Equipment

**General Equipment**

This section covers the wide variety of general gear available to adventurers of all sorts.

Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life—assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries have a purchase DC of 2 and can be changed as a move action.

**Equipment Tables**

Equipment is described by a number of statistics, as shown on Table: General Equipment.

**Size**: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any object that is of his or her size category or smaller.

**Weight**: This column gives the item’s weight.

**Purchase DC**: This is the purchase DC for a Wealth check to acquire the item. This number reflects the base price and doesn’t include any modifier for purchasing the item on the black market.

**Restriction**: The restriction rating for the object, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the item on the black market.

**Table: General Equipment**

**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.

**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).

**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.

**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.

**Handbag**

Handbags provide another way to carry 2 pounds of equipment. The purchase DC shown is for a basic bag, you can treat the handbag as clothing for the purpose of possessing a designer bag.

**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.

**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).

**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.

**Designer Clothing**

Designer clothing is more expensive and much more unique. The purchase DC of designer clothing tends to be anywhere from +2 to +10 higher than the normal price. Any outfit can be purchased as a designer outfit. For every +2 that you increase the DC by, you gain a +1 bonus to charisma based checks vs. characters with a wealth bonus of 15 or higher. You also gain this bonus to bluff checks to appear as if your wealth bonus were higher, allowing people to see you as if your wealth bonus were an amount higher equal to the 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. You can possess designer versions of any kind of outfit by increasing the purchase DC by +4.

*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 Stealth checks.

*Scrubs:* Worn by EMT’s, nurses, and doctors. While wearing scrubs, you gain a +2 bonus to diplomacy checks made against other EMT’s, Nurses, Doctors, and patients who are on the job.

*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.

**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 Stealth 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 Stealth), and melee attack rolls.

**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.

**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. Items held on this belt can be drawn as a swift action.

**Hip Holster**

This sturdy leather belt has a holster to carry a firearm or firearm like item on. This holster goes on the hip and can hold a firearm or melee weapon of medium size or two firearms or melee weapons that are small sized. By increasing the purchase DC by +2 you can have a holster on each hip. These holsters can hold up to 8 lbs. of items on hand. Items held on this holster can be drawn as a swift action.

**Back Holster**

A sturdy leather strap wrapped around your shoulder with an easy access sheath for items. This can hold up to 100 lbs. The back holster can hold either two weapons of large size or one weapon of huge size. Items held on this holster can be drawn as a swift action.

**Ammunition Belt**

A large belt with several pouches that are usually used to store ammunition and various small items. The Belt can store up to 70 lbs. of small items. Items held on this holster can be drawn as a swift action.

**COMPUTERS AND CONSUMER ELECTRONICS**

Rules for operating computers appear under the Computer Use skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. The purchase DC accounts for both costs; once a character has obtained the item, he or she doesn’t have to worry about ongoing subscription costs.

**Camera**

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

*35mm*: The a classic 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.

*Digital*: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary. These can also accept different lenses and take high quality photos.

*Disposable*: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.

*Film*: The medium upon which old 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 some 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.

**Cellular Phones**

**Cell Phone:** 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 works in any area covered by cellular service.

**Smart Phone:** An advanced digital communications device that allows for video chat, advanced texting, web browsing, and the download of various applications. A Smart Phone possesses the ability to take photographs and video as well, A Smart Phone is treated as a computer for the purpose of making computer use checks and checks to research with investigate, and It can be upgraded just as a computer can. A Smart Phone holds it’s battery charge for roughly 6 hours.

**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, but can’t be used for Computer Use or Investigate checks to research with investigate.

**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 anywhere 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).

**Walkie-Talkie**: This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.

*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.

*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.

**Computers**

**Computer**: Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers, a CD-ROM drive, a dial-up modem, and the latest processor. A character needs a computer to make Computer Use checks and to make investigate checks to research involving the Internet.

*Desktop*: Bulky but powerful, these machines are common on desks everywhere.

*Notebook*: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.

*Upgrade*: A character can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on Computer Use checks. Increase the purchase DC of a desktop by +1 or a notebook by +2 to purchase an upgrade.

**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.

**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).

*Dial-up:* 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 investigate checks to research 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 and investigate checks to research involving the Internet takes half again the normal time (multiply by 1.5).

**Wi-fi Router:** A router allows for wi-fi access to wireless devices capable of connecting to the internet. Many wi-fi routers are protected by passwords. A Password can be set by the owner. Hacking a wifi password is usually DC 15. A Router grants Wi-fi out to a range determined by the kind of router you purchase.

**Tablet:** A small rectangular touch screen computer similar to a smartphone. A tablet tends to have better screen quality and are often used for artistic endeavors or for watching television and playing games with their larger, more easily accessible screens. A Tablet holds it’s battery charge for roughly 4 hours.

**Flash Drive:** Portable memory storage for a computer or notebook. They can store anywhere from 1-32 GB of information.

**Portable Hard Drive:** Portable memory storage for a computer or notebook. They can store anywhere from 64 GB to 2 TB of information.

**Portable Video Cameras**: Portable video cameras use some format of videotape to record activity. The tape can be played back through a computer or television with a USB uplink, or via the Camera’s screen. Old cameras record on tape and can be played back on a VCR or via the camera eyepiece.

