Welcome to Gaia! ::

The Wireless World

Back to Guilds

Cyberpunk, D&D, Warhammer, Shadowrun, University /school, and other Stuff. We have almost everything all those other guilds have, Plus more 

Tags: Roleplay, Gold, Pirates, Vampire, Music 

Reply Firefly (u/c)
Shop

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

spellfire
Captain

Romantic Fairy

9,425 Points
  • Brandisher 100
  • Flatterer 200
  • Bunny Hunter 100
PostPosted: Fri Jan 14, 2011 10:49 am


There’s a whole ‘Verse full of goods out there. Some of it’ll be of direct use—whether it be the ammo you load into your gun, the fuel that keeps you flyin’, or the spare parts that keep you from ending up wai shing piao liu. There’re fancier goods that you’re more’n like never to afford, but you never know what opportunity might present itself on the job. (Just make sure you check for tracking devices before you toh from the high and mighty.) And there’s always cargo to be hauled. If you’re lucky, it’ll be all legit, with a proper invoice and bills of lading and the like. A mite trickier cargo handling is what some folks come to call smuggling.

The gear is divvied into major isles and then into sections. Each item has an individual description, sometimes providing specific information. At the end of each sub-category is a table covering cost, weight, availability, and notes. Weapon entries have entries for damage, range increment, and maximum ROF (magazine).

Gear in and of itself shouldn’t be solving problems. More’n likely it’s gonna land the crew in trouble, forcing ‘em to seek out something else, even if it’s just a different kind of gear. You really, really want something and the one who’s got it knows so—expect the price to go up.  
PostPosted: Fri Jan 14, 2011 10:50 am


General Store
_____________________________________


Tools


Burn Gel
This clear chemical gel is safe to handle with bare hands, but when a slight electrical charge is run through it, it becomes an extremely powerful acid. It can cut through gorram near anything, up to and including a ship’s hull. The gel is extruded from a pistol- shaped dispenser, and a thin trail of it leads to an igniter. Burn gel works anywhere—underwater or vacuum. It burns for as long as the charge is active, so it’s perfectly safe to handle once the igniter is shut off or removed.

Fire Jelly
Sold in 8” tall tin cans, fire jelly was originally designed as an alternative to camp fires for soldiers during the Unification War. When lit, the jelly burns at 550 degrees at a rate of 1⁄2” per hour; the can is largely heat-proof, and putting the lid back on quickly snuffs the low-burning, smokeless flame.

Forensics Kit
A forensics kit is used for collecting and analyzing evidence, such as you’d find at the scene of a crime. It’s got a lot of tiny
little containers, plastic envelopes, fingerprint tapes, imagers, gloves, swabs, brushes, scrapers, tweezers, magnifying glasses, a microscope, a cellular imager, and other odds and ends.

Forgery Kit
Gear what helps you forge official papers, identification, and other documentation. This kit includes a portable computer and printer, a wide range of paper types, specialty inks, a holo-seal printer, a high- resolution scanner, and a number of chemicals and synthetic materials useful for adding a bit of authenticity to phony documents.

Fusion Torch:
A useful tool capable of cutting through metal or fusing it together. Most types operate on a battery charge, or use a chemical tank for fuel.

Garden Bunk
When you can’t afford to buy fresh vegetables, you can grow ‘em–even on your boat where the ‘garden bunk’ has become moderately popular. Consisting of a plastic soil trough (sized to fit on a small bed), it comes with growing lamps and a small sprinkler system. Garden bunks don’t afford a huge harvest, but when morale is down, a few fresh tomatoes can do wonders.

Generator, Portable
This suitcase-sized generator provides enough power to handle all of the needs of a medium-sized campsite or domicile.

Grappler
A gun that uses a compressed air canister to launch a grapple hook and attached line. The hook can either be snagged on an edge, or fired directly into a wooden or concrete surface. It has a range of 50 feet. The cable is tough enough to withstand roughly 1,200 pounds of weight, and the gun has an integral wheel so it can be used to slide down the cable. Variations on grapplers include those with magnetic clamps or fancier models with internal winches allowing the grappler to pull the user up the cable’s length.

Gun Case
Since most weapons need atmo to fire, it stands to reason someone would think of a way to fire one in space, too. A gun case is designed for a specific type of gun. It closes around the front end, making it look like it’s got a barrel about five times wider than it should be. The case pumps air into the chambers and barrel when you pull the trigger, allowing the weapon to discharge normally. Unfortunately, a lot of the internal atmo is wasted with each pull, so the air generally lasts for only 10 shots before the case needs to be refilled back on the ship.

Gun-Cleaning Kit
Every good soldier (and settler) knows that you need to take care of your weapons if you want them to take care of you. Guns need to be cleaned and sometimes repaired. This small kit includes all the tools necessary for such. Bought on the Rim, the kit most likely comes in a leather pouch about the size of a shoulder
bag. Purchased on the Core, it will come in a professional-looking metal case.

Multiband
The evolution of the digital watch has led, at long last, to the Multiband. It’s an all- in-one watch, digital compass, calculator, alarm, radio receiver, generic remote control, and voice memo. Unfortunately, multibands break easily and are mostly popular among students as a fashion accessory. The varieties range from cheap versions in plastic cases to gold-plated ones sold out of suitcases by shady men on street corners.

Multi-Tool
A handy little combination tool consisting of pliers, scissors, screwdriver, pryer, knife blades, file, and a bunch of other widgets, depending on how fancy it is. It’s no substitute for a set of precision tools, but in a pinch, a multi-tool will do fine by you.

Paint Set
A set of paints (watercolors, synthetics, or oils), brushes, a few tools for keeping ‘em clean and a box to store the whole mess in. Outside of a Companion’s personal effects, this isn’t something you’d find much out on the Rim.

Patch Tape
A holdover from the war, patch tape looks like a roll of shiny rubber material. The thin tape is airtight, and the adhesive coating on one side provides a hold strong enough to seal a vacuum suit at full pressure. Hull breaches and the like usually can’t be fixed in this manner, but if some sah gwa wants to try it, it’s his funeral. Keeping a roll in a vac-suit pocket can often be a life-saver.

Purification Crystals
Frontier settlers and soldiers usually stock packets of these powdery, pale blue crystals. One packet (a box has 20) can cleanse up to a gallon of water for human consumption, killing pretty much all bacteria and parasites, just as if you’d boiled it.

Sewing Kit
A bunch of spools of thread, a bundle of needles and pins, and a tiny pair of scissors can keep your duds looking a little less raggedy than they might otherwise.

Snaplink
An oval-shaped ring of metal with one section that opens and locks closed, snaplinks are used everywhere to secure gear. They come in a variety of weights, from ones thick as a finger for holding cargo, to smaller ones used to fasten personal gear onto your belt or harness.

Trash Incinerator
Most ships come equipped with some way to dispose of garbage, but there is always a market for ways to quickly and quietly get rid of refuse. The incinerator is a small metal crate fitted with electrical heating coils; it can destroy, in a matter of moments, almost any organic material that can fit into the 2’x2’x2’ space. The resulting residue and ash is collected in a small filter that occasionally needs to be cleaned.

Welding Tape
A chemical-imbued adhesive tape that can instantly weld two metal surfaces together. To use it, stick it to one metal surface, remove the neutralizing backing, and stick the other metal surface to it, sandwiching the tape between ‘em. The chemicals in the tape rapidly ignite and produce an adhesive weld, sticking the two substances together with near the strength of a proper weld.

Food & Supplies


Cookset
A nested wok and a few pans, serving plates, plastic utensils and cookware, some basic spices, a squirt-tube of oil, and a handful of chemical heat tablets. With time and inclination, along with a few tinned goods or fresh ones, you can turn any flat surface berth into a make-do kitchen. Cookbook optional.

Crop Supplements
While terraforming has succeeded in making many planets habitable, the individual quirks of the various planets and moons make it difficult to predict whether or not a given crop will grow on each. Highly concentrated fertilizers and pesticides, packed into easily applied chemical pellets, are one of the more common solutions to this problem. Settlers usually bring a fair supply of crop supplements with them in order to ensure bountiful harvests for the first few years. The pellets come in drums, bags, or boxes; one container is enough for five acres when mixed with the seeds before planting or tilled into the earth beforehand. The benefits usually last for two or three growing seasons, depending on the crops being farmed.

Drink, Fine Wine
A case of twelve bottles of extremely good wine; what more needs be said? Good wine is hard to come by, so it can get very expensive, but many folk consider it worthwhile.

Drink, Good Whisky
Wood alcohol is cheap. High-quality strong drink is a bit more costly.

Foodstuffs, Canned
While not as good as fresh food, canned or otherwise pre-prepared food is still a fair bit better than processed protein. Since such food keeps indefinitely (or at least a whole lot longer than the fresh stuff), food packs and canned fruit are popular among settlers and ship crews. The given price buys two or three boxes of different kinds of food, allowing one person to eat decently for about a week. Rationed, the food will go farther.

Foodstuffs, Fresh
This is what it’s all about: fresh vegetables, fruit, and meat. Unfortunately, real food is fairly expensive; folk can’t usually afford it unless things are going real smooth for them. Most often, fresh food is bought in small amounts or is carefully rationed over a period of time, at least by those who live in the black.

Foodstuffs, Luxury
This is the kind of fancy- pants yummies you can’t even find most places on the Rim. A pound of fresh strawberries, a chocolate—Advertisement ice cream cake, caviar—such count as luxury goods to folk who live on the Rim. The units in which the goods are sold depends upon exactly what the food is. The price can vary as well, but whatever it is, it will almost always be quite expensive.

Foodstuffs, Nutrient Bars
Nutrient bars—a Newtech Alliance ration—are perhaps the most compact form of food ever developed. Each bar is about the size and shape of a gold ingot and each is wrapped in foil. The actual bar is a brownish compound, nearly tasteless, but at least it’s better than protein paste. If sliced thinly, a single bar can provide 30 days’ worth of nutrition for one person. The person will still need water and additional calories, but the vitamins, minerals, immune supplements, and so on will allow them to subsist on an otherwise minimal diet.

Foodstuffs, Protein Paste
Tubes of colored and (supposedly) flavorsome protein paste are the standard diet for spacefarers in the ‘Verse. The paste is sometimes molded into different forms and cooked different ways. Sadly, it tastes about the same no matter what you do to it. Healthy, if boring, the paste stores a good long while.

Fresh Fruit
A rarity on the Rim, especially delicacies such as fresh strawberries.

Protein Chips
A common snack found pretty much everywhere, protein chips are soy- based, salty, and tasty.

Rotgut
Crude alcohol brewed in some such distilling rig. It tastes something foul and is just barely on the friendly side of toxic, but it’s usually free. Imbibing more’n a cup of rotgut requires an Easy Endurance or the drinker feels nauseous and suffers a fearsome hangover.

