity Lift (PL 7)
An amazing device with limitless applications, the gravity lift is a small, reflective metal plate with a single handle along the back. When the gravity lift’s metal plate is placed against an object and the trigger button is pressed, the gravity lift immediately generates an anti-gravity bubble that conforms to the object’s contours and causes it to gently rise from the floor. The end result is that, while the gravity lift is active, the object appears to weigh no more than one pound to anyone who grips the object by the lift’s handle. Touching the object anywhere but by the gravity lift’s handle causes a disruption in the anti-gravity field, making the object seem heavy once more. A gravity lift can only affect an object up to Large in size.
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Lock, Gravity
Gravity locks are merely an advancement on a very basic concept. Essentially, the gravity lock can be placed on any object that can be opened, from boxes to vehicle doors to mecha cockpits, in order to seal the object closed. The gravity lock generates intense gravity-based attraction between the two halves of the gravity lock, making it virtually impossible to open the object without the numeric code sequence used to undo its gravitational pull. A gravity lock has a hardness of 30, 300 hit points, and a break DC of 50.
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Lock, Magnetic
Similar to the gravity lock, the magnetic lock is more primitive and uses magnetic fields instead of gravitational fields to keep the object closed. A magnetic lock has a hardness of 25, 200 hit points, and a break DC of 45.
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Lock, Molecular
The molecular lock forms an atomic bond to the item it is to keep closed. A molecular lock has a hardness of 25, 50 hit points, and a break DC of 45.
Tech: Molecular Binding
Size: small
PL: 6
Purchase DC: 17
Base Price: $1000
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Intellipicks
Though not technically an actual set of lock picks, intellipicks are a cluster of several tiny machines (though not quite small enough to be called nanites) that can pick almost any lock and open almost any door. Intellipicks come in a small box that, when placed on the lock to be opened, releases the miniscule robots to do their work. Once the intellipicks penetrate the lock, they move tumblers and shift bolts in an efficient and rapid manner, opening the lock in way that no human could. Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks). Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.
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Laser Tripwire
The laser tripwire is a simple device that replaces the standard physical tripwire. A single focused beam of light is projected out from the tripwire generator until it hits a solid surface. If the beam is broken by, for example, a person passing through the beam, the tripwire generator immediately sends out a signal from its data port. This can be used to activate an alarm, trigger an explosive device, or even just turn on the lights in a particular room, depending on what event the signal is set to trigger.
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### Miscellaneous Equipment

This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.

Some objects contain the tools necessary to use certain skills optimally. Without the use of these items, often referred to as kits, skill checks made with these skills are at a –4 penalty. Skills and the kits they are associated with are listed below. See the descriptions of the kits for additional details. Note that kits should be restocked periodically (purchase DC 5 less than the original purchase DC.

Note that some skills, by their nature, require a piece of equipment to utilize. The table “Tools of the Trade” will help you know what gear to use for a given action.

