When you leave the safety of a city, or other refuge for the wilderness and the unknown of space, you must be prepared. Being ready means you need protection, arms, and tools to see you through potential challenges, dangers, and hardships. An unprepared explorer all to often winds up injured or lost - or worse- so gear up for the hazards you expect on your adventurers.
When you create a 1st level character, you start with basic clothing and 1000 Credits to spend on whatever you deem is necessary. This is an abstraction; your character probably doesn't walk into a store one day with a bag of cash- unless you just cam into inheritance or won a tournament of some sort. Rather, the items you start with and any money you have left over, might come your way as gifts from family, gear used during military service, equipment issued by a patron, or even something you made yourself.
As you go up in level, you acquire more currency that you can spend, not just on mundane gear, but on technology, fabulous magic items, and so on.
Here's an overview of the contents of this chapter.
✦Armor & Shields: Essential gear for protection in combat.
✦ Currency: Galactic Currency and Exchange.
✦Weapons: The basic tools of combat for many characters, from swords to guns.
✦ General Equipment: The tools of the adventuring trade. Look in this section for all kinds of general gear like, clothing, surveillance gear, Survival gear, professional equipment, and so on.
✦Vehicles: Vehicles, such as speeder bikes, cars, motorcycles and so on.
Armor & Shields
Armor provides a barrier between you and your foes—or, put more bluntly, between you and death. Every class provides access to one or more armor proficiencies, and it’s in your best interest to wear the finest armor you can. This section includes information on shields, which improve your defensive capabilities.
Armor Types
Armor is grouped into categories. These categories can help you decide what armor is best for you. Your class tells you what kinds of armor you’re proficient with. You can take feats to learn the proper use of other kinds of armor. If you wear armor you’re not proficient with, it makes you clumsy and uncoordinated: You take a –2 penalty to attack rolls and to your Reflex defense.
Putting on a suit of armor always takes at least 5 minutes, which means that it’s an activity you can undertake only outside combat (likely while you’re taking a short rest).
Armor is defined as either light or heavy. Light armor is easy to move in if you’re proficient with it. Cloth armor, leather armor, and hide armor are light armor. When you wear light armor, you add either your Intelligence or your Dexterity modifier to your Armor Class, whichever is higher.
Heavy armor is more restrictive, so your natural agility matters less. When you wear heavy armor, you don’t add an ability score modifier to your AC. Exo-Mail, and plate armor are heavy armor.
Certain kinds of armor are made according to arcane and esoteric methods that involve weaving magic into the substance of the armor. These masterwork armors never appear except as magic armor and even then only at the highest levels (16th and above).
The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of magic armor.
Cloth Armor: Jackets, gens, mantles, woven robes, cargo pants, shorts and so on don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn’t slow you down
or hinder your movement at all. All characters are proficient with cloth armor. However among these armors some provide a slight amount of protection, for example padded vests, and shirts.
Leather Armor: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. They come in several styles that increase with protection as they cover more parts of the body. While a Leather Jacket much like any biker coat provides the least of the leather classed protection, others have made leather armor made up of harden leather and plastic plates that are often put in place for athletes high contact sports. Of course Exo-shirt is a combination of some metal protection parts, placed over leather armor fermily fitting the metal plates that fit over body features like a shirt. This kind of armor is often deployed by civil defense forces or local military usage.
Hide Armor: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, found from primitive creatures of other worlds. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed. Although not exactly considered hide armor, Light-Duty Vests designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort—at least compared to other tactical body armors. While the Tactical Vest is the standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
Exo Armor: Much like the exo-shirt armor these armors line specific locations of the body with metal in different styles and far more places then the exo-shirt and generally support a leather base under armor. Exo-mail takes a slightly different approach using overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale like armor. Despite its heaviness, Exo-mail is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility. While Exo-suits have fermily fitted armor plates that fit over entire body including legs, torso and arms. Of course the Exo-Breast plate featuring a solid breast plate vest over the torso.
Plated Armor: . The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. Much like the archaic counter parts these armors use large plating over an exo-suit. Some of these plated armors are done in different styles however are similar in the concept of protection. The cost for its superior fortification is mobility and agility. Banded Mail is a suit of armor held together with various bands of metal on the inside making them appear as various plates that attach to one another. The Half Plated mail are plates that has exposed joins protected by an under suit that represents similarities to an exo-suit. While the full plated mail features a total enclosure of armor plating and fancy interlocking joins that provide knees, shoulders, and elbows with plate protection.
Shields: As with armor, you need the proper shield proficiency to use a shield effectively. When you use a shield, you strap it to an arm and sometimes use the hand on that arm—your shield arm and shield hand. Shields grant a shield bonus that you add to your AC and to your Reflex defense. If you’re not proficient with a shield, you don’t gain the shield bonus to your AC or Reflex
defense.
Light Shield: You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks.
Heavy Shield: When you use a heavy shield, you gain a greater bonus to your AC and Reflex defense, but you can’t use your shield hand for any other task.
Helmets: Helmets come in all shapes and sizes. They typically are meant to protect your head from falling debris. In cases where armors are environmentally sealed you can purchases an envior-sealed helmet to fit on to your armor. These helmets are insulated, reinforced, and have a glass faceplate to allow a person to see out. All armors are sold with helmet, and when they are upgraded with environmental seals, they are as well.
Reading the Armor Table
An armor or a shield entry on the Armor table contains the following information.
Armor Bonus: Armor provides this bonus to AC.
Shield Bonus: Shields provide this bonus to AC and Reflex defense.
Minimum Enhancement Bonus: Masterwork armor requires a minimum enhancement bonus, as shown in this entry.
Check: You take this penalty to all Strength-, Dexterity-, and Constitution-based skill checks when you wear the armor. You don’t take the penalty to ability checks (such as a Strength check to break down a door or a Dexterity check to determine initiative in combat).
Speed: You take this penalty to your speed (in squares) when wearing the armor.
Price: The item’s cost in credits.
Weight: The armor’s weight.
Armor Type | Armor Bonus | Check | Speed | Price (CR) | Weight |
Cloth Armor (Light) | - | - | - | - | - |
Cloth Armor (basic) | 0 | - | - | 10 CR | 4lb |
Padded Vest | 1 | - | - | 100 CR | 5 lb |
Padded Shirt | 1 | - | - | 200 CR | 6 lb |
Leather Armor (Light) | - | - | - | - | - |
Leather Jacket | 2 | - | - | 250 CR | 10 lb |
Leather Armor | 3 | - | - | 350 CR | 15 lb |
Exo-Shirt | 4 | - | - | 450 CR | 20 lb |
Hide Armor (Medium) | - | - | - | - | - |
Hide Armor | 3 | - | - | 300 CR | 25 lb |
Light-duty Vest | 4 | - | - | 400 CR | 25 lb |
Tactical Vest | 5 | - | - | 600 CR | 25 lb |
Exo Armor (Medium) | - | - | - | - | - |
Exo-mail | 4 | -1 | -1 | 450 CR | 30 lb |
Exo-Suit | 5 | -2 | -1 | 500 CR | 35 lb |
Exo-Breastplate | 6 | -3 | -1 | 900 CR | 40 lb |
Plate Armor (Heavy) | - | - | - | - | - |
Banded Mail | 5 | -4 | -2 | 1,500 CR | 40 lb |
Half Plate | 6 | -5 | -2 | 1,750 CR | 45 lb |
Full Plate | 8 | -6 | -3 | 3,000 CR | 50 lb |
Shields | - | - | - | - | - |
Light Shield | 1 | - | - | 50 CR | 6 lb |
Heavy Shield | 2 | -2 | - | 100 CR | 15lb |
Currency
At the dawn of the Star League Empire and at it's height of it's galactic conquest, the emperor has enforced a standards based on old earth values, that date back to the roman empire. One of them was currency. the conquered alien races were forced to adopt the currency standard and values of persouses metals such as silver, gold, and platinum. Among these materials the Elven Star became a highly sorted exchange as it was universally understood the elven imperium had stood the test of time due to the long life spans of elves.