Snack Bar
A snack bar is a single serving of either nutritious or delicious (rarely both) foods such as chocolate, dried fruit, grains, or even vegetable matter. One of the most popular brands of snack bars is the Fruity Oaty Bar, mostly due to their ever-present marketing efforts that blanket nearly every planet in the ‘Verse.

Spices, Common
Whether it’s protein paste, canned vegetables, or fresh meat, a sprig of rosemary can make your day a little brighter.

Spices, Rare
Popular in the Core for those who can afford high class dining, rare spices such as saffron can be extremely expensive. A good cargo to carry, and even better to have if you can afford it.

Sundries


Camouflage Paint
Flat canisters of camouflage paint come in a variety of natural colors (browns, greens, tans, grey, black, etc.). Cover your face with some, and you can minimize your visibility,

Chemical Body Warmer
A small plastic pouch of crystallized chemical compound that, when agitated, warms enough to keep a body warm for a four-hour period.

Cuffs
Plastic, alloy, or metal handcuffs used to secure a prisoner’s wrists together, either in front of or behind his body.

Earplugs You can use these stoppers day- to-day in a loud area like an engine room, or even in the cockpit to muffle the yapping of an especially chatty pilot.

Filtration Canteen
A quart-sized plastic canteen, with a filtration ring at the top. The water’s potable, but it won’t be winning any taste contests.

Flare
Your standard-issue chemical flare, about the length of a pencil and near an inch thick. It activates with a simple twist at the end, and burns brightly for around an hour. Flares aid in spotting a downed crewmember; a bunch of ‘em mark a spur-of-the-moment landing strip.

Gas Mask
A half- or full-face mask that filters any impurities from smoke, gas, or other airborne hazards.

Glowstick
A cross between a lantern and flashlight, a glowstick provides plenty of ambient light from the top end, and has an adjustable focusing lens that lets you shine a spotlight where you want to see more clearly

Goggles
This protective gear guards your eyes from sparks, intense light, or particle shrapnel. Highfalutin’ low-light ones let you see in the dark

Idol, Religious
This might be Buddha, Krishna, Jesus, or any other of a dozen different religious figures worshipped throughout the ‘Verse. Many come with candles, incense, or what have you, so’s you can burn ‘em while you’re in a genuflectin’ mood.

Ocular
A pair of electronically-assisted binoculars, with a digital rangefinder that tells you how far away something lined up in your sights is. Oculars auto-focus and have a range around a mile and a half. This also includes night vision ocular.

Radiation Detector
A device for measuring the level of radiation in an area near the sensor. A standard model has a 10-foot range.

Radiation Tag
A small badge, worn clipped to a uniform or on a chain around the neck, measuring the level of rads you’ve soaked up. It shows a warning when radiation exposure threatens your well-being.

Restraints
Restraints range from full manacles keeping a prisoner’s hands, feet, knees, and elbows secure, to a one-piece jacket that wraps a body up.

Rucksack
Some folks call it a backpack; to others, it’s a sling bag. Whatever the moniker, it’s a canvas or suchlike bag with a strap or two for convenience. You can stuff nearly 60 pounds worth of gear into a good one.

Ship’s Papers
By Alliance ordinance, every captain operating a ship in the ‘Verse has got to show its papers if asked. These documents are printed on actual paper and fastened into a three-fold leather wallet. The papers have a dozen or so anti-counterfeiting measures added in, but that don’t stop most captains on the shy side of legal from having a few sets for a variety of situations.

Snaplight
A little tube filled with phosphorescent chemicals. Snaplights come in a few different colors. Twist it, and it glows pretty bright. Break it open, and you’ve got a few ounces of fluid that glows for a couple of hours.

Still, Improvised
Spacers have a lot of time on their hands, and booze tends to run out fast. Enterprising engineers and chemical types often put some of the less-critical engine systems
to work, employing radiant heat and filtration systems to brew homemade hooch.

Symbol, Holy
A small religious icon or sigil—usually something you’d wear hanging around the neck on a chain or cord.

Toy
This can mean anything from a stuffed turtle, a rag doll, a set of tiny dinosaurs, a bobble-headed geisha doll, a carved wooden swan, a ball and jacks, finger puppets, or any other sort of gimcrack or gewgaw you might entertain young ones or those “young at heart.”

Recreational Goods


Boardgame
Space travel is, for the most part, pretty boring, and crews often need to indulge in time-killing activites that doesn’t burn fuel cells or brain cells, or require a lot of reading. Boardgames are a common enough means of passing time between stops. The classics are still in heavy rotation, notably checkers, Chinese checkers, chess, go, and backgammon.

Book
Printed books come in a near-unto- infinite variety of shapes, sizes, quality, and contents. On the Core planets, they’re a symbol of old wealth and education. They’re rarer on the Border planets, where it’s usually cheaper and more practical to use databooks or other electronic storage. Out on the Rim, print books are more common, as they’re more reliable and, in some ways, more comforting to simple, honest folk. Most common book you’re liable to find out in the Rim is the Bible.

Boxing Gloves
A pair of padded gloves, used for the sweetest sport. Though boxing is no longer practiced much in the Core planets, it’s still very much in favor out among the Rim. Boxing gloves reduce all standard hand-to-hand attacks by two Basic damage points. It also turns any Basic damage from the Mean Left Hook Trait into Stun damage.

Cards
A standard deck of cards can get you through hours that might otherwise be without purpose. Some folk might even make a living with a deck of these.

Climbing Gear
If you’ve got a hankering to climb a wall, a mountain, or the side of a building, you’ve a friend in this. Climbing gear includes pulleys, pitons, rope, chocks, ascenders, clips, a handaxe/ hammer combo, and a harness. Also, gloves keep your hands safe; a helmet’s included so’s they can recognize your face when they find you at the base of the cliff.

Hologame Table
Not exactly portable, this piece of furniture is topped with a field of holographic emitters. The table can be customized for pool, foosball, air hockey, or any number of other tabletop games. Handles and sticks come separately. Not-so-real parts keep people from stealing ‘em, or throwing ‘em through the windows of your less discriminatin’ establishments when tempers run too hot.

Hoverpack
Essentially, a hoverpackis a backpack-styled jet capable of limited flight. Most are too noisy and generate too much heat to be of any practical use, though they’re sometimes favored for rapid commando strikes or rescue attempts in difficult terrain. Alliance engineers spent billions and wasted years on hoverpack projects, but in the end couldn’t solve the inherent problems. A number of prototypes entered the private sector and serve mainly as museum pieces or as stunt-show curiosities. The functional models (of which there are few) are prohibitively expensive.

Musical Instrument
A wide range of instruments exist, including guitars, drums, mandolin, sitars, harps, and horns of all sizes and shapes. Most folk get some musical training during schooling, and it’s always a pleasant surprise to see what secret talents a crewmate has. Registered Companions are trained in music and play at least one instrument.

Parachute
A basic parachute, worn on the back, for use in the rare situation where your ship’s falling through atmo and you’ve got the chance to jettison.

Parasail
A specialized form of parachute constructed with integral air channels that allow for far more manoeuvrability and vertical movement than a standard parachute. Parasails are sometimes used for entertainment purposes, such as might be had from being dragged behind a boat or other vehicle. Alliance forces use ‘em for covert operations; the specialists drop a ways off from a target and parasail in quietly and with little fuss.

Rain Stick
A long wooden tube sealed at both ends and filled with small beads; a number of pins pointing inward are fixed to the inner walls. When the stick is held upright or at an angle, it makes a sound like rainfall. On Earth- That-Was rain sticks were thought to summon rain, but now they’re mostly curios or musical instruments.

Shelter, Portable
This item is basically a small tent, with collapsible poles and stakes. It don’t provide much cover from extreme weather, but it’ll keep you dry and beats sleeping out in the open on a stormy night. Fancier versions have small heat cyclers and built-in light emitters
in the central pole. Really fancy ones are made of smart cloth that just snaps into shape or folds up on its own.

Sleepsack
A basic synthetic fiber mummy- bag, insulated to keep you warm. Cozy when you’re in it; easily collapsed when you’re not. If you’re in a friendly mood, you can zip two together.

Survival Gear
Generally, you’d take this little pack if you were roughing it, or as a precaution in case you find yourself stranded somewhere unexpected. Inside you’ll find useful items such as water purification pills, a mini first aid kit, a multi-tool (see page 6), a little fishing kit, a lighter, a tiny survival guide, a compass, some cable, a flare or two, a few snaplights (see page 10), a wire saw, and some basic fire-starting materials.

Weight Set
A set of dumbbells, weights, bars, free weights, a rack to store ‘em on, and a bench to lie down on while you’re lifting.  

spellfire
Captain

Romantic Fairy

9,425 Points
  • Brandisher 100
  • Flatterer 200
  • Bunny Hunter 100

spellfire
Captain

Romantic Fairy

9,425 Points
  • Brandisher 100
  • Flatterer 200
  • Bunny Hunter 100
PostPosted: Fri Jan 14, 2011 10:51 am


Tailor
_____________________________________


Protective & Emergency Gear


Ballistic Mesh
Used much like the bulletproof vests of Earth-That-Was, ballistic mesh is a finely- woven cloth of metal and plastic over polymer sheeting. In basic dummy-talk, the mesh stops bullets, and it isn’t as heavy or bulky as other armors. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armor.

Body Armor, Reaver
By their nature, Reavers get into a lot of scrapes, and their armor is usually made from rusty metal, plastics, and leather of dubious origin. No sane person would wear it, as it’s blood-stained, stinks of death, and is soaked in radiation.

Chaff Suit
A chaff suit is covered with a metallic weave and wired through with a host of electronic signal bafflers. Wearing one screens you from most forms of electronic detection other than visual, weight, or sound-based. It looks fairly ridiculous, like a pair of hooded coveralls covered with short streamers of shiny metal foil, but results don’t lie. It offers no other protection and, as might be reckoned, looks vaguely ridiculous.

Chameleon Cloak
The chameleon cloak shares the same technology as the chameleon suit, though it’s in the shape of a long hooded cloak, baggy enough to cover at least two people if they’re snug together. A chameleon cloak has an integral computer wired together with a passel of light sensors and emitters. Like the chameleon suit, the cloak offers minimal armor protection.

Chameleon Suit
Snipers favor these to remain hidden while on the job. Mostly consisting of a baggy set of overalls with clumps of fiber optic wires sprouting here and there, the suit also sports a small computer and dozens of light sensors
placed around it. When activated, the suit attempts to match its color to the surrounding area. It does a fairly good job if the wearer is holding still.

Diving Gear
Based on the old-style SCUBA (self-contained underwater breathing apparatus) gear, diving gear contains a rebreather, mask, flippers, a weighted belt, and a bodysuit. There’re fancier ones, but the basics are the same.