**Trail Cam:** Trail cams are cameras set to take photographs whenever they detect motion, often times used on park trails to locate animals or photograph wildlife. Trail Cams can store information on themselves, and maintain a battery charge for the listed amount of time. Information is retained manually and they can generally store quite a few pictures before they run out of juice. They can also be set to take photographs at specific intervals. They can be combined with night vision goggles for night photography.

**Surveillance Cam:** Also known as Security cameras, Surveillance Cams are used to monitor areas. They can be set to slowly move, or remain stationary. They usually connect to a direct feed which displays what is happening and often times have their information constantly recording for future reference. Security cameras can usually keep files recorded for 24 hours, though through proper setup a 24 hour camera can be set to run indefinitely so long as it is connected to an electrical system, and a computer with suitable storage to keep records of the recording. They can be combined with night vision goggles for night videos.

**Printer**: The color inkjet printer described here is suited for creating hard copies of text and image files from computers.

**Scanner**: A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.

**Surveillance Gear**

Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer’s job.

**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).

**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.

**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.

**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 Craft electronics 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.

**Metal Detector**: This handheld device provides a +10 equipment bonus on all Perception checks involving metal objects.

**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 Perception 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).

**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.

**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 craft electronics 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 craft electronics 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).

**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.

**Theft Detection Dye:** A strange concoction of chemicals that is difficult to wash off and are traceable in UV light. A target splashed with it is marked with the stained liquid that glows under a UV light. These are usually used in the aid of theft detection and dye packets are also left on money at banks to prevent bank robberies.

**PROFESSIONAL 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.

**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).

**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 creature must make a reflex saving throw DC: 10. A caltrop deals 1d4 point of damage on a successful hit or nothing on a successful saving throw, and the injury reduces foot speed to half normal (a successful Heal 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.

**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.

**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.

**Demolitions Kit**: This kit contains everything needed to use the Disable device skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.

**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.

**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.

**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 craft checks to build or repair 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 craft checks to building or repairing for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.

**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 Perception 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 Perception 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.

**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 Linguistics skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Linguistics 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 Linguistics skill.

**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.

**Forgery Kit**: This kit contains everything needed to use the Linguistics 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.

**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).

**Instrument, Keyboard**: A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.

**Instrument, Percussion**: A set of drums, necessary in order to use the Perform (percussion instrument) skill.

**Instrument, Stringed**: An electric guitar, necessary in order to use the Perform (stringed instrument) skill.

**Instrument, Wind**: A flute, necessary in order to use the Perform (wind instrument) skill.

**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.

**Lock Release Gun**: This small, pistollike device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).

**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 craft 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 craft checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.

**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 heal skill). Skill checks made without a medical kit incur a –4 penalty.

**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 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.

**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.

**Search-and-Rescue 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.

**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, they must make a reflex saving throw DC:10. The strip deals 1d4 points of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Heal 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. A Vehicle passing over the strip takes 1d8 damage instead and it’s hardness does not apply.

**SURVIVAL GEAR**

Survival gear helps characters keep themselves alive in the great outdoors.

**Backpack**: 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 +2 equipment bonus to Strength for the purpose of determining carrying capacity.

**Binoculars**: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.

*Standard*: Standard binoculars reduce the range penalty for Perception checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Perception 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 function the same 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.

**Chemical Light Stick**: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 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 5 sticks.

**Climing 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 handax, 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.

**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 survival checks to navigate.

**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.

**Flash Goggles**: These eye coverings provide total protection against blinding light. They grant a +2 bonus to saving throws vs. light based effects that cause blindness.

**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 flashlight 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.

**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.

**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 Survival checks to navigate if outdoors and grants a +2 if indoors.

**GPS Tracker:** Global positioning system tracker. This can be placed in an area and a GPS receiver or some phone apps will give constant updates on the location. These can be hidden in areas with a sleight of hand check and can be connected to a magnet to stick to metal surfaces to track vehicles.

**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 the entire United States, showing all major roads in each state. 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). Tactical maps can grant a +4 bonus to knowledge tactics checks.

**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.

**Portable Stove**: This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.

**Rope**: Climbing rope can support up to 1,000 pounds.

**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.

**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.

**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.

**Trap Kit:** A kit for setting up traps. It contains 50 feet of string, or twine, various tripwire hooks, and other small tools used for setting traps. A trap kit contains 10 uses before a new one is needed. Traps that can be set with a Trap kit are located in the Traps section.

**Bear Trap:** Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

Spotting a bear trap is a perception check of DC 15, however it can be hidden with a sleight of hand check instead, using the sleight of hand check result as the check instead.

When a creature steps on a bear trap, it makes an attack roll against that creature with a bonus equal to the disable device check of the person who set the trap. If it hits, it deals 2d6+3 damage as sharp jaws launch up and bite down on the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

A Bear Trap can be made into a mastercraft item, and the damage, the needed perception check, and all of the DC’s increase by an amount equal to the master craft bonus when done.

**Musk:** This is a concoction made from animal glands, urine, and other powerful scents that is difficult to wash off. A target splashed with it smells like a specific kind of animal denoted when purchasing the musk and will either attract creatures or keep creatures at bay. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.