From then forth the galactic economics's foundations found them selves using a metallic standard to back up what then was known as Star League Credits. Today the Confederation has renamed them to Galactic Credits universally accepted by most advance civilizations. Prehaps in the more primitive locations where Confederation Banks are not totally trusted or accepted by them the coinage left behind by the Star League empire still exist.
Merchants and adventurers alike use the gold coins, as the standard unit of currency for most transactions. The exchange of large amounts of money might be handled by letters of credit backed by famous banks or gems and jewelry generally used as a standard among criminals, but the value is always measured in gold coins.
The common people of the universe found in more remote locations deal more widely in the sliver coins, or even copper. Often this kind of currency is more tangible where fancy computers, and banks don't exists. The more civilized nations, and those who have signed into the Galactic Confederation have come to depend on the digital version of Silver Coins, the Galactic Credit, or the lesser form Galactic Cents (Copper Coins).
A gold coin is worth 10 silver coins, and a silver coin is worth 10 copper coins. While they can be translated to there digital counter parts, 10 silver coins is worth 10 Galactic Credits, and a Galactic Credit is worth 10 Galactic Cents. Their is no digital version of gold coins. Computers simply add the Galactic Credits in large totals and banks generally have the ability to dispense gold or even platinum coins or in even rare occasions Elven Stars, to those who wish to have cash version of there money,
Many of the universe's empires have discontinued the minting of platinum and thus your day-to-day commoners rarely see them. This makes platinum coins specifically rare and although among civilized parts of the galaxy like power corporations, and prestigious banks may still deal in platinum coins. They are often coins minted by foreign Star League Empire and merchants still accept these coins even if most people never see them. They're are most common in ancient treasure hoards. A platinum coin is worth 100 gold coins.
A coin is about an inch across, and weighs about a third of an ounce (50 coins to a pound). A galactic credit has two kinds of forms. It's digital form is accounted by banks, connected of the Galactic Network, and it's physical form is paper bills that represents the nation, and bank that issued this note. G-Bills are like certified documents that represent 1 silver coin stashed away in their vault, or national vaults that store registered bank coinage and guards them with private, or even military protection.
Gems and jewelry are a more portable form of wealth favored by adventurers. Among commoners, “portable wealth” usually means cattle (with one cow worth about 10 gp in trade).
Elven Star is perhaps the oldest currency and so rarer that they are worth 100 platinum coins, or 10,000 gold coins. The elven star is a star shaped coin made of mythril with a diamond embedded into the center of it. These coins are much lighter and weighs one-tenth as much as a coin (500 elven stars weigh 1 pound).
Currency | Galactic Cents (GC) | Galactic Credits (CR) | Silver Coins (SC) | Gold Coins (GC) | Platinum Coins (PC) | Elven Stars (ES) |
Galactic Cents | 1 | 1/10 | 1/100 | 1/ 10,000 | 1/10,000 | 1/1,000,000 |
Galactic Credits | 10 | 1 | 1/10 | 1 / 1,000 | 1 / 1,000 | 1 / 100,000 |
Silver Coins | 10 | 1 | 1 | 1 / 10 | 1 / 1,000 | 1 / 100,000 |
Gold Coins | 100 | 100 | 10 | 1 | 1 / 100 | 1 / 1,000 |
Platinum Coins | 10,000 | 1,000 | 1,000 | 100 | 1 | 1/10,000 |
Elven Stars | 1,000,000 | 100,000 | 100,000 | 10,000 | 100 | 1 |
Weapons
When you confront villains and monsters in their lairs, you often end up in situations that can be resolved only with arms and magic. If you don’t have magical powers, you had better have a weapon or two. In fact, you might want a weapon to back up or even augment your powers.
Weapon Categories
Weapons fall into four categories. Improvised weapons aren’t weapons you train with—they’re objects you pick up to hit someone with. Punching or kicking someone is also considered an improvised weapon. Simple weapons are basic, requiring little more skill than lifting and hitting with the business end. Military weapons are designed for skilled users. Balance and precision are important factors when using military weapons, and someone without the proper training can’t use them effectively. Superior weapons are even more effective than military weapons but require special training to use. You can learn to use a superior weapon by taking the Weapon Proficiency feat.
Weapons in all four categories are further categorized as melee weapons, which you use to attack foes within reach of the weapon, or ranged weapons, which you use to fire at more distant enemies. You can’t use a ranged weapon as a melee weapon. A melee weapon with the heavy thrown or the light thrown property counts as a ranged weapon when thrown and can be used with ranged attack powers that have the weapon keyword.
When it comes to firearms the types that are available will have specific rules as they are designed for specific things. An example of this would be Assault Weapons could be used as melee weapons and have the auto-fire ability. Prior to purchasing a weapon players will have to decide what kind of ammo type the weapon will have. Doing this will also add to the base price listed on the weapon chart.
Finally, weapons are classified as either one-handed or two-handed. A one-handed weapon is light enough or balanced enough to be used in one hand. A two-handed weapon is too heavy or unbalanced to use without two hands. Bows and some other weapons require two hands because of their construction.
Some one-handed weapons are light enough for you to use in your off hand while holding another one-handed weapon in your other hand. Doing this doesn’t let you make multiple attacks in a round (unless you have powers that let you do so), but you can attack with either weapon. Other one-handed weapons are large enough that you can keep a good grip on them with two hands and deal extra damage by using them as two-handed weapons.
Weapon Groups
Weapon groups are families of weapons that share certain properties. They’re wielded similarly and are equally suited to certain kinds of attacks. In game terms, some powers and feats work only when you’re attacking with a weapon in a specific group.
If a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups. For example, the halberd is both an axe and a polearm, so you can use it with powers that give you an additional benefit when you wield an axe or a polearm
Assault Rifles: Are weapons designed to be two-handed and handy in close quarters combat. Allowing characters to move threw narrow hallways, and use the weapon as a melee cubing weapon if needed. In addition these weapons are designed to all have Auto-Fire (see auto-fire property).
Axe: Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe’s weight makes it fine for delivering crushing blows.
Bow: A bow is a shaft of strong, supple material with a string stretched between its two ends. It’s a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.
Crossbow: Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power.
Flail: Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.
Hammer: A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.
Heavy Blade: Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.
Heavy Weapons: Heavy Weapons are battle field weapons used for war and to put out an enormous amount of damage. However they are often heavy and unpractical for personal use. When you fire a heavy you use a move action in addition to any other action used to fire this weapon. (You cant move while shooting it).
Light Blade: Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.
Mace: Much like hammers, maces are blunt weapons that have a heavier head than handle, but they’re more balanced than hammers. They’re useful for delivering crushing blows.