Duster, Armored
A long coat fashioned of tough-but-supple leather with armored mesh woven beneath the surface, and rigid plates on the shoulders and chest. Fashionable and functional.

Flight Suit
A snug, reinforced suit for use by pilots and crew onboard planetary air defense vehicles, and some forms of starship without gravity plating. The suit helps the pilot resist G-forces and incorporates a thin layer of insulation, enough to confer an Armor Rating of 2 S.

Grounder Mesh
If you’re in the line of work where you find yourself opposed to someone, say Alliance troops, armed with stunners, this is the pair of long-johns for you. A one-piece thin, grounder mesh goes under your street clothing and provides protection against any sort of electromagnetic pulse that would otherwise send you floorward in a hurry.

HeartLine Health Suit
The HeartLine is an undershirt wired with sensors and other gadgets to monitor body temperature, heart rate, blood pressure, and so on. It generally transmits this data to a doctor or to a computer where it can be read by a doctor, who can monitor the patient’s health.

Helmet, Infantry A basic metal or composite helmet with a cloth or mesh covering (to which the wearer can attach grass and foliage).

Helmet, Squad
This helmet originated with the Alliance during the war. It functions in the same way as an Infantry Helmet, but also includes a small communicator to allow members of a squad to stay in constant communication. Unfortunately, the design impedes hearing and peripheral vision.

Mask, NBC
A fancy gas-mask, this gadget lets you breathe safely in an area contaminated by nuclear, biological, or chemical hazards. Unfortunately, the mask doesn’t let you see all that well, and it doesn’t protect the rest of your body.

NBC Body Suit
A full-body, airtight, hazardous environment suit provides complete protection from nuclear, biological, and chemical hazards. The mask allows for slightly better vision than the NBC Mask. The bulky material makes it difficult to handle small objects or perform feats that require coordination.

Plate Vest
Ceramic inserts sewn into a ballistic mesh offer torso protection on both the back and the front. Any hits on an area covered by the vest do only Stun damage (and Shock, if necessary), as with ballistic mesh. Unlike the ballistic mesh, the plate vest will protect against sharp instruments (knives, axes), as well as bullets. Since the torso is the easiest target on a human, assume that most attacks would hit the vest, unless specifically targeted elsewhere on the body. The upside—the plate vest looks like a normal garment. The downside—the weight and bulk restrict movement slightly.

Riot Gear
Full law-enforcement riot gear consists of composite and ceramic plating sewn in various special pockets all over a specially made ballistic mesh suit. The effects of the mesh apply only to bullets, but the Armor Rating reduces damage from all attacks (the suit includes a helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and the suit is bulky enough to be a mite cumbersome—but then, there’s some as like to see the law slowed down a bit anyway.

Shield, Heater
An old-fashioned shield from times long gone, used for defense in a less civilized time, called heaters for their shape. Hold a heater shield defensively and it acts as light cover.

Shield, Tactical
A big clear rectangle of reinforced ballistic polymers, this shield generally sees use in riots or crowd control situations—where a group of Alliance soldiers or constabulary line up and make a wall, one that’s flexible enough to shove back. Combat/Shields attempts to block melee attacks, and serves as light cover when held defensively. Crouching behind a tactical shield offers medium cover.

Tactical Suit
This is the armor Alliance Federals wear, usually with a Squad Helmet. The suit covers the entire body and is armored with ceramic and composite plates, along with heavy padding. It will stop a heap of damage, but tends to rattle when you walk.

Vacuum Suit
Heavy, bulky, and generally restricting, vacuum suits are an absolute essential out in the black. They can be tricky to get on and
off, though, so allow yourself some time to get into it. You need to take good care of these to keep ‘em working. A bullet hole or similar can be closed up with patch tape, but it is generally worthwhile to invest in a new suit when you have the credits.

Clothing & Accessories


Baton
Also called swagger sticks, ceremonial batons are favored as a sign of authority by high- ranking Alliance officers. Those crested with the insignia of an eagle indicate upper echelons. During the Unification War, Browncoats were told to concentrate fire on anyone carrying a baton. This curbed their popularity dramatically. It’s been a few years now and they’re coming back into fashion.

Clothes, Registered Companion
There are few things in the ‘Verse as heart-stopping wondrous as the sight of a Companion in the altogether, but a close second would be a Companion dressed in his or her full regalia. Elegant lines and the highest craftsmanship in the classic sense, a Companion’s garments manage the difficult balance between being outstanding and utterly at place, both at once. Whether it be a ball-gown, a robe, or a paislied kimono, a single set of a Companion’s clothes are usually worth more’n the horse you rode in on.

Cold-Weather Gear
An insulated outfit offering the best in protection from cold temperatures, whether weather-based or in an environment offering similar conditions. It consists of an insulated parka, hood, gloves, pants, and heavy boots. Wearing cold-weather gear provides a +2 step to Survival actions in cold climates.

Dress, Party
When you need to look your best for that oh-so-special invite, it’s time to pull out all the stops and put your party dress on. Could be made-to-order, or you could buy whatever looks prettiest in the shop window. As a warning, those who can afford to get theirs made special are quick to judge those who can’t.

Firefighting Gear
Flame-retardant, heat-shielded garments of the type used by firefighters on ground or in the black. This includes a sealed helmet with an air filtration system or oxygen bottles, a heavy jacket, boots, pants, gloves, and a harness for equipment such as a fire axe, extinguisher, and prybar.

Frock, Gingham
A common sort of dress, worn by settlers out on the Rim. Frilly floral bonnet optional.

Hat
Whether it’s a fine cowboy hat, a knit cap from your mother, or a natty bowler worn by criminal lowlifes, a hat is good for two things: keeping the sun off your head and swatting flies.

Poncho
A hooded rain slicker usually made of thin nylon or vinyl. It doesn’t offer any benefits other than keeping you dry, but that’s enough for most folks.

Shirt, Floral Print
A causal, short-sleeved shirt for the free-spirited sort of dresser, comfortable, cool, and visually refreshing all at once.

Suit, Men’s
A fine two- or three-piece suit in whatever style you favor. You can get a good measure of a man by the suit he wears. For those with serious money, it’s bespoke; with a little money, it’s tailored; for the rest, its off-the-rack.

Uniform, Alliance
Sometimes it’s a useful thing to have a spare Alliance uniform around, whether it be from a soldier or an officer. There’re few people in the ‘Verse that’ll ask questions of someone in the black and grays. If you’re smart, you’ll steal a set. If you’re dumb or just plumb crazy, you take one the prior owner got no more use for. Might want to take caution to wash the blood out
before you try to pass yourself off as someone you’re not. Naturally, there’s considerable penalty for owning Alliance threads, but for some jobs, the gains outweigh the risks.

Uniform, Medico
Say you want to infiltrate a hospital to lay hands on some expensive pharmaceuticals, medical gear, or to take advantage of the best facilities the Alliance has to offer. Having a medico uniform on hand is the sly way to go about getting what you want. It’s not necessarily illegal to possess a medico’s uniform if you don’t have the IdentCard to go with it, but more’n likely you’re up to something that’ll put you on the wrong side of the law.

Uniform, Technocrat
As with the Alliance black and grays, showing up looking like a technocrat opens all kinds of doors, sometimes without anyone daring to ask you to show your IdentCard. Usually, out on the Rim, a Technocrat’s uniform is a sign of a big enough bie woo lohng to earn a visit from the head office. That’ll put fear into a man’s heart, and a fearful man is a careless man.

Vestment, Shepherd’s
The black coat and pants, grey shirt and white collar all come with the ordainment. It’s not illegal for non-Shepherds to wear the vestment, but true believers might take offense.

Walking Stick
A cane roughly a meter in length, with an end that’s either a knob, curved, or bent. Some walking sticks conceal thin-bladed swords, small pistols,

Holsters


Gun Rig
A shoulder-and-chest mounted harness with a projecting hydraulic swing-arm, distributing the weight of a heavy weapon and stabilizing it against recoil.

Harness
An arrangement of shoulder and chest straps, a vest with detachable pockets, and a web belt, a combat harness is an essential part of any soldier’s gear while out in the field. It includes an assault sling that lets you hang your weapon ready across your chest, pointing horizontally when in combat and down when you’re idling. A harness is highly adjustable, letting you hook your gear on however you’d best like. No matter how effective it is, wearing a combat harness tends to make you stand out, so leave it at home if being conspicuous ain’t part of the plan.

Holster, Concealed
A holster meant to keep a piece out of sight, rather than at hand.

Holster, Null
This interesting piece of gear is just about as illegal as you can get on the Core worlds. A null holster keeps your sidearm safe and snug, and has a mesh flap that stretches over the butt. The material of the holster is “dead” to metal detectors, chemical sweepers, and to any kind of imaging sensor you might pass through in Alliance territory. Unless they’re making you strip or patting you down, your weapons’ll not be found while in this holster.

Holster, Shoulder
A simple shoulder holster for one or two sidearms, configurable so you can draw upwards or outwards. No difference either way, as sah gwa dumb enough to put a gun up where they’ve got to skin it cross- body isn’t to be taken seriously.

Holster, Speed-Draw
A gunslinger’s rig, a speed-draw holster hangs low on the upper leg, with the butt of the pistol resting just level with the palm of the wearer’s hand. Usually the tip of the holster is tied to the leg by a thin cord or strap, and the pistol’s held in place with a thumb- break (a small strap over the hammer, snapped to the holster itself, keeping the iron in place but coming loose when it needs to). You see a fella wearing one of these you’d be wise to steer clear.

Holster, Tactical
If you absolutely don’t want anyone taking your sidearm from you without your say-so, a tactical holster is for you. It features a pressure lock with a few options for releasing the catch.  
PostPosted: Fri Jan 14, 2011 10:52 am


Armoury
_____________________________________


Hand-to-Hand Weapons



Axe
Whether you’re talking about a woodsman’s tool or something fierce like a Reaver might boast, an axe is pretty much the same—a handle with a perpendicular blade facing away from it.

Baton, Security
The collapsible metal rod that extends up to two feet when unfolded is used for beatin’ on folk who trespass where they ain’t wanted. Usually has a rubber grip on one end.

Baton, Stun
Kinda like a standard security baton, but with more zap and less thwap. Instead of smackin’ someone with this, you use it like a cattle-prod and poke ‘em. A battery in the handle discharges a fairly large jolt, enough to shock without doing’ much real damage to the poor guy on the other end.

Brass Knuckles
This little piece of hand hardware is a nasty little surprise in a bar fight.

Bayonet
A bayonet can be used independently as a knife, or affixed to the front of a rifle or assault weapon.

Blackjack
A leather or nylon sack filled with lead shot, used to knock someone down without putting ‘em in the morgue.

Bottle, Broken
Sometimes when you’re drinking and someone draws a blade, you’ve got to make the best with what’s at hand.