Caltrops
Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day’s rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.
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Chronometric Compass (PL 8)
A device invented to help time travelers keep track of their displacement in the time stream, the chronometric compass is a device that calculates exactly how far backward or forward in time you have traveled from your original destination. By taking readings of environmental variables from the user’s time of origin and comparing them to the new time period, the chronometric compass can detail down to the second how far one has become displaced from his or her own time period. Additionally, the chronometric compass will count down toward the point when the traveler will once again intersect with the moment he departed (if traveling to the past), or will count up to determine how far in the future the time traveler continues to move.
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Chronometric Tracker (PL 9)
Similar in design to the chronometric compass, the chronometric tracker can detect time-displaced beings and determine exactly how displaced they are. By scanning an adjacent character, creature, or object for one full round, the chronometric tracker will determine exactly how far displaced in time, and in what direction, the subject has become. Additionally, as a full round action, the bearer of this device may make a Computer Use check (DC 25) to passively detect any time displaced creatures or items within 100 feet; normally, the item must be focused on a single target to function.
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Codex Galactica (PL 7)
A remarkable text penned by over a thousand different authors, the Codex Galactica is a comprehensive encyclopedia of knowledge culled from dozens of colonized and alien worlds. Stored in electronic format and covering literally billions of subjects, the Codex Galactica provides a general overview of the people, places, and technologies of spacefaring humans and other alien races, though small amounts of technical and scientific data are included as well. The Codex Galactica provides a +2 equipment bonus to any of the following Knowledge skills: art, business, civics, current events, history, popular culture, streetwise, or theology & philosophy.
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Cryo-Stasis Pod (PL 6)
This advanced piece of cryogenic storage equipment is a sealed, one-creature environment capable of freezing and sustaining a life form for extended periods of time. The cryo-stasis pod features a built-in power supply that can theoretically power the unit for over 1,000 years in passive stasis mode, though safely unfreezing an individual requires a much larger source of energy and uses up the remainder of the pod’s battery charge. When placed in a cryo-stasis pod, the creature does not age, is incapable of thoughts or even dreaming, and remains completely inanimate until unfrozen. Safely cryogenically freezing the creature requires a Knowledge (earth and life sciences) check at DC 25; failure indicates that the freezing process does not work, and the subject suffers 2d6 points of cold damage from the botched attempt.
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Dimensional Barometer (PL 7)
An ingenious device often carried by dimensional travelers, the dimensional barometer is capable of detecting minute divergences in probability caused by dimensional travel. In essence, the dimensional barometer calculates how different the reality of one dimension is from the reality of the traveler’s dimension of origin. Since dimensional theory dictates that similar realities are close to one another, a dimensional barometer simply calculates how many different divergences there are from the traveler’s home dimension and produces a numerical index; the higher the index, the more different the dimension is from one’s home dimension. Dimensional travelers often link these barometers up to analytical computers, taking these numerical scores and using them as “addresses” for dimensional travel devices.
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Fake ID
Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The purchase DC of a fake ID is 10 + the forger’s ranks in the Forgery skill.
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Handcuffs
Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
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Instrument, Keyboard
A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
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Instrument, Percussion
A set of drums, necessary in order to use the Perform (percussion instrument) skill.
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Instrument, Stringed
An electric guitar, necessary in order to use the Perform (stringed instrument) skill.
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Instrument, Wind
A flute, necessary in order to use the Perform (wind instrument) skill.
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Spike Strip
This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord), the spikes extend.

Each time a creature moves through a square containing an activated spike strip at any rate greater than half speed, or each round a creature spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day’s rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.
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Blackout Goggles
Blackout goggles are the PL6 equivalent of night vision goggles but more effective against standard darkness and the only means of seeing through the smoke generated by midnighter grenades. The wearer can see in total darkness better than darkvision (without the -4 penalty on Spot and Search checks), and the goggles do not require even a little light to operate. In total darkness (such as midnighter smoke), blackout goggles enable the wearer to see up to 60 feet, though only in black-and-white.
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Flight Pack
The flight pack allows a character to fly at a speed of 60 feet (good maneuverability) for up to 8 hours on a single fuel cell. It consists of a set of boots and gloves attached by thin cables to a small backpack. Replacement fuel cells have a purchase DC of 8. See the JETPACK use rules under the Pilot skill use.
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Gravidic Refrigeration
Gravidic manipulators fine tuned to effect matter at a thermal level have proven to be very effective in refrigeration. The devices are much smaller than their chemical counterparts for the same effectiveness and do not require the use of toxic gases. The technology comes in many different forms: Rods, cylinders, torres’, plates, sheets, and blocks. They come from being pencil sized for casual picnic to filling 3 story buildings used for industry.

```
    The technology works in two ways. First by creating a thermal “barrier” that creates a vacuum to resists thermal change to the material inside from the outside environment. The second is to pull out the thermal energy and exhaust it to the outside environment. The effectiveness of the device depends on the size, and at least 30% of it must be exposed to the outside environment. The gadget can cool anything within its given limits to -100F. Battery operated devices typically can sustain the temperature for 48 hours as long as the outside temperature does not exceed +200F. If the temperature does exceed 200F, then the battery must work 10% harder for every 20 degrees Fahrenheit above 200F.

```

The effectiveness of a grav. frige. is read in a ratio::
mass of the garv. fridge : mass of the material.

```
    The effect of a grav. frige. can be reversed by turning the device around and making a DC 20 repair check to change the direction of the thermal barrier. The Tolerable range becomes -50 Fahrenheit with 10% less effectiveness per 5 Degrees Fahrenheit.