Pistols: Are one-hand firearms that often have limited range, are easy to conceal, and can be used as an off-handed weapon. Some people use two hands with pistols as it improves accuracy as well.
Pick: Weighted toward the top like a mace or an axe, a pick has a long, pointed head made to pierce and create deep wounds.
Polearm: Polearms are weapons mounted at the end of long hafts. All polearms also fall into another category of weapon, usually axe, heavy blade, or spear. Polearms are reach weapons.
Rifles: Are two handed fire arms that are used to hit targets a considerable distance and with increased accuracy.
Sling: Slings are leather straps used to hurl stones
or metal pellets. They are projectile weapons.
Spear: Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.
Staff: In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.
Sniping Rifles: Snipping Rifles are highly specialized weapons that are considered highly accurate at long ranges. These weapons are generally ineffective at close ranges and characters wielding these weapons are subjected to minimum range factor. Thus making cause the wilder a -10 to hit when firing this weapon within below it's minimum range factor. Considering this, the weapon becomes more difficult to use when firing beyond it's long range statement incur a -1 penalty for every 10 squares. Snipping Rifles come in two types a light rifle and a heavy rifle. The light ones have lesser ranges and do not have to be mounted to fire. While the heavy weapons are two heavy to fire without being mounted.
Light Snipping Rifles: Minimum Range: 30 (sq), Short Range: 60 (sq), Long Range: 120 (sq)
Heavy Snipping Rifles: Minimum Range: 120 (sq), Short: 180 (sq), Long Range: 240 (sq)
Unarmed: When you punch, kick, elbow, knee, or even head butt an opponent, you’re making an unarmed strike. A simple unarmed attack is treated as an improvised weapon. Creatures that have natural weapons such as claws or bite attacks are proficient with those natural weapons.
Weapon Properties
Weapon properties define additional characteristics shared by weapons that might be in different groups.
Auto-Fire: Weapon gains has the ability fire another shot as a move action at a -2 penelity.
Ammo: All weapons must be designed to load ammo in a specific way. Since all firearms are different they may have one of the following type of ammo selection.
Single Shot: Ammunition is loaded into a single slot and must be cleared and reloaded manually. Ammo Type: Loose Ammo. +10 CR
Revolver: Ammunition is loaded into a six slot cylinder and spins mechanically after every shot. Ammo Type: Loose Ammo. +50 CR
Magazine: Weapon's ammunition is loaded as a 10 shot clip with a mechanized of . Ammo Type: Magazine. +200 CR
Linked Ammo Belts: Ammo is linked and feed through a weapon as a 50 shot belt. Ammo Typed: Belt. +500 CR
Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.
High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.
Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don’t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.
Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it.
(The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.
Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.
Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.
Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A Kuuite can use a short bow, for example, even though kuuites can’t normally use two-handed weapons.
Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn’t deal extra damage.
Reading the Weapon Tables
A weapon entry contains the following information, organized in columns on the weapon tables.
Weapon: The weapon’s name.
Prof.: Proficiency with a weapon gives you a proficiency bonus to attack rolls, which appears in this column if applicable. Some weapons are more accurate than others, as reflected here. If you’re not proficient with the weapon, you don’t gain this bonus.
Damage: The weapon’s damage die. When a power deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapon’s damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example, a falchion (which has a damage die of 2d4) deals 8d4 damage when used with a power that deals 4[W] on a hit.
Range: Weapons that can strike at a distance have range. The number before the slash indicates the normal range (in squares) for an attack. The number after the slash indicates the long range for an attack; an attack at long range takes a –2 penalty to the attack roll. Squares beyond the second number are considered to be out of range and can’t be targeted with this weapon. If a melee weapon has a range entry, it can be thrown and belongs to either the light thrown or the heavy thrown category. An entry of “—” indicates that the weapon can’t be used at range.
Price: The weapon’s cost in gold pieces. An entry of “—” indicates that the item has no cost.
Weight: The weapon’s weight in pounds.
Group and Properties: Explained in sections above.
Melee WeaponsSimple Melee WeaponsOne-handed
Two-Handed
Military Melee WeaponsOne-handed
Two-handed
Superior WeaponsOne-handed
Two-Handed
Improvised Melee WeaponsOne-Handed
Two-Handed
Ranged WeaponsSimple Ranged WeaponsOne-handed
Two-handed
Military Ranged WeaponsOne-Handed
Two-Handed
Superior Ranged WeaponsOne-handed
Two-handed
Improvised Ranged WeaponOne-handed
*Improvised weapons include anything you happen to pick up, from a rock to a chair. |
Weapon Enhancer & Types
Arcane Enhancer | Weapon Enhancer |
A basic enchanted weapon. |
Lvl 1 +1 • 360 gp | Lvl 16 +4 • 45,000 gp Lvl 5 +2 • 1,800 gp | Level 21 +5 • 225,000 gp Lvl 10 +3 • 9,000 gp | Level 27 +6 • 1,125,000 gp |
Weapon: Any |
Enhancement: Attack rolls and damage rolls |
Critical: +1d6 Damage per plus |
Blast | Weapon Enhancer |
Enhance your weapon to do damage as blast radius. |
Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 gp Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 gp Lvl 20 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Power (Encounter): Free Action. Use this power to give whatever ranged based exploit a blast 1 property. |
Bolter | Weapon Enhancer |
Bolter weapons fire a specialized round that is highly explosive and detonates on impact. |
Lvl 2 +2 • 10,000 cr | Lvl 19 +5 • 1,250,000 gp Lvl 7 +3 • 50,000 cr | Lvl 24 +6 • 6,250,000 gp Lvl 14 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage |
Power (Encounter): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized. They also gain a -2 penalty to saving throws. Save Ends. |
Needlers | Weapon Enhancer |
Needlers are sharp needle shards used to lance targets at a distance. |
Lvl 2 +2 • 10,000 cr | Lvl 19 +5 • 1,250,000 gp Lvl 7 +3 • 50,000 cr | Lvl 24 +6 • 6,250,000 gp Lvl 14 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Weapon now counts as a High Critical Weapon. |
Cryonic | Weapon Enhancer |
A cold streamed beam is fired from this weapon coating objects and quite possibly creatures with ice. |
Lvl 2 +2 • 10,000 cr | Lvl 19 +5 • 1,250,000 gp Lvl 7 +3 • 50,000 cr | Lvl 24 +6 • 6,250,000 gp Lvl 14 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Damaged done in this way cannot reduce Hit Points beyond 0. It also automatically stabilizes dyeing characters. |
Power (Daily ✦ Cold): target takes an extra 1d8 Cold damage and is slowed until the end of your next turn. |
Disintegrator | Weapon Enhancer |
A beam of heat is fired from this weapon causing disruption in a target's atoms making them break apart and turning the target into ash. |
Lvl 2 +2 • 10,000 cr | Lvl 19 +5 • 1,250,000 gp Lvl 7 +3 • 50,000 cr | Lvl 24 +6 • 6,250,000 gp Lvl 14 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Damaged done in this way can reduce Hit Points beyond 0. When it does so a target's competition breaks down turning to ash allowing now death saving throws for bleeding. |
Power (Daily ✦ Fire): target takes an extra 1d6 fire damage and the target takes ongoing 5 fire damage (save ends). |