Caltrops
Not exactly a hand-to-hand weapon, but something capable of imparting a bit of pain upon an enemy. Caltrops are little, monosharp, pyramid-shaped spikes coated with an armor-piercing surface polymer. The price given is per handful (about a dozen). They’re thrown or left on the ground to hinder movement. Caltrops’ll puncture the tire of a wheeled vehicle, so if you’re driving one, it’s a Hard task to get past.

Chain
A length of chain, usually grabbed as an improvised weapon from a toolbox or in a pinch.

Chopper
An ugly, jagged blade about a yard long, favored by Reavers.

Claws
Anywhere from two to five metal claws affixed to a glove or handgrip. Given the wounds found on the remains of their victims, Reavers are partial to ‘em.

Club
A good, old-fashioned heavy stick. A bit more brutal than a baton, since doin’ some serious damage is now an option. You can buy a metal one, but if you’re okay with something a little less deadly, you can fashion a club out of wood that works the same

Garrote
A length of strong cord made out of wire, leather, nylon, or what have you, used for strangling. Fancy ones have handles to make it easy, or you can improvise if you need to. If you’re using a garrote and take your target by surprise, he’s got to be pretty Resistant to avoid being knocked out.

Hacker
A Reaver weapon consisting of a wide, axe-like blade held near the base, used up close and personal-like.

Hatchet
One of the most versatile hurtin’ tools ever invented, you can also use it to cut down trees and chop firewood. You can even upend it and use it like a club. (Just don’t grab it by the sharp part!)

Knife, Combat
A 6”-to-10” long blade is standard. Combat knives make deadly weapons. Can be used to stab or cut, and can also be thrown with some accuracy if you practice at it.

Knife, Utility
A paring knife or pocket knife can be used as a weapon, but not so well as others.

Lasso
Also called a lariat, a lasso consists of a length of rope with a loosely coiled loop at one end. Out on the ranges of the Rim, every cowhand carries a lasso for working stock. You can’t rightly kill a man with one, but you can certainly put him in a state where more harm might come to him.

Machete
A broad, heavy knife used as both an implement and a weapon. Settlers on the Rim use machetes for chopping through brush.

Nunchaku
Two short-staff lengths attached to each other with chain or rope. Time was these were used by farmers to thresh grain. Now they’re mostly used to beat on people.

Polearm
Not exactly the most common of weapons, a polearm is a long haft with some sort of blade attached, usually at a right angle. Back in days of old, a bewildering spectrum of polearms in all shapes and sizes existed. Now only museums and scholars have any idea which was which.

Ripper
An unusual Reaver weapon consisting of a long haft with a circular, jagged- edged saw blade projecting from it. A rotor within the weapon whirls the saw at high speed, causing horrible slashing wounds.

Spear
A length of wood with a sharp end to it. One of the first weapons ever made.

Staff
A two-yard long pole made of wood, high-impact plastic, metal, or some combination of all three. Used for walking, or hitting peoplehard. A popular improvised weapon, you can usually make do with a length of pipe or a metal strut.

Stunner
A hand-held device that delivers a powerful incapacitating shock to the target it’s directed against.

Sword, Combat
Weapon made of metal with a long blade and a hand guard. The art of swordsmanship is considered a gentlemanly sport in the Core and for the wealthy on the outer worlds, where some indulge in the tradition of dueling to the death. Might be troublesome if you don’t even know which end to hold.

Sword, Extensible
When it’s retracted, an extensible sword appears as little more’n a grip- like cylinder, usually disguised as something else.Press a small release on the hilt (a safety lock keeps it from accidentally opening) and the blade extends lightning-fast into a yard of telescoping double-edged segments that lock in place magnetically. Press the release again and it scoots back into the grip. These are covert weapons, used primarily in places where they screen for weapons. Some extensible swords are made of woven mono-string carbon fibers, stronger than steel, rendering ‘em invisible to metal detectors.

Sword, Gentleman’s
Swords like this are all fancied up with extra frills and decorations, and are more prone to breaking. Many gentlemen wear these to fancy-dress shindigs, to show what bad taste they have in weapons.

Tool
If you’re caught with your guard down on your ship, the likeliest weapon to come to hand is gonna be a tool. There’s more types of hand tool than you can count, including crowbars, wrenches, I-testers, spanners, pryers, drivers, and others. Most of these fulfill the basic requirements of being relatively heavy, made of metal, and mounted on a handgrip.
Tool, Farming: Folks out on the Rim make do with whatever comes to hand if they’re threatened. Farm tools include sickles, choppers, scythes, hoes, post-holer, pitchforks, shovels, dibbers, spades, crooks, sledges, rakes, plough staves, reaping hooks, adzes, and even more esoteric implements. Nary a one’s balanced for fighting, but they’ll do the job if need be.

Tool, Power
A power tool is not something you’d likely choose in a fight, but if you’re forced, it’s better than having no weapon t’all. Examples include drills, pneumatic scrapers, welding torches, power saws, grinders, and planers.

Whip Not exactly the most sensible weapon, a whip’s more for putting pain into someone who can’t fight back. A whip has a range equal to its length and the arm of the user, near two to three yards in total. On an extraordinary success, you’ve entangled your opponent if you’re trying to, and can pull ‘em down.

Ranged Weapons


Axe, Throwing
A short-handled, single- bladed axe, balanced for throwing.

Blowgun
A small-to-long tube used to shoot tiny darts at a target by blowing through it. Blowgun darts generally don’t do much damage.The point is to deliver some sort of toxin that does the real work, like Kortine or Cyanol.

Bolo
A throwing weapon consisting of two or more weights connected with a rope cord, used to entangle a target or even knock ‘em out. If you achieve an extraordinary success against a target when throwing a bolo, you’ve entangled him.

Bolter, Pneumatic
Pneumatic weapons use compressed air and fire cylindrical metal slugs with bone-shattering force. They’re quieter than anything but a dart pistol or a laser, but they’re just as deadly as any firearm. A bolter is the size of a semiautomatic rifle, though a bit bulkier around the stock. If you miss, the target remains standing; if you get 'im though it means his pi gu hits the floor in an abrupt fashion.

Boomerang
An aboriginal weapon dating back to the Earth-That-Was, used by hunters to stun or kill small prey. Settlers on Lilac tell of a feral child brandishing a metallic, razor-edged boomerang. They say it may be, heaven forbid, a Reaver child, if such a thing could actually exist.

Bow
Like the sword, the longbow has become a fashionable weapon of sport in the Core. Most quivers hold 20 arrows. The Alliance does not regulate the sale of bows and arrows. (Leastwise as of now.) Learning to skillfully use the bow and arrow can be part of the training of a Registered Companion.

Clatter
A strange and ungainly Reaver weapon consisting of a handle and two jointed weights set around a central pivot. When thrown, the clatter opens and whirls towards the target, the shifting weights of the weapon adding to its velocity and making a clattering sound as it goes. It strikes with devastating force and can kill instantly, which is usually a kindness compared to what else a Reaver might have in mind.

Crossbow
A little more practical than the longbow, the crossbow is used as a hunting weapon. A case usually holds 20 bolts that cost about the same as arrows.

Crossbow, Powered
High-powered, fancy crossbows are used almost like sniper rifles by some, though they were meant for hunting game, not people. The bolts for these cost as much as bullets.

Dart
A small weighted weapon thrown point-first at a target. These are larger and heavier than the kind of darts you use for a dartboard, and can cause a world of hurt.

Derringer
Small and concealable, the derringer holds only two shots and is slow to fire—but it makes up for it by packing a wallop. Not much range to be had with one of these, though.

Grappler
This device fires a spiked grapple with force considerable enough to put it into a hard surface, or send it a ways. Someone in a pinch might use a grappler in an offensive manner, so to speak.
Javelin: A short-hafted spear, usually lighter and balanced for throwing.

Grenade Launcher
These nasty devices can be loaded with any normal grenade, allowing them to be fired from a considerable distance. The damage done by the grenade is the same as the grenade used, but because the launcher is more inaccurate than most guns, range penalties are doubled.

Knife, Throwing
A lightweight knife, usually without a hilt or crosspiece, balanced for throwing. Throwing knives usually come sheathed in sets of three.

Mace
A chemical spray used to cause temporary nausea, blindness, and coughing in the victim.

Pistol
The staple of gunfighters everywhere, pistols come in all shapes and sizes. Most folk on the Rim are allowed to carry them in even polite society, since having a gun shows you’ve got good sense.

Pistol, Dart
This light pistol uses a compressed air canister to fire small darts filled with any substance desired—generally some drug or poison.

Pistol, Flare
Though a flare pistol’s intended purpose is to let folks know where you are if you’d like to be rescued, you can also use one as a pistol. Say you have a falling out with the other guy in a life-raft. If you shoot someone with a flare pistol and achieve an extraordinary success, gohn shi you’ve set ‘em on fire. A flare pistol usually comes in a padded case with six rounds ready for use.

Pistol, Flechette
A sleek little weapon with a short range and a wide capacity for pain, a flechette pistol fires a hail of microthin knifelike blades at a target. They’re next-to-useless against armored targets , but against unarmored foes they’re quite nasty. No serious killer of men would use such a weapon—it’s a nasty toy for a dandy.


Pistol, Gauss
A pistol that utilizes a magnetic coil inside the barrel to push a metallic slug forward at great speed. Gauss pistols have tremendous penetration power and are remarkably silent, though this is balanced by their slow rate of fire and intensely high power requirements. A gauss pistol can fire six times before needing to recharge (by either replacing the battery or spending an hour in its recharge cradle).

Pistol, Heavy
This meaty, powerful pistol has a bit of heft and considerable physical presence. Two popular brands are the Century Marauder VI and the Deutrex SI–4. The best thing about a heavy pistol is that once you run out of ammo, you can always hit someone with it. If it jams and you can’t fix it, you’ve got yourself one fine and impressive nutcracker.

Pistol, Laser
A highly coveted piece of Alliance Newtech, laser weapons are illegal for all except those on the central planets who can obtain special permits for them (and that ain’t easy!) and the Alliance military, who don’t often use them anyway, because of the high cost involved. Laser pistols inflict more damage than a normal weapon, and the Wounds they inflict are considered burn wounds and thus are much harder to heal. Laser weapons require extremely high-density batteries, which are very difficult to find. Laser pistols don’t sit on the black market for long.

Pistol, Light
A ladies weapon or a good holdout gun, light pistols range in size and configuration from derringers to those fancy rigs some folks use for trick shooting.

Pistol, Medium
Just your standard ordinary pistol.

Rifle
Whether used for hunting or combat, the rifle is a very deadly weapon. Unfortunately, carrying one of these around is a might conspicuous.

Rifle, Assault
Full-auto weapons are definitely frowned upon by most authorities (‘cept when they’re the ones using them), but the attraction of being’ able to saw a man in half is right strong in some. Most Feds carry a Newtech assault rifle as their main weapon.