```

The Holo-Disruptor emits a disruption field that makes all holograms within a 100 foot radius unusable, and within a 300 foot radius difficult to use. The Holograms must be in line of sight.
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Hand Cuffs, Neutralizing
These simple metal hand cuffs do all the normal things that regular cuffs do (keep the detainees hands tied up) but also boast a small stun gun and injector unit (3 doses) built right into the frame. The operator with the remote can deliver a high charge to the cuffs at any time or inject the detainee with what ever the injector unit is supplied. For humanitarian reasons, this is limited to one, one second jolt every 6 seconds. If the jolt is given, the detainee takes 1d2 damage and must succeed a DC15 Fort save or be stunned for 1d3 rounds.

These also come in a hands-ankle-neck set up. The DC to save against the stun gun is increased to 18 and a sonic nauseater is added to the collar. The user can activate the nauseater any time once a round and it will stay on for 3 rounds. The detainee must save against a fortitude save DC 14+2 per round for 3 rounds. If they fail once, the character becomes nauseated for 2d6 rounds, and if they fail a second time while nauseated they become sickened for 2d6 rounds from the last round.

The cuffs go for a purchase DC of 13 (16 for full body) with a restriction of Licensed (+1). They have a hardness of 10 and 8 hit points. To break out of them requires a strength check of DC 30 or a disable device check of DC 35. The battery has 10 uses.
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Heads-Up Display (HUD)
One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.
Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer’s optical nerve and tampers with the signals sent to the brain.
The standard HUD can be used to highlight the outline of a person or object on voice command, granting a +2 bonus on Spot checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time. Individual software packages (represented as gadgets) can further augment the abilities of a HUD.
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Jetpack
A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 2 hours. A character equipped with a jetpack can fly at a speed of 60 feet (good maneuverability). Replacement fuel cells have a purchase DC of 10. See the JETPACK use rules under the Pilot skill use.
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Jumper Pack
A jumper pack is a bulky backpack that allows the wearer to fly for short distances. Less versatile (and thus less popular) than the jetpack, the jumper pack derives its name from the fact that it can carry the wearer a maximum of 250 feet before its premeasured fuel mixture runs out, forcing the wearer to land; this results in a kind of sustained jumping movement. A character equipped with a jumper pack can fly at a speed of 50 feet (poor maneuverability) Each jumper pack carries enough fuel for 10jumps; replacement fuel cells have a purchase DC of 8. See the JETPACK use rules under the Pilot skill use.
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Nausea Wand
The nausea wand employs short-range subsonic waves to cause a systemic reaction in the target's body, producing sudden, devastating nausea. The wielder makes a melee touch attack to trigger the effect. Targets who fail a DC15 Fortitude save are nauseated for 1d4+1rounds. PL:6
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Nausea Gun
Like its wand predecessor (see page 17), the nausea gun employs subsonic waves to produce sudden, overwhelming nausea in targets up to 60 feet away. The nausea gun requires a ranged touch attack to trigger the effect. Targets who fail a DC15Fortitude save are nauseated for ld4+ 1rounds. PL:7
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Neural Scrambler
The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the character has no knowledge of events that took place while she was restrained.
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Projectile Deflector
A defensive item that is in many ways the predecessor to the personal shield, the projectile deflector generates a field of gravity-altering energy around its user. Often worn as a belt or other piece of jewelry, the device actually bends the path of incoming high-speed projectiles, making the target harder to hit. The projectile deflector grants a +4 equipment bonus to Defense against ranged attacks. Melee attacks are unaffected by this device.
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Remote Retinal Scanner (PL 6)
Often installed in office buildings, government installations, and other high-security environments, the remote retinal scanner resembles an Information Age digital camera. The remote retinal scanner can take an instantaneous retinal scan from any character or creature that passes in front of its lens, without the need for lengthy eye scans or processing. Remote retinal scanners are usually connected to computers capable of cross-referencing retinal scans with existing databases.
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Shepherd Chip
The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.
In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips so that they no longer have to use physical money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, in later years the shepherd chip can be linked to computers (particularly neural implants) such that any information can be transferred between two shepherd chips—a great boon to the espionage community as it allows for discrete information transfers.

Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.
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Solid Static Field
A Solid Static Field aligns and holds a high density of electrons. The field is invisible to the human eye. When the field is active, the edges of the field make a very quiet hum (~DC25 to be heard). When first activated the field is distorted and noisy until all the electrons can come into alignment. This takes about 0.25 seconds. For that time, someone can see and hear the field activate. This technology comes out in PL8.

The field resists change to its structure in many ways:
Light: Low intensity light (what people see on all the time) passes through without any visual effect, but high intensity light (Lasers, flash bang light) is heavily diffused, to the point that it no longer does damage or other effects.
Plasma: Plasma is super charged electrons and other matter. The electrons already in the field resist change, but some plasma may get through. A plasma round suffers 50% reduction in damage for every field it passes through. The gravity well does not change, however.
Gravity: Gravity items are not effected by the field.
Matter: All matter cannot pass through the field unless it can succeed in a DC30 Strength Check. This breaks the field until anything in the way of the field is removed. the Field then returns to normal.
Electricity: Electricity (including lightning bolts) cannot pass through the field.
Heat: Thermal change through the field is impossible.
The field is always in contact with its source generator which can come in many forms. When several generators are near each other and in line, they work with each other to create a field more than twice the size of just one of them:
Wall: A wall field is created with a simple 12 inch by 12 inch block device about 6 feet long. The field can project out to 10 feet from the source. Two of them facing each other can create a wall up to 50 feet in length. Side by side, they can create a wall 15 feet wide (+ 3 feet).
Ribbon: Like the wall, but 3 inches in width and can project out to 30 feet in four right angle directions (100 feet with two facing each other).
Fan: A fan type creates a semi circle of the field 10 feet from the source generator. The generator is a dome like device 6 inches tall and 18 inches in diameter. Fans in line can create a number of different looks depending on how they are aligned. they can create fields 20% larger when near each other.
Cylindrical: A half circle device 9 inches deep and 12 inches wide creates a semi cylinder field. Two can be set next to each other to create a complete cylinder, or up to 5 feet away from each other to make an elongated cylinder. When facing one another, the semi cylinder can be up to 50 feet long.
Tubular: A circular device 4 inches deep and 1 inch wide creates a cylinder field 3’ long.
Bobble: Like the fan field, but the fan is slightly bent inward, creating a third of a dome. 3 of these can crate a full dome.
Two fields cannot cross each other. The first one will remain as normal, but a second one will simply terminate at the next field. this will cause a slight visual and audible distortion.
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Superlube Sprayer
Superlube is a Virtually frictionless substance designed for use against rioting prison convicts. The superlube sprayer consists of two large, heavy tanks strapped to the user's back, with a spray nozzle attached to the end of a hose, used to spray superlube. As an attack action, the user can spraya5-foot-by-5-foot square with superlube; he can spray a 10-foot-by-10-foot square as a full round action. Anyone attempting to leave a square coated with superlube must make a Balance check or fall down in the same square. Characters moving at a crawl gain a +5circumstance bonus on their Balance checks.
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Universal Communicator (Unicom)
The unicom is an all-in-one piece of equipment that handles the communication needs of a single person. Each unicom has its own frequency and can send transmissions both directly to another individual unicom as well as to an entire group of unicoms. The unicom also has a data port so that it can be linked to a computer system and receive data as well as audio and visual communications. In later eras, the unicom also frequently incorporates the hologram recorder and projector devices (via the multiple use item gadget).
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Wallcrawler Gear
Wallcrawler gear uses thousands of tiny suction cups and variable-grip adhesives implanted in soft boots and gloves to greatly improve the wearer's ability to cling to surfaces. Using wall crawler gear grants the wearer a +4 equipment bonus on Climb checks. Using at least the gloves in combat grants the wearer a +4 equipment bonus on grapple checks made to hold an opponent.
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### Computer and Sensors