Explosive | Weapon Enhancer |
Your weapon now has explosive qualities. |
Lvl 2 +2 • 10,000 cr | Lvl 19 +5 • 1,250,000 gp Lvl 7 +3 • 50,000 cr | Lvl 24 +6 • 6,250,000 gp Lvl 14 +4 • 250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage |
Power (Encounter Power): Free Action. Whatever exploit used with this now has the blast 1 property and with an added Dazed effect (Save Ends.) |
Gauss | Weapon Enhancer |
The weapon magnetically propellers projectiles at high speeds dealing astounding damage. These weapons are often referred to as rail guns |
Lvl 20 +4 • 250,000 cr | Lvl 30 +5 • 6,250,000 cr Lvl 25 +5 • 1,250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d12 Damage Property: Adds 10 squares to the range of a weapon. |
Power (Daily): Free Action. Add an additional weapon bonus to your attack roll. |
Higher Caliber | Weapon Enhancer |
All weapons are featured in higher calibers. Guns have bigger bullets, lasers have stronger lasers, and so on. |
Lvl 1 +1 • 720 cr | Lvl 20 +4 • 250,000 cr Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 cr Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Damage Critical: +1d6 Damage |
Laser | Weapon Enhancer |
Lasers shots are to fast for the average eye to see. A flash of light is all that one can see before the laser burns straight threw it's target. |
Lvl 1 +1 • 720 cr | Lvl 20 +4 • 250,000 cr Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 cr Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d12 Damage Property: Range is increassed by 10 squares. Damage done by a laser is fire damage. |
Power (Encounter): Free Action. Damage done by this is fire damage, if concealed and miss with this weapon you do not lose concealment. |
Plasma | Weapon Enhancer |
Plasma occurs when gases become electrically charged after losing electrons. Plasma weapons condense this electrically charged gas into a destructive force that can eat through solid objects and cause severe damage. |
Lvl 20 +4 • 250,000 cr | Lvl 30 +5 • 6,250,000 cr Lvl 25 +5 • 1,250,000 cr | |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Damage done by this weapon is fire damage. |
Power (Encounter): Free Action: Attacks that would normally strike against AC, now strike against Reflex. |
Pulse Laser | Weapon Enhancer |
Unlike the soild unseen beam of a laser light pulse lasers combined plasma technology with laser technology to create plasma-laser weapons. These weapons fire a spherical balls of energy at a rate near the speed of light. |
Lvl 1 +1 • 720 cr | Lvl 20 +4 • 250,000 cr Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 cr Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Damage delt by this weapon is fire damage, and the range is increased by 10 squares. |
Power (Encounter): Free Action: Use this power when you hit with the weapon deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (Save ends) |
Rendering | Weapon Enhancer |
This weapon tears through enemy's flesh, creating wounds that bleed profusely. |
Lvl 1 +1 • 720 cr | Lvl 20 +4 • 250,000 cr Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 cr Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: When a attack with this weapon deals untyped ongoing damage, the target of the attack takes a penalty to the saving throw equal to the weapon's enhancement bonus. |
Power (Daily): Free Action: Use this power when you hit with the weapon. The target also takes ongoing 5 damage (save ends.) level 15 or 20: Ongoing 10 damage (save ends) level 25 or 30: Ongoing 15 damage (save ends) |
Stun | Weapon Enhancer |
This weapon often used by law enforcement stuns a target for possible capture. |
Lvl 1 +1 • 720 cr | Lvl 20 +4 • 250,000 cr Lvl 10 +2 • 10,000 cr | Lvl 25 +5 • 1,250,000 cr Lvl 15 +3 • 50,000 cr | Lvl 30 +6 • 6,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Damage done by stun weapons are lighting damage. |
Power (Encounter): (Free Action) Use this power when you hit with this weapon. Target is immobilized and weak end until (save ends). |
Snubbed Nosed | Weapon Enhancer |
This weapon often used by law enforcement stuns a target for possible capture. |
Lvl 3 +1 • 1,360 cr | Lvl 18 +4 • 170,000 cr Lvl 8 +2 • 6,800 cr | Lvl 23 +5 • 850,000 cr Lvl 13 +3 • 34,000 cr | Lvl 28 +6 • 4,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage Property: Gain a +2 item bonus to AC against opportunity attacks provoked by making ranged attack with this weapon |
Power (Encounter): Free Action. Use this power when you make a ranged attack with this weapon; the attack does not provoke opportunity attacks. |
Ultra-Ray | Weapon Enhancer |
This weapon's ray phases moves beyond matter like x-rays |
Lvl 14 +3 • 42,000 cr | Lvl 24 +5 • 1,050,000 cr Lvl 19 +4 • 210,000 cr | Lvl 29 +6 • 5,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage |
Power (Encounter): Free Action. Weapons ignores cover. |
Terror Weapon | Weapon Enhancer |
The might of this weapon sends waves of fear through its target. |
Lvl 14 +3 • 42,000 cr | Lvl 24 +5 • 1,050,000 cr Lvl 19 +4 • 210,000 cr | Lvl 29 +6 • 5,250,000 cr |
Weapon: Any Pistol, Rifle, Sniping Rifles, Assault Rifles, & Heavy Weapons. |
Enhancement: Attack Rolls & Damage Critical: +1d6 Damage |
Power (Daily): (Free Action). Use this power when you hit with the weapon. The target takes -2 penalty to all defense (save ends). |
Ammunition
All ammunition is purchased in various different forms. Regardless of the weapon group the amount of rounds are fixed. Belt Ammo is links 50 rounds together and is fed threw the weapon, while the Light version Magazine feeds the weapon with 10 consecutive rounds, and it's heavy version carriers 20 rounds. Some weapons need to be fed an individual ammo. Each of these types match the weapon type in terms of the universe and generally all cost roughly the same amount. As an example a Magazine for Laser weapon wouldn't be a clip of bullets but a power pack that has enough energy for 10 shots before reloading.
Type | Price |
Magazines Light | 30 CR |
Magazines Heavy | 60 CR |
Belts Ammo | 100 CR |
Loose Ammo | 40 CR |
Weapon Sizes
The weapon tables assume a Medium wielder, which includes almost all player characters. Characters and creatures that are smaller or larger than Medium have special rules.
Small characters use the same weapons that Medium creatures do. However, a Small character (such as a halfling) can’t use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and doesn’t deal any extra damage for doing so.
Large, Huge, and Gargantuan creatures use weapons that are specially sized for them. Each size category larger than Medium increases the weapon’s damage die by one size.
One-Handed
Two-Handed
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Thus, a longsword sized for a Large fire giant deals 1d10 weapon damage instead of 1d8, and a Large
quarterstaff deals 2d4 weapon damage.
Large creatures can use two-handed weapons intended for creatures one size category smaller than themselves and treat them as one-handed weapons. A fire giant (Large) can use a human’s greatsword with one hand, and a fire titan (Huge) can use a fire giant’s great sword with one hand. A creature can’t use an undersized one-handed weapon at all; its hand is too large to effectively hold the weapon’s small grip.
Creatures can’t use weapons designed for creatures larger than themselves. A human can’t fit his or her hands properly around the hilt of a fire giant’s dagger, let alone use it as an effective weapon. When a creature that has a natural reach uses a
reach weapon, the weapon increases the creature’s natural reach by 1 square.
Silvered Weapons
Some monsters, such as werewolves, are susceptible to attacks made by silvered weapons. A single weapon, 30 arrows, 10 crossbow bolts, 20 sling bullets, or 5 shuriken can be silvered at a cost of 5000 CR. This cost represents not only the price of the silver, but the time and expertise needed to add silver to a weapon without making it less effective.