Rifle, Gauss
A longarm using gauss technology. Slugs fired from such a gun have astonishing force and range. A gauss rifle can be fired a dozen times before needing recharging or a fresh battery.

Rifle, Sniper
Used by those who prefer one shot, one kill. Remember, though, that the range increment listed is for someone bracing the rifle and using the scope. If you try to use this like a normal rifle, it uses the range increment of a normal rifle (225 feet).

Rifle, Sonic
The standard issue weapon of choice for law enforcement on the central planets, the sonic rifle looks like a fancy shotgun with a couple of nested radio dishes about five inches across where the barrel ends. The sonic rifle fires a sonic burst that stuns the target, potentially knocking him down (or out). Armor works at only half effectiveness, rounded down, and there is no risk of damaging any but the most fragile of goods. The gun has a very short range and is inoperable in a vacuum. Like a laser weapon, it runs on hard-to-find batteries (1 credit each), and like most government equipment it is usually equipped with a transponder chip that allows it to be tracked.

Shotgun
Two barrels of death. ‘Nuff said.

Shotgun, Automatic
A shotgun with a larger magazine, capable of burst fire.

Shuriken
A flat, star-shaped piece of metal thrown at someone you’re not overly fond of. Throwing stars aren’t usually enough to kill someone, but do cause considerable annoyance.

Sling
A primitive weapon consisting of a leather strap, used to hurl a weighted bullet or stone at the target.

Slinger, Arm
A scoop-shaped extension of a glove used to throw spiked weights at any gorram fool dumb enough to get within throwing distance of a Reaver.

Speargun
A long pistol stock and frame, spring or gas-powered, firing a long metal arrow. Spearguns are traditionally used underwater, but few folks these days let tradition stand in the way of inflicting pain.

Stunner, Ranged
A short-ranged energy rifle capable of firing a coherent electric pulse, set to the same frequency as human brainwave function, capable of scrambling the target’s mind and stunning him temporarily.

Submachine Gun
SMGs are popular in the criminal underworld. Machine guns eat ammo, but at least you can sleep better at night knowing your enemies are carrying around two pounds of lead.

Ammunition


Armor Piercing
Armor piercing rounds are coated with a polymer that helps punch right through the armor.

Arrows, Specialty
Though the bow is far from the most commonly-utilized weapon in the ‘Verse, archery has its uses. The Companion’s Guild teaches its members the sport of archery for meditative and professional reasons—it is a sport of the idle rich, and a Companion should show such facility for social purposes. Savants who follow antiquated martial traditions may also practice archery, as well as covert ops mercenaries or even thieves with elaborate modus operandi. Here’re some examples of specialty arrows; others are bound to exist.

      Blunt: A blunt arrow is used to down a target without killing.
      Explosive: This arrowhead contains a small explosive that detonates on impact. The range is much shorter than regular arrows (10 foot increment), but they do a heap more damage when they hit.
      Flare: A flare arrow does the same damage as a regular arrow, and a phosphorescent chemical in the tip ignites when it’s scraped against a rough surface, so it lights up a room aplenty.
      Line: This is a reinforced arrow with a microthin, woven monofiber line attached to a spool that clips onto the bow. The spool has 100 feet of line, and the head of the arrow is designed to open with spring-loaded back-pointing claws like a little grappling hook. That acts to snag any surface it sinks into. Once the line is taut, you can use special gloves to climb hand-over-hand along it, or use the convenient folding handles on the spool.
      Poison: This arrow has a hollow reservoir for any sort of toxin you’d like. Impacting causes it to inject the poison into the target.


Depleted Uranium
Depleted uranium rounds are made from the byproduct of nuclear fission, and combine exceptional armor penetration, fragmentation, and radioactivity. Now illegal throughout the ‘Verse, depleted uranium rounds were used during the Unification War and are only found in abandoned weapons caches and the black market.

Explosive
Each explosive round is like a tiny little grenade, set to go off when it hits. They’re expensive, they require a weapon tooled for ‘em (or a secondary barrel), and they’re pretty much illegal across the ‘Verse. The explosion has a five-foot increment.

Nonlethal
Nonlethal ammunition consists of semisolid projectiles—beanbag, rubber, or low-impact—designed to stun and knock down a target rather than penetrate flesh.

Tracer
Tracer ammo is covered with a chemical that ignites in the face of sufficient friction, lighting up a trail through the air so the shooter can keep a tight cone of fire.

Weapon Modifications


Barrel Light
A clip-on flashlight resting below or alongside the weapon’s barrel that illuminates the area your gun’s pointing at.

Bipod
A bipod clips or folds down from the barrel or stock of a rifle, assault rifle, or machine gun, stabilizing it while you’re firing. Generally a shooter using a bipod is prone or using an object such as a rock, fence, or window sill to elevate the weapon. A bipod extends the benefits of the aim action for as long as desired.

Carbine Remodel
Carbine-remodeling means shortening the barrel of a rifle as much as can be done, and shortening or removing the stock altogether. This lowers a rifle’s range increment by one-quarter (round down), but makes it much easier to conceal and carry. The listed cost is for a professional craftsman to perform the service. Zoe, first mate of Serenity, carries a carbine-remodeled lever-action rifle, worn on the hip in a long catch-release clip holster. Rifles and shotguns can be so remodeled.

Flash Suppressor
A suppressor baffles the flash from a firearm’s discharge, helping a sniper keep concealed. It has no effect on range or accuracy, but increases the Difficulty of visually spotting a sniper.

Sawed-off Barrel
A sawed-off barrel reduces the range of a weapon by one-third (round down), but makes it easier to conceal.

Scope
A sight lets you hit those targets that are just too far away for normal eyes to spot 'em.

Scope, Night-Vision
A night-vision scope enhances visible light and allows the shooter to see in the dark.

Scope, Ocular
A simple electronic scope, offering computer-assisted magnification and zoom capabilities. An ocular scope is more powerful than a regular scope, offering 64x magnification or 128x magnification. Sometimes an ocular scope is more powerful than the effective range of the firearm.

Scope, Thermal
A thermal scope detects the heat signatures of living beings (or anything putting off radiant heat).

Sight, Laser
A laser sight snaps onto a barrel and projects a nice red line of light where you’re pointing, putting a little red dot saying “Shoot here” on your target. A laser sight is of no benefit to bursts or autofire.

Silencer
A silencer can’t entirely muffle the sound of a gunshot, but it does muddle and soften it enough that it’s more difficult to hear. Trying to hear a silenced firearm from more’n 10 yards away is a Hard task, while trying to identify the location of the shooter is a Formidable one.

Stock, Folding or Telescopic
A rifle, shotgun, assault rifle, or other longarm can have a folding or telescopic stock. This has no game effects when extended other than ease of carrying.

Trigger Lock
A simple electronic feature, a trigger lock may be deactivated with a key, a code sequence, a fingerprint lock, or even a voice-activated release. It takes one full combat turn to release a trigger lock, but won’t you feel safer knowing that any crazy test subjects who get their hands on your sidearm won’t be able to shoot you with it?

Underbarrel Launcher
A second barrel, mounted onto the barrel of your rifle. It lets you fire grenades if simple bullets ain’t enough. An underbarrel launcher only holds one grenade at a time, so you’ve got to reload it between shots.

Explosives & Chemical Weapons


Acid
It’s a horrible thing using acid as a weapon, but the ‘Verse is full of horrible people that think nothing of it. The really sick ones take pleasure from it. The higher the damage, the harder the acid is to obtain or to manufacture. Once it hits a target, acid keeps doing harm. You can try to neutralize an acid with a base chemical. Acid burns are treated as those from fire and may even impose the Ugly as Sin Trait on a victim, with severity based on the extent of the burns.

Charge, Breaching
A shaped charge designed to blow open a ship’s hatch or the door of some other structure. Usually it’s got magnetic plates to lock it in place, and is able to function without oxygen, either out in the black or underwater. Small breaching charges can take out a lock, while big ones are arranged around a hatch to blow the whole thing out. As they’re shaped to funnel the blast in a particular direction, a breaching charge has a very short range and is used as a prelude to busting in on someone.

Charge, Satchel
A wide-purpose bomb the size of a small rucksack, a satchel charge can breach a door or wall, take out a structure, be rigged as a booby-trap, or even be tossed into a vehicle’s open hatch to watch it shake. Satchel charges come with either a timer or a remote detonator.

ChemPlast (CP-HE) Charge
A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Shrapnel isn’t an issue (unless whoever set the charge packed it full of nuts and bolts and the such), but the blast wave is apparently a lot like being struck by a cruiser.

Explosive, Improvised
A makeshift bomb fashioned with available chemicals, usually packed into a pipe or plastic bottle. You can fill an improvised explosive with pieces of metal if shrapnel appeals to you, or you can leave it as is if you’re trying to make the right “blast and set on fire” impressions.

Flamethrower
Setting someone afire is just about the unkindliest way to do away with ‘em, and it’s not looked upon well by most folks. A flamethrower’s got a back-mounted tank full of liquid fuel, a hand-held igniter, and a hose connecting the two. If you hit your target with an extraordinary success, you’ve set him on fire, and he’ll take the weapon’s damage each turn until extinguished. Botch the roll and you’ve set your own gorram self on fire.

Flamethrower, Barrel-mounted
A compact flamethrower, this mounts onto assault rifles and has a shorter range, smaller tank, and is less likely to ignite the user. An extraordinary success sets the target on fire. A botch only means that the flamethrower fails to ignite.

Grenade, Concussion
Used offensively because their smaller blast radius is less dangerous in the open, these grenades can still clear an area very effectively.

Grenade, Flashbang
Designed to stun enemies, flashbangs do relatively little damage, but everyone within 20 feet of the grenade is automatically stunned.

Grenade, Fragmentation
Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usually involves diving behind something—or someone—big and thick and heavy.

Grenade, Gas
The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask will prevent the damage.

Grenade, Incendiary
A grenade packed with highly flammable chemical gel capable of burning through metal when it’s ignited. This chemical gel doesn’t require oxidization, so it burns just as fiercely underwater as in vacuum.

Grenade, Magnetic
Your basic fragmentation grenade, but with the added benefit of a magnetic field that lets it stick to most metallic surfaces.

Grenade, Plasma
A plasma grenade produces enough heat to melt right through metal and nearly anything else. It works underwater or in vacuum. Unless you like the thought of synthetic skin grafts or extensive burn scars, you’d best get out of the way if someone throws one of these near you.

Grenade, Pulse Designed to take out electronics or cripple computer systems, a pulse grenade can also be used to immobilize a vehicle operating with any engine using electrical current (as opposed to combustion). A pulse grenade does no damage to living people, but takes out any unshielded electronics within the pulse range.