Computer Platforms

BodyComp
The BodyComp is a full-body suit incorporating all the standard computer hardware, as well as tactile and olfactory feedback. In essence, the BodyComp creates an immersive experience for the wearer-a sense of being physically present in a virtual landscape.
The BodyComp's wearer can perform computer operations as though they were physical actions. Finding a file requires a Search check; defeating computer security requires a Disable Device check; and operating a remote device merely requires locating it. The DCs for each of these activities are the same as the standard Computer Use DCs. Other applications still require the Computer Use skill.
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Card Computer
As has been the case since the invention of the computer, the miniaturization of technology is most often seen in the area of computer size. The card computer functions as a standard computer but is no bigger than most credit cards or hackcards. The card computer may be hooked into any computer interface or display (including paint-on LCDs) and functions exactly like a personal computer, but with a substantial decrease in computing power compared to their modern, full size counter parts.
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Desktop
Bulky but powerful, these machines are common on desks everywhere. A desktop includes a keyboard, a mouse, a monitor, speakers, a optical drive, internet connectivity, and the latest processor. A character needs a computer to make Computer Use checks and to make Research checks involving the Internet.
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Gaming Consul
Used mostly by children and teens, these devices have powerful graphics units and great connectivity, but lack in memory space and programming capability. They often come with remote controls.
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Hackcard
A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Each hackcard is an individual data-carrying card roughly the size of a credit card with a hole in its center and a magnetic strip on one side. Each hackcard carries a single program designed for a single purpose; this may be to open doors, bypass security restrictions, crash a computer, or even to modify information. Almost any task that can be performed by using the Computer Use skill can be encoded into a hackcard. Hackcards can be swiped in magnetic keycard readers and can be inserted into disc drives on computers with the same ease.
When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering.
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Notebook
Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
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Personal Data Assistant (PDA)
Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth. They impose a -2 for Computer Use or Research checks. An iPod touch counts as a PDA.
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Tablet Computer
Tablets became popular in late PL5, but were around much before that.
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Wrist-Comp
A wrist-comp is a miniature flat screen computer worn, as the name suggests, on the user's wrist. It functions as well as any other computer, except the tiny display imposes a -1 penalty on Computer Use checks.
Fusion Age Computer Gadgets
The following gadgets are found in the Fusion Age and can apply to computers of that era or later, provided all gadget-specific restrictions are observed.
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Storage Medium
Many digital devices will have some internal storage. Some may not even accept removable storage. Those things are decided with the individual devices.

Film
Film is the medium upon which photographs are stored. Film comes in a variety of sizes and speeds. The purchase DC represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.
Film Developing: In most areas, drugstores and photo shops provide 1-hour service; in others, it takes 24 hours. In really remote areas, film may have to be sent away for developing, taking a week or longer. The purchase DC represents the cost of getting two prints of each shot on a roll of film, or one of each and any two also blown up to a larger size.
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Flash Memory Cards
Memory cards are external, portable storage for digital media and data. About 400 standard quality 10 MP pictures can be stored per gigabyte of memory.
Purchase DC’s: 4GB=4, 8GB=5, 16GB=6, 32GB=7, 64GB=8, etc…
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Crystalline Memory Rod
These rods can hold a great quantity of information and are required to store holographic information. They begin to see use in PL6 with crystalline computing.
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### Computer Displays

Display Contacts
Like the previous era’s display glasses, display contacts are part of the further miniaturization of computers. These contact lenses fit perfectly over the eye and project a semitransparent image that appears to be roughly three feet from the user and comparable to a 52-inch monitor. This can be used to show the character any computer display it is linked to, and is also frequently implemented into the heads-up display device (using the multiple use item gadget) to provide real-time data on objects and people in the character’s field of vision.
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Spray-on LCD
The rise to prominence of paint-on LCDs allowed many people freedom and portability with computing never before felt. The
spray LCD is the logical extension of this technology. A pressurized canister similar to a can of spray paint, it can spray an LCD onto almost any surface. Any object coated with spray LCD automatically gains the paint-on LCD gadget for 1 hour. After that hour, the spray begins to dissolve and no longer functions. Each canister of spray LCD is enough to produce one working LCD.
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LDC Monitor
Thin.
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CRT Monitor
Large and heavy.
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Computer Software