Selling Equipment
You cannot sell mundane armor, weapons, or adventuring gear unless your DM allows, in which case you receive one-fifth of an item’s market price. Art objects or fine goods that have a specific value, such as a gold dagger worth 1000 CR, bring their full price.
Grenades & Explosives
These weapons explode or burst, dealing damage to creatures or objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons. All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect.
LM-Grenade | Level +1 |
This small This small explosive device must be fired from a launcher. It sprays shrapnel in all directions when it explodes. If launched from the launcher it has a minimum range of 8 squares (40 feet). If fired agienst a target closer than 8 squares, it does not arm and will not explode. The price is for a box of 6 grenades. |
Lvl 1 • 200 cr | Lvl 16 • 18,000 cr Lvl 5 • 750 cr | Lvl 21 • 90,000 cr Lvl 11 • 3,500 cr | Lvl 26 • 450,000 cr Grenade Item |
Power (Consumable • slashing): Standard Action. Make an attack: Area burst 1 with in 15 squares but no less then 8 squares. (If fired agienst a target closer than 8 squares, it does not arm and will not explode.); +3 vs. Reflex; on a hit, deal 1d6 slashing damagel on a miss, deal half damage. Level 6: +9 vs Reflex, 2d6 Slashing Damage Level 11: +14 vs. Reflex, 3d6 Slashing Damage Level 16: +19 vs Reflex; 3d6 Slashing Damage Level 21: +24 vs Reflex; 4d6 Slashing Damage Level 26: +26 vs. Reflexl 4d6 Slashing Damage |
C4/Semtex | Level 10 |
So-called “plastic” explosives resemble 1 pound slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. When wired together it's known to bring down entire structures. |
Lvl 10 • 2,000 CR Demolation's Item |
Power (Consumable • Fire): Standard Action. This weapon must be planted and wired together by a detonator with a successful Mechanics Skill Check (DC 15). Make an attack: Close Burst 1, dealing 1d6 damage to each target within the burst. Each pound of C4 added it will increase the burst by +1, and the damage by one addational d6. |
Dynamite | Level 10 |
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. |
Lvl 10 • 2,000 CR Demolation's Item |
Power (Consumable • Fire): Standard Action. This weapon must be planted and wired together by a detonator with a successful Mechanics Skill Check DC 10 (+1) for each stick. . Each stick added it will increase the burst by 1 (maximum of 4 squares), and the damage by one addational d6. To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action. Make an attack: Close Burst 1, dealing 1d6 damage to each object within the burst. |
Fragmentation Grenade | Level 1+ |
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. |
Lvl 1 • 200 cr | Lvl 16 • 1,800 cr Lvl 6 • 750 cr | Lvl 21 • 9,000 cr Lvl 11 • 3,500 cr | Lvl 26 • 45,000 cr Grenade Item |
Power (Consumable • Fire): Standard Action. Make an attack area burst 1 within 10 squares.; +4 vs. Reflex; on a hit, the target takes 1d6 damage; on miss deal half damage. Level 6: +9 vs. Reflex; 2d6 fire damage. Level 11: +14 vs Reflex; 3d6 fire damage. Level 16: +19 vs Reflex; 3d6 fire damage. Level 21: +24 vs. Reflex; 4d6 fire damage. Level 26: +29 vs. Reflex; 4d6 fire damage. |
Smoke Grenade | Level 6 |
You throw the greande and it fills the room with conseling smoke. |
Lvl 6 • 1,500 Cr Grenade Item |
Power (Consumable • Gas): Standard Action. You throw the grande at your target. The smoke greande creates smoke within an area burst 1 within 5 squares. The burst creates a zone, and all squares within the sonze are considered lightly obscured. The zone last for 10 rounds. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices. |
Tear Gas Grenade | Level 6 |
You throw the greande and it fills the room with poisons smoke. |
Lvl 3 • 300 cr | Lvl 18 • 3,400 cr Lvl 8 • 1,250 cr | Lvl 23 • 170,000 cr Lvl 13 • 6,500 cr | Lvl 28 • 850,000 cr Grenade Item |
Power (Consumable • Posion): Standard Action. You throw the grande at your target. The smoke grenade creates smoke within an area burst 1 within 5 squares. The burst creates a zone, and all squares within the zone are considered lightly obscured. Creatures caught in the zone must make a +6 vs. Fortitude on a hit all targets are weaken & slowed (save ends). Creatures continue to take hits as long as the remain in the zone. The zone last for 10 rounds. |
Thermite Grenade | Level 3+ |
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. |
Lvl 1 • 200 cr | Lvl 16 • 18,000 cr Lvl 5 • 750 cr | Lvl 21 • 90,000 cr Lvl 11 • 3,500 cr | Lvl 26 • 450,000 cr Grenade Item |
Power (Consumable • Fire): Standard Action. Make attack: ranged 5/10; +4 vs Reflex; on a hit, the target takes 1d10 fire damage. If missed the greande deals half damage. Level 6: +9 vs. Relfex; 1d10 fire damage. Level 11: +14 vs Reflex; 2d10 fire damage. Level 16: +19 vs Reflex; 3d10 fire damage. Level 21: +24 vs Reflex; 4d10 fire damage. Level 26: +29 vs Reflex; 5d10 fire damage. |
Concussion Grenade | Level 3+ |
Concussion grenades are used to knock out threatening targets. |
Lvl 3 • 200 cr | Lvl 18 • 3,400 cr Lvl 8 • 1,250 cr | Lvl 23 • 170,000 cr Lvl 13 • 6,500 cr | Lvl 28 • 850,000 cr Grenade Item |
Power (Consumable • Thunder): Standard Action. Make an attack; Area burst 1 within 10; +6 vs. Fortitude. On a hit creature is dazed (save ends). Level 8: +11 vs. Fortitude (save ends). Level 13: +16 vs. Fortitude (save ends). Level 18: +18 vs . Fortitude (save ends). Level 23: +23 vs. Fortitude (save ends). Level 28: +28 vs. Fortitude (save ends). |
Cryonic Grenade | Level 1+ |
This device looks alot like a thermite greande except a blue button denotes the diffrence. When armed it explodes in an icy haze when it hits, cripling it's target with numbing cold. |
Lvl 1 • 200 cr | Lvl 16 • 18,000 cr Lvl 5 • 750 cr | Lvl 21 • 90,000 cr Lvl 11 • 3,500 cr | Lvl 26 • 450,000 cr Grenade Item |
Power (Consumable • Cold); Standard Action. Make an attack: ranged 5/10; +4 Reflex; on a hit th etarget takes 1d10 cold damge and is slowed until the end of your next turn; on a miss, the target takes half damage and is now slowed. It also stabilizes dying characters. Level 6: +9 vs. Relfex; 1d10 cold damage. Level 11: +14 vs Reflex; 2d10 cold damage Level 16: +19 vs Reflex; 3d10 cold damage Level 21: +24 vs Reflex; 4d10 cold damage Level 26: +29 vs Reflex; 5d10 cold damage |
EMP Grenade | Level 5+ |
EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices |
Lvl 5 • 5,000 cr Grenade Item |
Power (Consumable • Electo-Magnetic); Standard Action. Make an attack area burst 1 within 10 squares. All electornic devices with in the burst are disabled (save ends). Cybernetic Attachments cause 1d10 turma damage. |
Flash Greande | Level 3+ |
This greande causes a blinding flash that blinds a target. |
Lvl 3 • 300 cr | Lvl 18 • 3,400 cr Lvl 8 • 1,250 cr | Lvl 23 • 170,000 cr Lvl 13 • 6,500 cr | Lvl 28 • 850,000 cr Grenade Item |
Power (Consumable • Electo-Magnetic); Standard Action. Make an attack; Range 5/10; +6 vs. Reflex; on a hit, the target is blinded & Deafened (Save ends). Level 8: +11 vs. Reflex (save ends). Level 13: +16 vs. Reflex (save ends). Level 18: +18 vs. Reflex (save ends). Level 23: +23 vs. Reflex (save ends). Level 28: +28 vs. Reflex (save ends). |
General Equipment
From meals to lanterns, adventuring gear is essential to those who dare take on the wilderness of the cosmos. You're assumed to start with basic clothing, (although there are several diffrent kinds), and before your first adventure, you should equip yourself with weapons, armor, and other gear.