Grenade, Smoke
Inhaling the smoke does some damage, seeing as you get less air that way, but mostly the smoke obscures vision inside and through the cloud

Grenade, Web
When they go off, web grenades distribute a wide spray of liquid that instantly hardens into sticky biodegradable webbing that’s Hard to break. The webbing dissolves within an hour. Alliance security forces use web grenades for peaceful crowd control, though they can be put to other uses of a more nefarious nature.

Mine, Antipersonnel
Mines are a common enough hazard in ground combat, not so much in space, but they still see some use and turn up now and again. Antipersonnel mines injure enemy combatants instead of killing ‘em—a tactic devised by the Alliance during the Unification War. Wounded soldiers require considerable hardship getting ‘em off the battlefield, and caring for the stricken is even more of a drain on your resources. Antipersonnel mines throw a large blast upwards, generally taking off the limb that triggered the mine. Others, of the “Bouncing Betty” type, hop up into the air to spread the blast around. Mines are either concealed or simply scattered around out the open—or both.

Mine, Antivehicle
A mine with a big explosive charge specifically made to cripple a tank or other vehicle. Antitank mines only explode when a heavy weight (say, near 450 pounds.) presses on the trigger plate. That weight setting lets a soldier on foot walk right over it unharmed. Most antitank mines have shaped charges to damage vehicles and even kill anyone inside. They are used like antipersonnel mines (see above). A hovermule won’t set mines off. Failure sets off a mine.

Mine, Pulse
This antivehicle mine uses an electromagnetic pulse to fry any electrical components when it goes off. When the charge triggers (see antivehicle mine above), it sends out a big blast of EMP radiation that cripples any vehicle liable to be passing within the range increment. Pulse mines were used by Alliance troops to capture vehicles and supplies without harming either. The men inside . . . they usually died defending their vehicle.

Mining Charge
Used to blast mine shafts, these charges are perfect for demolition of all kinds, and often come with a remote detonator or a timed electric fuse.

Molotov Cocktail
An improvised firebomb made out of a glass bottle filled with alcohol, a rag for a fuse, and the will to light it and throw it. A Molotov cocktail splashes an area a yard in diameter when it hits. An extraordinary success on an attack means the target has been set afire, doing the same damage each turn until the fire is put out. A botch often means the attacker has set his gorram fool self on fire to the same effect.

Seeker Missile
A Newtech weapon from the war, Seekers are automated, flyin’ grenades. They use a small hover-drive to move around, and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. They tend to move toward motion and heat, and explode when they think they’re near a target–any mobile heat source not transmitting the proper transponder signal. Tossing a flare tends to fool Seekers, but the blast can still be deadly at a range.

Squadkiller
A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried or hidden at a major intersection or common areas where people are likely to congregate. Built-in sensors wait until there are at least 12 warm bodies within 15 feet of this bomb, and then boom! Folk are all dead, just like that.

Heavy Weapons


Machinegun, Heavy
A big and rugged weapon, usually too heavy to be easily carried about. Most heavy machineguns have foldable bipods or tripods, or they’re mounted on a vehicle.

Machinegun, Light
Compared to an assault rifle, a light machinegun is a heavyweight.

Microwave Broadcasters
This mounted weapon sends a wide-frequency microwave burst in a radius around the vehicle, low enough to avoid causing serious burns but strong enough to cause intense pain. Microwave broadcasters are usually mounted on Alliance security force vehicles, and are used to create a space around the vehicle.

Mounted Flamethrower
This large flamethrower is capable of doing damage to vehicles.

Mounted Machinegun
This high and mighty machinegun is bolted into a vehicle and cannot be used otherwise.

Mortar
A firing tube designed to propel explosive rockets at a target, usually a vehicle or structure. It uses a high-trajectory arc to maximize range, and often an electronic rangefinder is essential to properly target mortar fire.  

spellfire
Captain

Romantic Fairy

9,425 Points
  • Brandisher 100
  • Flatterer 200
  • Bunny Hunter 100

spellfire
Captain

Romantic Fairy

9,425 Points
  • Brandisher 100
  • Flatterer 200
  • Bunny Hunter 100
PostPosted: Fri Jan 14, 2011 10:53 am


Techshop
_____________________________________


Computers, Hardware, & Progs


Capture
Essentially a video postcard, a capture is a stiff piece of reusable smart paper that attaches to any camera unit or video feed. A micro-speaker provides (terrible) sound. A capture’s got enough memory for couple of minutes of video, which it replays when one of the corners is pinched tightly. Or you can spool a bunch of individual images into a capture and they’ll cycle through for as long as you’d like.

Commlink
A small, hand-held communicator linked to one or more other comlinks. They’ve got near 10 miles of range,but ain’t much more secure than shouting across a field. More expensive versions come in hands- free headset form.

Companion Register
Issued by the Companion’s Guild, a register is a leather- bound booklet comprised of the Companion’s license, two data disks containing verification of training and psychological evaluation, a stylus, and a small data store of the Companion’s transaction log. A Companion is prohibited from doing business without a valid register, and the Companion’s Guild offers a steep reward for information about unauthorized use of a register. If anyone’s foolish enough to try to falsify one, the Guild uses all its legal resources to stop ‘em.

Cortex Terminal, Black Box
An illegal terminal, designed to disguise the user from Alliance snoops. Unfortunately, since so many features of the Cortex are closely monitored, pretty much everything interesting is locked up tighter than the First Allied Bank. About all you can do with this clunky unit is send anonymous waves (basically voice and video mail) and read the news.

Cortex Terminal, Personal Access
What most Core citizens use. Essentially a 2’x 2’ touchscreen monitor, 5” thick, with a moderately sized base to allow for the rest of the equipment, Cortex terminals are a phone, a computer, and a TV all rolled into one—to put it in the terms of folk back on Earth-that-Was. You can surf the Cortex, access almost any information (assuming you can pay for a pass code), send waves, use progs, store almost limitless amounts of data... assuming, of course, that the gorram thing wants to cooperate. Since a terminal is just that—a terminal—sometimes you can lose Cortex access if a satellite or transmission station goes down, and then you lose whatever you were working on, and have to hope your connection gets going mighty quick, because you have no storage capacity.

Cortex Terminal, Public Access
These terminal panels can be found in all sorts of places. Generally they serve a specific purpose, and can access only a limited number of functions. Police, Telofonix (a local-area communication service), and emergency calls (direct to a hospital or ambulance) are three standard options. Docking berths on the surface usually have public terminals for ship specs and for logging travel plans, which can be useful if you want to advertise for cargo or passengers.

Crybaby
A fake distress beacon, usually fashioned from whatever metal objects can be welded together large enough to register on a ship’s long-range sweeps. Hypothetical speaking, of course, a crybaby has a prerecorded distress message you triggered remotely, and can be used to get the attention of some civic-minded individuals and convince ‘em to offer assistance. As the infamous Wash says, 'Crybaby Cry, Make your mother sigh'

Data-library, Standard
Knowledge is power, and power costs money. If you want access to a vast library of literature, history texts, recipes, and so forth, then paying for a data-library subscription is the way to go.

Data-library, Professional
The latest in medical science, gravitic engineering, ship construction, and pretty much anything else can be had by those who feel the urge to pay for it. Sometimes a fellow needs to be licensed to get access to such, but at least you can be guaranteed to get pretty much all the information the Alliance doesn’t feel it’s too dangerous for you to know.

DataBook
The exact appearance can vary, but these data readers range in size from a paperback novel to a hardback textbook. They can store up to 5 terabytes of data (enough for a few useful progs or 3-D schematics or such), read data discs, and link to the Cortex through a terminal or sourcebox. They can even be linked to other electronic devices to be used for programming or control purposes, though that’s less of a sure thing. Not many on the Rim bother with such a posh bit of gear, but it has its uses.

Data Disc
These crystalline hexagonal discs can be clicked into a data reader for access at most any terminal or computer station. The standard disc holds enough information to store even short holographic recordings and can be reused.

Dedicated Sourcebox
Expensive sourceboxes that not only act as terminals, but can also store up to 200 terabytes of data and maintain a terminal link for up to a mile around.

Earwig
A tiny ear-set, linked into a ship’s comm system, with a range of about a mile. They’re not very secure, and reception’s not the best for sent messages, but they’re a good means of staying in touch and being discreet about it.

Emergency Strobe
Standard on most shuttles or smaller ships. If you’re stranded, an emergency beacon sends out a regular pulse of light visible for miles, depending on the weather conditions. The battery’ll last you near 12 hours of continual use. If it’s longer than that before you expect rescue to arrive, best take stock of the surroundings and commence settling in for the long haul.

Encyclopedia
Another expensive little toy, these devices are slick Core databooks with their own extensive data-libraries. While the common features are Languages, Human History, and Universal Encyclopedia, different models come with up to three other libraries. For example, a doctor might get one with Medical Science, Anatomical Engineering ,and a Bio-Physical Atlas in addition to the standard three. Otherwise, it functions as a normal DataBook.

Gamebox
A handheld entertainment console containing a small screen, some controls, speakers, a datadisk reader, a rechargeable battery, and a data port to link with a computer. There’s not much to ‘em other than entertainment value. Different games can be downloaded through the Cortex legally, or bought in back-alley software stands.

Global Navigation System Finder
A GNS finder is a small handset with a screen that provides coordinates pinpointing your immediate location and plotting it on a map. Most of the Core and Border planets provide GNS satellite service; only a few on the Rim, like Regina and Triumph, have it. GNS satellites broadcast a signals network that lets a finder triangulate your position at any given time.
IdentCard: Every citizen of the Alliance is issued one of these at birth, though they’re less common in the Border worlds and more’n scarce out on the Rim.

Holo-Image Development Suite
Holographic tech is expensive, but not uncommon in the ‘Verse. This device allows you to produce holographs. A bunch of progs and a 3-D manipulator (little box you stick your hand in, so you can move it about and shape the images) lets you make durn near anything you put your mind to (if you have the right skills).

IdentCard
An IdentCard contains an integrated electronic datachip with a full background profile, medical information, criminal record, current address, and any additional pertinent information, including a full-head image updated as frequently as the user desires.

Squawkbox
A small music player, roughly the size of an ammo clip. The memory holds thousands of songs, and speakers mounted on either side fill an area with music. A patch-cable lets you download more music off the Cortex, if you’re willing to pay for it. Wireless earphones come with most models.

SubKelvin
Where there’s a will, there’s someone workin’ against it. SubK is a well-known (and thus almost useless) security-removal utility. It works well against Core softies who don’t know their operating matrix buffer from their main feedback path, but that’s about it. There’s better stuff out there, if you know where to look.

Punchpad
A book-sized, single-function computer, capable of word-processing, some basic programs, and a limited-access link to the Cortex if plugged into an authorized data port.

Reprogrammer
A simple, jury-rigged computer capable of little more’n hacking existing code, essentially a shell around some dyna-ram. As reprogrammers are highly illegal and can be easily traced once used on any system or network connected to the Cortex, they’re usually thrown together with whatever cheap pieces of hardware can be spared, and ditched immediately after use.