System Smoker
System smokers are anti-hacking programs that back track unauthorized access to the source and override the surge protection on the intruder's system, causing a massive electrical jolt. The operator has very little time to react, but can notice the incoming power surge with a successful DC18 Computer Use check. Doing so allows her to make a DC15 Reflex save to disconnect the computer. If the operator fails, the electrical surge destroys the computer.
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Security
This upgrade makes the computer more difficult to hack from either networked (outside) computers or from a direct user (user sitting at the computer) and reduces its susceptibility to viruses, mal-ware, worms, and other malicious programs. The DC to hack a computer with this upgrade is increased according to the upgrade purchased:
+2 to hacker’s DC and 25% more likely to find malicious software before it is an issue (PDC 12). This level is available to all platforms.
+5 to hacker’s DC and 50% more likely to find malicious software before it is an issue (PDC 14). This level is available to desk tops, note books, and tablets only.
+10 to hacker’s DC and 75% more likely to find malicious software before it is an issue (PDC 16).This level of security is only available to desk top computers. Any other style of computer will be significantly slowed, imposing a -2 to computer use checks, and doubling the time to perform tasks.
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Sensors
Sensor, Armacomp
The armacomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate weapons of all types. It grants a +6 equipment bonus on Search checks when searching for weapons. Additionally, the armacomp sensor’s advanced data on weapons of all types makes it a valuable resource when repairing weapons, granting a +4 equipment bonus on all Repair checks made on weapons. This does not include explosives and other demolitions devices, which are covered under the democomp sensor.
PL: 7 Purchase DC:
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Sensor, Chemicomp
The chemicomp sensor computer is a handheld computer or computerized gauntlet designed to find individual chemical compounds. Chemicomps can locate a specific chemical, providing a +10 equipment bonus on Search checks when attempting to find
chemical compounds.
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Sensor, Democomp
The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants a +6 equipment bonus on Search checks when searching for explosives. Additionally, the democomp sensor’s advanced data on explosives of all types makes it a valuable resource when planting them, granting a +4 equipment bonus on all Demolitions and Disable Device checks made involving explosives.
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Sensor, Electricomp
The electricomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate electronic devices of all types, including computers. It grants a +6 equipment bonus on Search checks when searching for electronics of a specific type. Additionally, the electricomp sensor’s advanced data on electronics of all types makes it a valuable resource when repairing computers and other electronics, granting a +4 equipment bonus on all Repair checks made on them. Additionally, the electricomp can be used to identify any flaws in cybernetics.
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Sensor, Geocomp
The geocomp sensor computer is a handheld computer or computerized gauntlet designed to find individual minerals. Geocomps can locate a specific mineral, providing a +10 equipment bonus on Search checks when attempting to find minerals.
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Sensor, Mechanicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of mechanical devices. The mechanicomp can identify a vehicle’s, starship’s, or mecha’s current and maximum hit points. Additionally, thanks to the mechanicomp’s extensive library of mechanical blueprints, any repairs made using the mechanicomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to vehicles, starships, and mecha.
PL: 6 Purchase DC:
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Sensor, Medicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and healing of the human body. The medicomp can identify a creature’s current and maximum hit points after 1 round of scanning from no more than 5 feet away. Additionally, thanks to the medicomp’s extensive library of medical records and biological knowledge, any treatments administered using the medicomp as a reference are more efficient, granting a +4 equipment bonus on all Treat Injury checks.
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Sensor, Motion
The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.
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Sensor, Nanocomp (PL 7)
The nanocomp sensor computer is a handheld computer or computerized gauntlet designed to detect ambient and internal nanocolonies. Nanocomps locate almost all nanocolonies, providing a +10 equipment bonus on Search checks when attempting to find nanocolonies either within a living body or floating in the air.
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Sensor, Robocomp
The robocomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of robots and robotic life forms. The robocomp can identify a robot’s current and maximum hit points. Additionally, thanks to the robocomp’s extensive library of robotic blueprints, any repairs made using the robocomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to robots.
PL: Purchase DC: 18
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### Cameras and Photo Sensors

Cameras let a character capture a record of what he or she has seen.