Bags & Boxes
With the wide variety of equipment available to modern adventurers, it's often critical to have something to store the equipment in or carry it around in.
Aluminum Travel Case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.
Briefcase: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).
Field Bag: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap..
Day Pack: This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders. The Larger version can hold 15 pounds.
Handbag: Handbags provide another way to carry 2 pounds of equipment. The purchase DC shown is for a basic bag; high-fashion purses can increase the price by 200 CR
Ranger Pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.
Patrol Box: Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).
Wand Bag: These bags are made strictly for holding 10 Wands.
Scroll Cases: These cases are made strictly for holding 10 Scrolls.
Potion Cases: These cases are made strictly for holding 10 Potions.
Box: These cases are made to hold 10 slots of any tiny item or less.
Bags and Boxes
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Clothing
The items described here represent special clothing types, or unusual outfits that a character might need to purchase.
For the most part, clothing choice is based on character concept. It's generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. Sometimes, however, a character might need something out of the ordinary. When that's the case, he or she will have to purchase it like any other piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Sleight of Hand checks.
First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks.
Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.
Clothing Outfit:
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance.
Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.
Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.
Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have prices much higher than shown on the table.
Fatigues: Called “battle dress uniforms” (or BDUs) in the Confederate Army, these are worn by hardened veterans and wannabes alike. They're rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Stealth checks.
Uniform: From the cable guy to a senior confederation officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.
A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on stealth checks. (The suit's coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except stealth), and melee attack rolls.
Explorer Outfit: The explorer's outfit is the standard uniform for bold adventurers taking their first steps into the unknown. It includes a set of cargo pants and a utility vest, each covered in numerous pockets and pouches for holding miscellaneous gear. Additionally, the explorer outfit features a pair of durable all-weather boots with a built-in knife sheath, as well as a neck-shading cap, a pair of utility sunglasses, and a belt that holds pouches of all kinds. The chief premise of the explorer's outfit is versatility, giving the explorer a basic set of clothing that can be added to and augmented for each particular mission.
Outerwear:
In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).
Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor clothing.
Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.
Photojournalist's Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist's vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal Small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. See Concealed Weapons and Objects.
Windbreaker: This is a lightweight jacket made of wind-resistant material.
Tool Belt: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped.
Clothing
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Computers and Consumer Electronics
Rules for operating computers appears under Use Computer skill in chapter 5. Some of the items are complex then others. It's assumed there maintenance, subscriptions, and so on are handled beyond game play.
Cameras
Still cameras let a character capture a record of what he or she has seen.
35mm: The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. These photos can be developed at the character's own skill by using a photography specific profession skill.
Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary.
Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.
Film: The medium upon which photographs are stored, film comes in a variety of sizes and speeds. The price represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.
Film Developing: In most areas, drugstores and photo shops provide 1-hour service; in others, it takes 24 hours. In really remote areas, film may have to be sent away for developing, taking a week or longer. The price represents the cost of getting two prints of each shot on a roll of film, or one of each and any two also blown up to a larger size.
Portable Communication Devices
GN-Phone: Galactic Network Phone comes in a hand-held mobel or as a headset, and it's battery lasts for 24 hours before it must be recharged. It works in any area that has a Galactic Network Access Point. The GN-Phone contently searches for wireless signal on it's own. Depending on complex the GN-Phone is, it could simply dial other GN-Phones, or be as advanced as a computer viewing websites, and having the ability to upload, and download information from the galactic network. Some GN-Phones even have video cams.
Simple GN-Phone: Only can dial other GN-Phone Address, and only allows for voice over GN transmission. Much like old school cellular phones.
PDA GN-Phone: Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, It can also access the Galactic Network through uploads and downloads and dial GN-Phones. It is also capable of taking pictures and it can handle video chat. These phones are often digital touch screen allowing them to easily navigate the list of programs they may have installed on there phone.
Computers: Are very essential to any life in universe that's advanced. They can control, process, and manipulate data with the right hands. They come in a few different shapes and sizes, each category specialized for the specific task the computer is used for. Some computers are workstations build into a counter, others are desktops, and many are mobile computers.
All computers sold on the market are standardized for the commoner, (no operations bonus). An upgrade can be purchased during the sale to change this. A standard computer comes with GN-Network Modem (allowing access to the Galatic Network including phone calls), Standard Capacity of Memory (100 peta-bytes), and simple hardware that allows the computer to view verity of multimedia, is able to read portable memory drives, and has the latest processor.
Desktops: Bulky but powerful, these machines are common on desks everywhere.
Notebooks: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
Upgrade: An upgrade, increases the operations bonus of a computer. By upgrading the hardware, or perhaps the operating system.
Heroic Tiered: Grants a +3 operations bonus for +1000 CR
Paragon Tiered: Grants a +6 operations bonus for +2,000 CR
Epic Tiered: Grants a +12 operations bonus for +3,000 CR
Mobile Option: A computer can be designed to be a laptop, and have a mobile property, wireless interface, and 24 hour battery for an additional +800 CR
OS Upgrade: Zinux Software at an additional cost of +1000 CR
Hard Option: Standard generally has 100 peta-bytes, this can be upgraded to have 200 Peta-bytes at another additional cost of 500 CR.
Printer: The color inkjet printer described here is suited for creating hard copies of text and image files from computers.
Scanner: A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.
Digital Audio Recorder: These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don't have extremely sensitive microphones; they only pick up sounds within 10 feet.
Portable Video Camera: Portable video cameras use some format of videotape to record activity. The tape can be played back through a VCR or via the camera eyepiece.
Walkie-Talkie: This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.
Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character's conversations. It has a range of 2 miles.
Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that's not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.
Computers and Consumer Electronics
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Professional Equipment
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.
Some objects contain the tools necessary to use certain skills optimally. Without the use of these items, often referred to as kits, skill checks made with these skills are at a –4 penalty. See the descriptions of the kits for additional details. Note that kits should be restocked periodically (price 5 less than the original price.
Note that some skills, by their nature, require a piece of equipment to utilize.
Arcane Implements: Wizards use orbs, staffs, or wands as focus items for their spells, while warlocks use rods or wands. Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a quarterstaff.
Bolt Cutter: An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
Biology Tool Kit: This includes all the tools needed for a biologist conduct experiments and use the Science: Biology skill. Some of the more specific tools this tool kit includes is a microscope, tweezers, pins, scalpels, scissors, clear tape, wax pencil, pokers, petrel dishes, measuring tubs, and silicone sealant.
Caltrops: Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful First Aid check, DC 15, or one day's rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles. Car Opening Kit: This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.
Candles: Short wax candles that are used in ceremonies, some come with scented wax as well.
Chemical kit: A portable laboratory for use with the Science: Chemistry skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.
Climbing kit: All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a handaxe, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear to negate any penalties received when climbing without gear.
Demolitions kit This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.
Disguise kit: This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accouterments. It doesn't contain clothing or uniforms, however.
Duct Tape: The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Acrobatics Skill Check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.
Engineering Tools: (Basic): This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. Typically able to handling, simple, and moderate engineering skill checks.
Engineering Tools: (Deluxe): This kit has a collection of hand tools much like the basic set except there are a number of specialized diagnostic as well as thousands of spare parts. This tool set is made to handle all ranges of engineering skill checks (simple, moderate, complex and advanced).
Evidence kit (Basic): Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency's crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit, a character receives a –4 penalty when attempting to search for evidence. A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated.
Evidence kit (Deluxe): A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to gather fingerprints. It grants a +2 equipment bonus on search checks under appropriate circumstances. Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Science: Chemistry check (DC 15). In this case, the +2 equipment bonus does not apply.
Experiment Components: These items are needed by scientist conducting experiments. You purchase as many credits worth of components as you need or can afford. See Chapter 10 for more information.
Fake ID: Purchasing a falsified driver's license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The price of a fake ID is 150 + the forger's ranks in the Forgery skill.
First Aid Kit: Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a first aid check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.
Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.
Handcuffs (Steel): Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure. These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Mechanics Skill check (DC 25) orAcrobatics check (DC 35) to remove without the key.
Handcuffs (Zip-tie): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Holy Symbol: This is a finely crafted symbol of precious metal that clerics and paladins use as a focus for their prayers. Using a nonmagical holy symbol confers no benefit. You can purchase a magic holy symbol to gain an enhancement bonus to attack rolls and damage rolls when using your divine powers.
Instrument, Keyboard: A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
Instrument, Percussion: A set of drums, necessary in order to use the Perform (percussion instrument) skill.
Instrument, Stringed: An electric guitar, necessary in order to use the Perform (stringed instrument) skill.
Mechanical Tools (Basic): This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. This set of tools typically can handle, simple and moderate mechanical task with no penalty.
Mechanical Tools (Deluxe): This kit fills a good-sized shop cabinet with all the tools an mechanic would need to compelete any task (simple, moderate, complex and advance). It grants a +2 equipment bonus on all Mechanics Skill check.
Medical kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, or to stabilize a dying character (see the first aid). Skill checks made without a medical kit incur a –4 penalty. This kit can be reused unlike the first aid kit.
Multipurpose Tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making engineering and mechanics checks without appropriate tools to –2 instead of the normal –4. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.
Pharmacist Kit: A portable pharmacy for use with the crafting pharmaceuticals experiment, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.
Physical Science Tool kit: This tool kit comes complete with all the necessary tools that physical scientist would need to conduct experiments, Including a portable electron microscope.
Profession kit: Some professions have, profession specific tool sets. For example, cooks have cooking knives. A profession kit equips the character with all the basic tools needed to complete there selected profession skill without penalty.
Ritual Book: Ritual casters use a ritual book to store the rituals they have mastered.
Ritual Components: These items are needed by ritual casters. You purchase as many gold pieces worth of components as you need or can afford. See Chapter 9 for more information.
Search-and-Rescue Kit: This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke grenades, and one signal flare.
Spell Book: Wizards keep the daily spells, the encounter spells, the utility spells, and the rituals they’ve learned in a spellbook.
Spare Parts: Spare parts are a broad range of items that can fit into any category of engineering or mechanics skill checks necessary. For simplicity sake when something breaks and a character attempts to repair it, he must replace the specific parts that were damaged. This goes for as large as a space ship cannon, or as small as a watch battery. In all cases Spare parts are graded in complexity, (simple, moderate, complex, and advanced). These grades are meant to match the grade of the task. The parts varies in price making them sold at a percentage of what the device's full market value is.
Surgery Kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. A surgery kit is used when performing surgery powers. A character performing surgery without a surgery kit takes -4 penalty on the first aid check.
Thieves' Tools: To use the Thievery skill properly, you need the right picks and pries, skeleton keys, unversial door hack cards, clamps, and so on. A character performing thievery skill check without a thieves' tools takes -4 penalty on their check.
Professional Equipment
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Survival Gear
Survival gear helps characters keep themselves alive in the great outdoors.
Backpack: This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear. A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.
Binoculars (Standard): Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Preconception checks to –1 for every 10 squares (instead of –1 for every 5 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.
Binoculars (Rangefinding):In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Binoculars (Electro-Optical): Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the darkvision ability granted by night vision goggles.
Chemical Light Stick: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 1 square in radius. Once activated, it can't be turned off or reused. The listed price is for a pack of 5 sticks.
Compass: A compass finds the direction of magnetic north, (which could be diffrent from world to world). A compass grants its user a +2 equipment bonus on Navigate checks.
Emergency Space Helmet: These one size fits all helmets are made to for fill all the functions of fancy-er custom helmets. Despite it's ugly shape (since one size does fit all races) this helmet can be placed over a head and a button air seals the helmet to the suit, (only functional when the helmet is in low pressurized areas). These helmets are meant to be used by the crew who should all be wearing vacuum suits, and have a universal O2 tank, on ships that are facing epic calamity.
Fire Extinguisher: This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 2by2 square area as a move action. It contains enough material for two such uses.
Flash Goggles: These eye coverings provide total protection against blinding light.
Flashlight (Penlight): Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas. This small flashlight can be carried on a key ring. It projects a beam of light 2 squares long and 5 squares wide at its end.
Standard: This heavy metal flashlight projects a beam 6 squares long and 3 square across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 20 squares long and 10 Squares across at its end.
Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The price for one extra filter canister is 6.
GPS Receiver: Global positioning system receivers use signals from Unversial GPS satellites to determine the receiver's location to within a few dozen feet. A GPS receiver grants its user a +4 equipment bonus on Navigate checks, but because the receiver must be able to pick up satellite signals, it only works outdoors
Maps (Atlas): Atlas's are customized maps that vairy from world to world. However all of them include major roads in each state. More specific maps can be purchased for most of the major metropolitan areas detailing every street in the entire region. These kinds of maps can be found on the internet with a little searching, and downloaded as digital files. While the old fold up ones are still poplar at street stands.
Map (Starchart): Starcharts are much more difficult to find. These information are often closely guarded secrets and thus finding them on the web is a challenge. However these maps come in a verity different shapes and sizes. The most common one is the Universal Digital Starchart, that is put out on the market by the CTU (Confederate Travel Union). This denotes all the specific, and general locations of worlds in the universe along with civilian approved list of coordinates. Some explores have made it a living charting unknown stars and selling updates to Universial Digital Starchart Database. While others search for secret coordinates that have rumored to be the resting place of great magics, or perhaps treasure. These maps could be digital upgrades, or even scratched on paper since there secrets are so vital.
Map (Tactical): Tactical maps cover specific areas-usually a few miles on a side-in exacting detail for paper made ones. However these sorta of maps are digitalized and used to view by PDA devices by police, military or even search and rescuers. Generally, every building is represented, along with all roads, trails, areas of vegetation and elevation.
Mesh Vest: This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment. A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity.
Night Vision Goggles: : Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
Portable Stove: This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.
Portable Envior-Compensator: As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.
At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator's influence.
Rope 150': Climbing rope can support up to 1,000 pounds.
Portable Glow Lamp: The portable glow lamp is the most efficient and beneficial form of lighting equipment known to man. It can function as a directional lighting device (like a flashlight) or as an area-covering lantern. Glowlamps have long-lasting power cells and bulbs that never need to be replaced, and can be adjusted to provide light in any radius up 50 feet.
Puritizer: The puritizer is a small, semitransparent cylinder roughly one foot tall that removes impurities from water food. The puritizer's onboard computer recognizes chemicals that can be harmful to the human body and separates them from the food and drink.
Sleeping Bag: This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.
Soother Pulse: A small box that fits in one hand, the soother pulse emits sub-audible noises and subtle vibrations that can soothe almost any animal. It carries in its memory banks the codes of pulses to soothe almost every animal on the planet, and new pulses can be loaded into the device whenever they are discovered. A character using the soother pulse gains a +6 equipment bonus on all Handle Animal checks when dealing with an animal identified in the soother pulse's database.
Tent: A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.
Trail Rations: Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The price given is for a case of 12 meals.
Universal O2 Tanks Are tanks of oxygen that have 24 hour live. They come with an elastically strap that can easily strap to your leg or hips. The hose universal connector that connects to all suits that are environmental sealed. Once connected the tank begins to feed oxygen, and filter carbon out. Some armor and suits have special spaces build into them for direct feed. The hose can also be fitted into the gas mask for usage on thin atmosphere worlds that have hospitable climate.
Professional Equipment
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Weapon Accessories
As if modern weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
Box Magazine: For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.
Detonator: A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Detonator (Blasting Cap): This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator goes off.
Detonator (Radio Control): This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Detonator (Timed): This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Detonator (Wired): This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).
Holster (Hip): Holsters are generally available for all Medium-size or smaller firearms. This holster holds the weapon in an easily accessed—and easily seen—location.
Holster (Concealed Carry): A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Illuminator: An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user's hands. It functions as a standard flashlight.
Laser Sight (Standard): This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 6 squares away. However, a laser sight can't be used outdoors during the daytime.
Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Scope: (Standard): A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.
Scope (Electro-Optical): An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.
Speed Loader: A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once.
Suppressor Pistol & Rifles: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For rifles, the supersonic speed of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
Weapon Accessories
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Lifestyle
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.
Housing: A number of types of homes are mentioned on Table:Lifestyle. The price covers the down payment, not the total cost of the home. (A character buying a home does not have to worry about mortgage payments; they simply replace the hero's rent, which is already accounted for in the Wealth system)
The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde design is available with a +10 increase to the price..
Location dramatically affects a home's value. The given price assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the price 10 . A particularly good location in an upscale neighborhood or city center increases the price 10.
Entertainment: prices are given for several entertainment options. They represent the purchase of a single ticket. A pair of tickets can be purchased together.
Meals: Several typical meal costs are provided. The cost of picking up the tab for additional diners adds +10 per person to the price..
Transportation (Vehicles): Transportation in this manner is typically a car, or some kind of land craft that moves you from one point to another. Buses, private town cars are some of the more popular means.
Transportation (Air): Air flights are typically common in between cities. They are still done on large passenger jets that only operate within the atmosphere of worlds. However these are only common on worlds that have large bodies of impassable water.
Transportation (Orbital): This transportation is generally from a location on the ground to the large space port in orbit. Some worlds have skyhook elevators that extend from the ground and into space. In ether case shuttles, are sent into orbit to dock with station above. These shuttles tend to be small, and have only thrusters to move about once in space. They seat 12 passengers generally, some are smaller, while others are larger.
Transportation (Rail): Monorail Trains are very popular on all worlds. They travel at speeds that are faster then sound, and have all kinds of styles of accommodations. Some monorails are local subways / train routs meant to get commoners to specific detestation as mass transportation. Others are inter-city connected and rides could be several hours long. In these cases monorail cars are equipped with coach seats, individual cabins, and even suits on the fancier lines
Transportation (Intergalatic): Intergalactic transportation is perhaps the most expensive kind. Most worlds have companies that ferry people between other worlds, or even to distant star systems. This kind of travel is managed much like traditional seafaring schedules, with passenger liners, setting out for a 1 week, or even 1 month, or maybe even a year's travel. To obtain this type of travel, scheduled arrangements are made in action of buying tickets, and booking flights to intergalactic space ports. These space ports are often capital space cities, home worlds, or very well known ports. For a person to travel to a specrific location of interest they must charter a flight privately. These prices could be at times 50 times the amount of a commercial ticket or perhaps there is some some other agreement that could be made.
*Life Style
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Information Equipment
Display Glasses: A logical advancement of video display and VR technology, display glasses provide on-the-go monitors that can be hooked up to everything from computer systems to televisions and other audiovideo equipment. Each pair of display glasses looks like a darkened pair of sunglasses and features one or two earpieces that wrap around the back of the ear. The glasses are semitransparent and allow the wearer to see both the display and the user's surroundings simultaneously.
Duracable: Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 10 metric tons of weight.
Grappler Tag: Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag's hold.
Heads-Up Display (HUD): One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user's field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.
Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer's optical nerve and tampers with the signals sent to the brain.
The standard HUD can be used to highlight the outline of a person or object on voice command, granting a +2 bonus on Spot checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time. Individual software packages (represented as gadgets) can further augment the abilities of a HUD.
Laser Tripwire: The laser tripwire is a simple device that replaces the standard physical tripwire. A single focused beam of light is projected out from the tripwire generator until it hits a solid surface. If the beam is broken by, for example, a person passing through the beam, the tripwire generator immediately sends out a signal from its data port. This can be used to activate an alarm, trigger an explosive device, or even just turn on the lights in a particular room, depending on what event the signal is set to trigger.
Nanobeacon: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target's body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon's frequency. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target.
Spray LCD: The rise to prominence of paint-on LCDs allowed many people freedom and portability with computing never before felt. The spray LCD is the logical extension of this technology. A pressurized canister similar to a can of spray paint, it can spray an LCD onto almost any surface. Any object coated with spray LCD automatically gains the paint-on LCD gadget for 1 hour. After that hour, the spray begins to dissolve and no longer functions. Each canister of spray LCD is enough to produce one working LCD.
Information Equipment
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Vehicles
This section covers the wide variety of cehicles available to adventurers of all sorts. This will go though all the standard civilian vehicles such as bikes, cars, and planes. While it will also include military units such as tanks, and finally advance hover vehicles as well.
Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crew members serve as gunners or copilots.
Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.
Initiative: The modifier added to the driver's or pilot's initiative check when operating the vehicle.
Maneuver (MR): The modifier added to any Drive or Pilot checks attempted with the vehicle.
Top Speed (TS): The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). This is the fastest the vehicle can move.
Defense (AC): The vehicle's Defense.
Hardness: The vehicle's hardness. Subtract this number from any damage dealt to the vehicle.
Hit Points (HP): The vehicle's full normal hit points.
Size: Vehicle size categories are defined differently from the size categories for weapons and other objects.
Price : This is the price to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market.