Schooldesk Standard issue for students in the wealthier Core planets, a schooldesk is a sophisticated computer system with advanced holographic projection, a voice-response system, a (filtered and monitored) Cortex instafeed, printer capable of generating smart paper printouts, a data reader, and software packages running simulations of any number of science, engineering, or other projects. Using a schooldesk allows you to research any subject allowed by the Alliance educational system, or to prepare a paper or presentation on such a subject.

Sensor
An electronic device designed to detect a vast range of conditions, environments, or elements. There are scores—hundreds even— of types of sensors, and they range in size from hand-held to loading crate. Here are some of the more common types and their uses:
    [listAltimeter: A hand-held sensor that detects your altitude, based on atmospheric pressure. An altimeter’s usually part of a ship’s sensor package, but when you’re on foot, the hand-held versions can be useful.
    Analyzer: A broad category of sensor that analyzes chemical compounds and provides information about ‘em.
    Metal Detector: Discerns any metals within an area.
    Motion Detector: Detects movement within a 20-yard radius.
    Weather Sensor: A generic term for any sort of device measuring weather conditions, barometric pressure, wind speed, or humidity.


Smart Paper
A piece of smart paper is essentially a paper-thin video screen, capable of animated displays and storing as much as several books worth of information in the memory cell. Most smart paper can’t be reused—it has no interface for additional downloads once information has been downloaded into its memory. You “turn” the page of smart paper through an on-page image, like a fake bent page corner or a button printed onto the page being displayed.

XerO Security
One of the most popular Cortex Profile Protection Utilities, XerO self-updates, auto- runs, and jumps through hoops on command.

Communications & Security Equipment


Analyzer, Toxin
A small thermometer- shaped chemical analyzer for foods or drinks. Simply place it into a glass of liquid, or stick it into the middle of chow you’re suspicious of. Within a turn, it’ll check for any toxins or potentially fatal allergens. It has a database of every currently identified toxin in the ‘Verse, and a small screen indicates the presence of toxins and their nature. Toxin analyzers have an audible alarm that can be turned on or off, if discretion is desired.

Barrier Field
Force barrier technology may once have been just bie jih mone, but now it’s just extremely costly. Some of the wealthier families on the Core and the outer worlds can afford to surround their homes with the 10” tall, square projector pillars that make up the generator system, but not many. A pillar has to be situated at each corner and end point—as the fields only project along straight lines—and the tech is expensive. However, once operational, the barrier field is extremely durable. Attacks on the barrier generally alert a security system to the problem. Even if the security is disabled, the fireworks may attract unwanted attention. Normally invisible, the barrier field is highlighted by timed energy surges to show that it’s active; when you start pounding’ on it, the energy flow can get a lot brighter.

Commpack, Long Range
A backpack- sized transmitter capable of sending and reading on a range of frequencies. The batteries for the Commpack will last for up to two months of normal use, and are relatively cheap, so this unit was often used by the Independent Faction during the war, despite the unfortunate fact that the signal isn’t exactly secure.

Commpack, Short Range
Essentially the same as the long range version, the difference in the short range Commpack is that the signal is heavily encoded. The drawback is that this reduces the range available at the unit’s power level.

Distress Beacon
A pre-set common distress signal transmitted at extremely high power will generally attract the attention of the Feds or police if you’re on the Core. Out on the Rim, Alliance patrols may hear the call and, if so, they’ll respond. Since patrols are pretty few and far between, though, the chances are they may not hear it or they may have other priorities. The beacon is only about the size of a duffle-bag, so moving it around isn’t too much of a problem for most folk.

Emergency Signal Ring A Newtech distress beacon miniaturized down to where it can be worn as a ring, and activated without any overt movement. Wealthy folks find them useful to protect them against kidnappings and the like, since they can be tracked easily and a personal code built into the ring lets the authorities identify them. When the police get an emergency code call, they tend to respond in force.

Fedband Scanner
A ship’s communication system can be tuned in to most frequencies, but civilian ships do not typically pick up the official government and police channels. There are ways around this, if you feel like tinkering, but for most folks, a wave-scanner such as this does the trick.

Gunscanner
A fairly standard security device in the Core, most banks and government buildings have a gunscanner installed at security checkpoints. Of course, folk with the proper permits can carry weapons, but all others will have their weapons confiscated. The scanners can be calibrated to detect a lot of things, though most look for a concentration of metals, traces of common propellant chemicals, and the ID chips installed in most legally acquired firearms. Newtech gunscans are even more efficient, and could include barrier field tech to keep out anyone with a weapon.

“Jabberwocky” Signal Blocker
The Jabberwocky box is only one of any number of illegal devices used by some folk to prevent other folk from hearing what they figure they have a right to say. Once activated, the box can scramble all to hell any signal within five miles. If you use it for more than a minute or two, it quickly becomes obvious to the authorities that something isn’t quite right. The Jabberwocky is difficult to locate, but it will be eventually be found.

Micro Transmitter
Usually a hard-to-spot earpiece, micro-transmitters are used by the majority of security forces in the ‘Verse. The transmitter’s range is generally limited to a few hundred yards, but it makes up for that by allowing easy and discreet contact.

Motion Sensor Array
A main hub unit about the size of a small databook monitors the transmissions from the eight motion sensors. The sensors are 1” cubes with glass panels over the sensors and can be stuck to walls, stashed in tree branches, or wherever. They just need to be placed within 100 feet of the hub.

Scanner, Currency
A small sensor with a slot feeder. Put a bill or stack of bills into it, and it quickly scans at a molecular level and checks against every method of currency authentication and known signs of forgery.

Ship-linked Handset
A clunky little walkie- talkie handset, this is the standard device used for keeping crew members in touch with their ship. Most ships come with several handsets, but generally additional or replacement units are needed—there’s always some lummox who sits on his handset and smashes it.

Surveyor’s Box
A local area geoscanner combined with a mapping utility prog make this device, that is about the size of a foot locker, useful for surveyors laying out mine shafts and tunnels. Some are sold to nonprofessionals, but what uses they find for ‘em isn’t always apparent.

Translator
For those in the ‘Verse who’re unable or unwilling to learn Chinese or any of the dozens of other languages spoken, this device is a mechanical means of getting your point across. This small hand-held device has a microphone across the top and an earwig receiver. Point the thing at the person you’re wanting to speak to, wait as the doohickey translates it into your own language, and listen through the earwig. Repeat as desired until you’ve reached an understanding, or you’re ready to smash the little thing into slivers. Using a translator is slow and annoying, prone to mistranslations, and generally less effective than learning the language yourself. Languages can be downloaded in and out with ease, but only two languages can be actively translated at a time.

Transmission Station Offering franchises for carrying the Cortex signal has become an extremely popular way for the Alliance to spread and maintain the Cortex farther out on the Rim. Of course, once you own a Transmission Station and the license, you still need an approved place to put it—usually that means on an orbital station somewhere, and that usually means high rent and living costs, since you’ll be paying spaceport prices for food and services. Not a choice for those looking for an exciting, high- paying life, though if you can afford to finance one of these (and a few operators), they can be a good way to make money.

Medical Equipment & Pharmaceuticals


Blastomere Organs
Cloning and growing organs for those needing transplants has become a viable practice in the Core, but Blastomeres—a recent Newtech creation—could make this practice obsolete. Designed to be acceptable by any human body, the synthetic organs could eliminate the time needed to grow a cloned organ. Blastomeres are longer-lasting and are more durable than normal human organs, potentially improving the body and increasing the lifespan of the recipient. Needless to say, they are extraordinarily expensive and, since they are still undergoing testing, they are not yet available to the public.

Cryo Chamber
Designed originally to put patients in stasis until they can be properly treated (or a cloned organ can be grown), cryogenic freezing chambers have a number of other uses. Slavers sometimes transport their victim in cryo, though this is expensive and can pose a problem if the people handling the cryo unit don’t know how to use it properly. Putting a body in cryo requires giving the person a carefully measured set of injections, depending on how long the stasis is supposed to last. Removing the person from cryo requires a careful “warm-up” procedure. Not following these procedures doesn’t necessarily mean that the subject will die, but this can happen if the user bungles it badly.

Dermal Mender
Another fancy medical innovation, this is for those who don’t like stitches and can pay to avoid scarring. Through a combination of regenerative stimulation and the application of artificial skin, the dermal mender can close almost any wound in a matter of minutes. Unfortunately, while the mender works well for tissue bond (don’t fiddle with it and it should be good as new in a few days), the dermal mender can’t fix bone, cartilage, or organs. It’ll patch up your skin (and maybe even help put an ear or a nose back on, at least partially), but that’s it. After surgery, the dermal mender can close the incision (maybe healing some of the Wound damage) and prevent infection.

DNA Extractor
A long metallic cylinder used to obtain a sample of DNA from a person or unborn infant. When placed against skin and activated, the DNA extractor plunges a needle-thin lancet into the patient and removes enough cells for an accurate DNA profile to be performed using appropriate medical facilities. The extractor administers a local anesthetic, a disinfectant, and a rapid sealant to close the wound. A DNA extractor can also extract cells from the amniotic fluid surrounding an unborn infant.

Doctor’s Bag
A collection of basic medicines, antibiotics, scalpels, extractors, etc. Everything a doctor needs to perform minimally in house-call environments, though far from enough to treat everything he might encounter. Out on the Rim, this may be the best there is.

Doctor’s Bag (MedAcad)
A doctor who graduates from one of the major Medical Academies (on Osiris, Londinum, or Sihnon) will almost certainly have one of these. Technically, they are available to any licensed practitioner in the Core (as are most medical supplies, if the buyer can pay), but that means that the person much have attended one of the major MedAcads or has his training certified by one, which is no mean feat. These more advanced doctor’s kits include the best in portable instrumentation, the latest in commonly needed medicines (though in small amounts), and so forth.

Drug, Adrenal Booster A favorite among junkies and experimental teen athletes, adrenal boosters increase your physical Attributes by one step each, and confer a temporary version of the Chip on the Shoulder (Major) Complication while the drug’s in effect, a period of time lasting roughly an hour. Abuse of adrenal boosters (using ‘em more than three times per week) can become extremely addictive. When the effects of adrenal boosters wear off, users often feel weak.

Drug, Anti-psychotic
A quick-acting, pharmaceutical-grade hypnotic sedative, used in Alliance hospitals to quell psychotic reactions. Dalcium is one of the most commonly prescribed brands. While under the influence of anti-psychotics, the Leaky Brainpan Complication is lessened from major to minor,or from minor to no effect. A dose of anti- psychotic medication lasts for up to four hours, though prolonged usage must be monitored and the dosage regularly adjusted (tolerance builds up quickly). More’n two doses in a 24-hour period may lead to serious medical issues, such as a stroke.