Film
The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
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3D Camera
This funny 2 or 3 lens camera takes pictures in different colors from slightly different angles. When a viewer sees the image without glasses, they see a color distorted image. But when wearing glasses, the image will seem to “pop out” at them, giving the illusion of 3 dimensions. In PL 4 and most of PL5, this is only with film. Later in PL5, this can be digital.
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Digital
A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary. The cameras come in a huge multitude of types; DSLR’s; 1 to 20 megapixels; with remotes; various Lenses; different memory card adaptors; etc. All these things can make a big difference, but for the sake of simplicity go with the given DC’s and write out the individual specs on the camera a character buys, and have the GM review it to see if it would affect the purchase DC.
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Holographic Imager
Holographic imagers come out in early PL 6 for consumers, though, they are very crude. Think about “Minority Report” when a holo-movie is played. Only about 50% of a character can be seen. What would have been on the opposing side of the camera is still unknown, but everything out to 90 off center is rendered. Once in PL7, a full rendering can be made using an array of sensors and density scans to see behind objects and computers making guesses on what is behind its main view finder (including color) based on what it currently sees, or sees over time in the case of a video camera. All holograms are translucent.
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Film Video Camera
Portable video cameras use some format of videotape to record activity. The tape can be played back through a VCR or via the camera eyepiece.
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Digital Video Camera
Portable video cameras use memory cards to record activity. The video can be played back through a computer or via the camera eyepiece.
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Other Computer Peripherals

Modem
A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem).
All computers come with dial-up modems, which allow connection to the Internet but without the speed of broadband or the flexibility of cellular. A dial-up modem uses a standard telephone line; while it’s connected, that telephone line can’t be used for another purpose.

Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character on-demand, high-speed access to data, allowing Computer Use and Research checks involving the Internet to be made in half the normal time.

Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or she can use a cell phone. However, access speed is slow, and any Computer Use or Research check involving the Internet takes half again the normal time (multiply by 1.5).
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Printer
The color inkjet printer described here is suited for creating hard copies of text and image files from computers.
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Scanner
A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.
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Speakers
Allow a user to hear the sounds of a computer. Most computers have a poor, built-in speaker.
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Web-Cam
This is normally used to make video chat possible between two computers. Works much like a digital camera, but uses the computers onboard memory to make recordings.
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Uninterruptable Power Supply (UPS)
This gives a standard computer 30 minutes of power even when the grid power no longer works after it has had 2 hours to charge. A normal lamp would have 3 hours of power.
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Wireless UI Systems
Wireless keyboard, mouse, and headset.

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### Communication

Cell Phones

A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It can send and receive phone calls and text messages in any area covered by cellular service. Cell phone are not designed to send information directly to each other. If they are not in a covered area, they cannot communicate with another one unless they are modified.
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Smart Phones

A huge part of the 21st century Western culture, Smart phones help people to maintain their lives. From personal finances to running corporate enterprises, people find them as handy tools to keep up on the times or just pass the time with a game or two. Smart phones impose a -2 for computer use checks and research checks using a computer. Many Smart phones allow for crude data collection: movement, orientation, acceleration, photo sensing (many have built in cameras), and audio sensing.
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Computer Phones
Bulky and heavy, these phones are not popular until late PL5, and then only to people who live their lives on the go. They can function as weak but full powered computers, with detachable screen, key board, and mouse.
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Standard Phones
These devices are little more than wireless phones and texting platforms. They are very handy as cheep, disposable equipment when in a pinch. They cannot be used to make computer use checks of any kind.
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Portable Satellite Telephone
This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it communicates directly via satellite, it can be used any¬where on earth, even in remote areas well beyond the extent of cell phone service.
Portable satellite phones are very expensive to use. When used in a place not served by regular cellular service, each call requires a Wealth check (DC 6).
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Radios
This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.
Walkie-talkie, Basic
This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character’s conversations. It has a range of 2 miles.
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Walkie-talkie, Professional
This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.
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Citizens Band (CB) Radio
This model has twenty-four different frequencies. The device is normally in a car or home with a hand set. It has a range of 35 miles.
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Ham Radio
Ham Radio has been around since PL4. They have no max range, but do require a lot of power and special antenna to get farther range without too much interference, They operate on thousands of frequencies in all sorts of ways. A License is normally required to transmit on any Ham frequency. They come in Hand held devices to huge base stations.
PL: 5 Purchase DC: 15
Size: Base Price: $600
Weight: Restriction: Licensed

## Services

This section addresses services characters will need. This includes lodging, renting, food services, repair work, and hiring of third parties. The prices are recommended and not static. The GM should take these prices as suggestions.
Lodging
Hotel

Suite

Cottage

House Rental

Transportation

Car

Crafting
The following is a set of crafting rules.