Drug, Anti-rejection
These drugs help prevent the patient’s immune system from rejecting cybernetic enhancements. Without anti-rejection drugs, a patient runs the risk of infection, illness, and systemic shock, depending on the nature and extent of the cybernetic grafts. If you’re already suffering, from CRS, taking the anti-rejection meds reduces allows you to act more freely. Each period you’re on the meds is cumulative, so if you go off ‘em for a short while and then commence to popping again, you’ll eventually get back to a semblance of health.

Drug, Broad-Spectrum Antidote
A general-purpose antidote for a broad range of ingested toxins or other diseases. There’re a thousand-plenty things you might inadvertently swallow that could kill you, far too many to be carrying around antidotes for each one. There’re even more diseases making the round, nasty little stowaways from the Earth-That-Was that made their way in the ‘Verse and survived terraforming, no matter what they done to wipe disease out.

Drug, Broad-Spectrum Antivenin
A general-purpose antivenin for use against poison, particularly the types injected by a snake, spider, scorpion, or other unfriendly critter. This works identically to the broad-spectrum antidote (described above), but only applies to poisons.

Drug, Endorphin
Painkilling drugs that instill a sense of euphoria into the user, endorphins allow you to function despite pain and injury, but at diminished cognitive capacity. Endorphins are highly addictive, and using more’n one dose a day affects a user as described with adrenal booster drugs. As the endorphins wear off, they leave you sleepy and with a mild headache that goes away in an hour or so.

Drug, Nootropic
So-called “smart drugs,” nootropics improve neural processing and aid in clear thought. A dose of nootropic drugs has an hour of effect; coming down from nootropics generally causes feelings of moroseness and inadequacy.

Drug, Stimulants
These can range from pharmaceutical-grade medicines used in surgery or emergency rooms to street versions cooked up in some basement kitchen and sold to kids and gangers. The aftereffects fade after about an hour.

Drug, Tranquilizer
A narcotic compound capable of permeating skin through contact, causing near-instantaneous unconsciousness. One of the most popular brands is Somnex. Medical types call it “the goodnight kiss” as criminally inclined doxies (who apply the drug over a seal to protect themselves) use as lipstick to leave their victims unconscious so they can more easily be robbed.

First-Aid Kit
A standard first-aid kit containing several pain killers, weaves, smelling salts and other minor but useful items. At the GM’s option, someone using a first-aid kit can staunch bleeding, apply painkillers to reduce Wound penalties, and so forth. It counts as “standard equipment” for first- aid rolls.

Imaging Suite
One of the most sophisticated medical diagnostic tools available in the ‘Verse, an imaging suite creates a fully interactive, three-dimensional, real-time holographic display of the patient’s body, inside and out. This can be manipulated and dissected by the operator, allowing for precise diagnosis of any medical conditions without the invasive procedure of surgery or the risk of infection. An imaging suite can only be found in the best Alliance hospitals on Core planets.

Immunization Packet
These little foil packets contain several hypos of medicine and a couple of chewable tablets. Using a packet will help prevent the user from being infected by almost any known disease. The effects last for only about 48 hours.

MedComp
While a bit big to carry by hand (being a little bigger than a Cortex terminal), the medcomp combines most necessary medical scanners with a set of diagnostic progs. Most of the sensors operate via a plastic-cased finger sleeve attached to the medcomp by a wire; someone hooked up can have his heart rate, body temperature, blood chem levels, and so forth monitored by the computer. Use of a medcomp may allow a doctor extra time to react to and treat emergency situations (if a patient’s heart stops, for example).

Medical Supplies, Emergency
The doctor who pays the monthly cost for keeping these on hand should be equipped to deal with most major medical situations he could reasonably expect to encounter (serious gunshot wounds, major infections, massive blood loss, etc). Constant use may require that the supply be restocked more often than once a month.

Medical Supplies, Standard
Paying the monthly cost to keep an infirmary stocked with the basics allows the doc to make rolls without penalty to treat most common or mild problems, such as a cold or a bullet in the leg.

Operating Theatre, Modular
Developed during the war so that base camp hospitals could be set up quickly almost anywhere, a Modular Operating Theatre equipped with a MedComp and standard and emergency medical supplies counts as Superior Supplies/Ambulance Conditions for first- aid and surgery purposes. Since many ships were equipped with them during the war, most ships use a similar model for their infirmary.

Torture Spider
An insidious and sadistic instrument used by criminals and (so they say) dark cells within the Alliance’s own security forces, a torture spider is a tripod-like device that attaches to the chest of a victim and is connected to a control console.

Covert Ops Gear


Babbler
This boxy little device is covered with short-range frequency scramblers, which safeguard an area against electronic surveillance of any sort other than visual. A babbler has a range near 20 feet and is highly conspicuous to a body actively scanning you—it shows up like a big blob of static in the middle of his screen. On the other hand, it’s a big blob of static rather than anything more particular, like who you are and what you’re saying.

Debugger
A palm-sized signal scrambler, these generally won’t interfere with high power transmissions, such as the Cortex, but they play merry hell with most electronic bugs in a 15’ radius.

Disguise Kit
A suitcase filled with makeup, hair dye, wigs, fake beards, plasticskin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user’s skin tone and a few sets of ‘John Doe’ artificial fingerprints that adhere seamlessly and remain good for 24 hours.

Dreamcoat
One of the most expensive pieces of covert gear you’re liable to see, a dreamcoat was designed in some high-budget Alliance lab and ultimately killed. Only a handful of prototypes are floating around nowadays, but they’re so foolishly expensive they might as well be made of solid diamond. The Dreamcoat Project was an offshoot of the same development cycle that created the chameleon suit technology. The goal was near-invisibility, and they came darn close. A dreamcoat is a hooded body stocking, complete with gloves and boots of a fabric with tens of thousands of imaging cells and receivers, like a screen and camera combined. The suit’s central computer, a flat panel worn on one sleeve, continually receives images from each receiver, calculates its position and displays the image onto the exact opposite side of the suit. The result is that someone wearing a dreamcoat is effectively a mobile chameleon, near enough to transparent. Mr. Universe claims to have seen an illegal Cortex feed of a researcher reading a book displayed on a dreamcoat-clothed back while the book was held open before the dreamcoat wearer’s chest. The technology was never perfected, far as we know; a botch causes the dreamcoat to flicker and display a wild stream of technicolor bars and static.

Eavesdrops
If you want to know what people are saying behind your back, this is the way to find out. The microphones (no larger than the size of a pinhead) can be hidden anywhere within 30 feet of the transmission hub. The hub collects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile.

Enabler
An enabler synchs a handheld computer to a system through a holo-proxied datastream bridge. In layman’s terms, this little widget lets you attach a handheld computer to another system without actually physically linking it with a cable or through a data port. It makes it possible to link into a closed system from any bridging point in the network, such as a cable or other hard line.

Fake IdentCard
Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it’s easier to steal someone else’s card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it through a card-reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won’t match Cortex records, meaning careful examination will reveal the fraud.

Laserlight Mist
A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires, and so on without setting off alarms. The mist dissipates within two turns.

Lock picks
An assortment of small picks and wrenches for opening locks rolled up in a piece of cloth. Not worth much, since old-fashioned mechanical locks are rarely used where there’s anything worth stealing.

Lock picks, Electronic
Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they’ll open. This little pack of gadgets can help accomplish both.

Mag Charge
A short-range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible to do fully), all electrical equipment in the 10’ affected radius will short out and stop working until repaired. Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmospheric craft is not advised.

Optical Bomb
A bundle of LEDs and fiber- optic cabling around a capacitor, optical bombs are designed to temporarily blind an opponent (and possibly nearby security cameras), making it easier to disable said opponent. To be truly effective, the bomb must go off within 15 feet of people and 10 feet of cameras and must be within the line of sight of the people and cameras. An NBC mask will protect a person’s eyes from this, while some more expensive security devices have an auto reactive coating to protect cameras from such attacks.

Poison, Kortine (Debilitating)
If a dose (usually about two milliliters) of this poison enters a victim’s bloodstream, it will stun them and if another dose is used it can put one into a coma.

Poison, Cyanol (Lethal)
Equally lethal by ingestion or injection, a milliliter of this poison will do quite bit of damage and if one is not resilient enough it can end in death by heart attack.

Surveillance Gear
A set of surveillance gear greatly aids in spying—listening in on conversations or otherwise getting into another’s business. It includes long-range oculars, cameras, miniature imagers and recorders, micro-transmitters, thermal imagers, a comm frequency scanner, and more of the like.

Vox Scrambler
A hand-held device that matches the voice signatures of anyone speaking around it, and generates a 10-foot field of barely audible vocal noise. It’s noticeable, but not loud enough to make it difficult to talk. To any recorders, bugs, or long-range listening devices, it sounds like a crowd of people yammerin’ in utter nonsensical babble.

ENGINEERING SUPPLIES


Tool Set, Electronic
A full set of equipment for working with modern electronics in the ‘Verse. If you’re a computer designer, a holo-set repairman, or something along those lines, this is what you need. Most of the tools will probably fit in a utility belt, but there are one or two bigger pieces that are a bit more difficult to carry around.

Tool Set, Mechanic
A full set of mechanic’s tools used by ship’s mechanics, engineers, and those working in garages. You need this setup to do any real repair work on a vehicle of any sort from a mule to a full boat.

CAD Board
About the size of a dinner tray, this device operates much like a databook. The large screen is meant to aid engineers and architects in the creation of plans and schematics, and allows in- depth examination of building plans, ship layouts, and the like.

Cutting Torch
Whether you’re working on your ship or cutting your way into someone’s vault, this is the tool of choice for most folk. The small energy pack can be worn at your hip, and the device includes a face mask to keep you from burning off your eyebrows. Requires atmo to work.

Gravcart
A six-inch thick platform, two yards long and one yard wide, the gravcart uses a small grav-drive to float and carry up to one ton. It does not supply its own lateral motion, requiring it to be pulled or towed.

Scrapware
Salvagers sell crates of good condition materials such as wire, metal sheeting, springs, etc., at junkyards and spaceports. Scrapware won’t help you all that much if a catalyzer or some other complex part busts, but it can allow a good mechanic to perform basic repairs on the fly, so you can make it back to port.

“Sticky” Scrapper’s Gel
When cutting your way into derelict ships, sometimes you have to do it with no atmo around—and then your trusty cutting torch won’t work. The solution is Scrapper’s Gel. The device lays down a line of the goo that has a conductor embedded inside. When a small surge of energy is applied, the goo turns into a powerful acid that can eat its way through most metal. Since it doesn’t work in atmo, someone bent on cutting a hole in the hull with gel will have to go outside to do it.

Tool Kit, Basic
Hammers, saws, wrenches, screwdrivers, and the like (and their powered equivalents) can be used by most folks and are good  
Reply
Firefly (u/c)

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum