Now you need to decide what equipment you have. Usually, the GM sets a reasonable cost and weight for each item of equipment requested by a player. Weapons and armor are a special case, however, since their use involves more intricate game mechanics. This section will give you enough information to let you choose your combat gear intelligently.
You start with money equal to the campaign starting wealth, modified by your personal wealth level. The Equipment list provided in this section are items that are found
Starting Wealth Table
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Starting wealth” covers both money and property. Start with the amount of money your wealth level entitles you to for your game world. Buy the possessions you want to start with. Any unspent money is your “bank account.”
Realistically, if you have a settled lifestyle, you should put 80% of your starting wealth into home, clothing, etc., which leaves only 20% for “adventuring” gear. If you are a wanderer (pioneer, knight, Solider, Free Trader, etc.), or Poor or worse, the GM might allow you to spend all your starting wealth on movable possessions.
All prices in GURPS appear in currency of the Stella Sigma Sector: a convenient abbreviation for any baseline unit of currency suitable to the setting. See currency section.
Tech level determines starting wealth, as technologically advanced societies tend to be richer. The table to the side is a comparison of TLs and suggested starting wealth.
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 | 1/10 | 1 / 1,000 | 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 |
Armor & Shields
Armor provides a barrier between you and your foes—or, put more bluntly, between you and death. 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 comes in all shapes sizes and weight to fit an adventures need. They range from the ordinary clothing to leather coats, to ridged interlocking plates meant for the battlefields. Effective Armor is heavy though and it's weight can hinder your ability to move, dodge or perry. A duelist relies on agility to avoid injury might choose light or no armor, while a solider deployed to a front line might dawn the thickest plated armor money can buy.
Armor is defined as either light or heavy and this section only outlines the most basic model. Like all items in Stellar Winds characters my buy enhancers, or variations of the item to give them additional features. Each Armor listed outlines there Damage Reduction (it's ability to absorb damage dealt), price (in Galactic Credits) and weight (in pounds).
Armor can also stack in layers to gain added benfit of the damage reduction score. This can only be done with specific armors and must be done from lighter armor as a inner corer, and heavy plate or plates as a outer core. Stacking armor in this manner combines the weight of both suits.
The time and effort it takes to put on a suit of armor varies from different categories. Light armor typically takes 5 mins while Heavy armor takes 10 mins. Armor can only be dawned or removed outside of combat. If a character were to put on a light suit then heavy parts it would take total of 15 mins.
Cloth Armor: Jackets, gens, mantles, woven robes, cargo pants, shorts and so on don't, by themselves, provide any significant protection. Clothing offers very limited protection against weapons. However, you can imbue them with protective magic and they can be enhanced with unique qualities like secret pockets. This armor maybe worn as indo armor under exo armors.
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. Leather Jacket much like any biker coat provides the least of the leather classed protection while others have leather armor made up of harden leather and plastic plates that are often put in place for athletes high contact sports. Leather fits over clothing and gains the benfit of it.
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. In all cases hide armor fits over clothing armor only. Tactical Suits / and vests can be given upgrades trauma plates can be added for 600 CR giving a +23 bonus to DR and 9 extra pounds.
Exo Armors: Are armor frames that fit over only clothing and have the ability to mount highly heat and ballistic resistant metal known as titanmite. It comes in two versions a shirt and suit. The shirt lines torso section with durable exo-skeleton that made to mount various shaped plates to fit different gender and species body shapes. Common places for a person to mount titanmite are shoulders, biceps and ribs. The Exo-Suit is a full body version allowing the same ability to mount plates including the hips, and legs, as well. An Exo-suit can be further configured to use increasingly popular scale links made to interlock and be very flexible, or the old rigid torso breast plate. However these versions are fixed and incompatible should character wish to mount additional armor such as plate mail. This leaves them the option of using exo-suit to mount lighter versions of armor of a base to mount plated versions.
Plated Armor: Is among the heaviest type of armor made up of large bulky plates that mount over exo-suit. It comes in two versions a half-plate, and full-plate. The full plate mounts plates to all sections body including joints encasing the the wearer in a fully armored suit. This includes titanmite helmet, mantel, breastplate, pelvis belt, thigh plates, shin guards, and metal war boots all of which fit to the exosuit, which worn over clothing or environmental suit. Half-plate differs in that the armor allows for exposed joins relay on the exo-suit underneath to server as protection providing greater flexibility. Finally popular among alien species is the 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.
Stacking Armor: A character would first start off with some sort of clothing (often not providing any protection), and then would decide what kind of armor he would like to stack. Clothing layer enhanced with a vacuum proof material to allow for operations in hostile environments. Characters have the choice to stick with ligher leather or hide based armors at this point or move on to something heavier. In both cases they would gain the befit of the cloth plus leather or hide stats. Should character decide to graduate to exo-armor the character might be interested in a light shirt version in which case she has completed dawning a armor and gains only the benefits of cloth and exo-shirt. If a character was seeking something more heavier they could settle on a suit. The suit offers a few options although provides some protection in its default state it can be improved into scale or breastplate versions gaining the befit of both clothing and exo-suit. If the character was seeking something even heavier he could decide to mount plated armor to his exo-suit gaining the added protection and the stat benefit of a exo-suit, and clothing or mount plated mail gaining the befit of the cloth, suit, and plates.
Shields:
Shields are very valuable all shapes, sizes and technological advancements. Some shields from older technologies are only useful in close combat and won't stand up to any modern weapons while modern versions are made specifically for such tasks. You normally ware a shield strapped to one arm or with more advance force field versions as bracelet or gauntlet that activates a force field shield. In ether case this prevents you from using two handed weapons, but you can still carry an item.
A shield helps all your active defense rolls (Block, Doge, and Perry) with no particular effort. You can also use a shield actively to block; see Blocking section.
The following staitistics are the basic bonuses that a shield type offers. The shields can be enhanced like any item or weapon in stellar winds to advance it's technology level and additional features. Shields are categorical in two versions both light and heavy providing individual advantages and disadvantages.
Light Shield: Are light weighing typically 8lb and provide a small bonus in damage reduction and defense. However they are light and easy to carry.
Heavy Shield: Heavy shields weigh 15lb and are reinforced and provide a larger bonus in damage reduction and defense. They are though a bulky item and anyone carrying one is unable to console it.
Shields | Damage Reduction | Defense Bonus | Weight | Cost |
Light Shield | 1 | 2 | 8lb | 50 CR |
Heavy Shield | 2 | 3 | 15lb | 100 CR |
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 enviro-sealed helmet to fit on to your armor. These helmets are insulated, reinforced, and have a glass face plate 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.
Damage Reduction: The amount of damage a armor can soak before dealing damage to a character. If a character's armor has a damage reduction of 5 and takes 6 damage. They only take one hp of damage.
Price: The item’s cost in credits.
Weight: The armor’s weight.
Armor Type | Damage Reduction | Price (CR) | Weight |
Cloth Armor (Light) | - | - | - |
Cloth Armor (basic) | 0 | 10 CR | 4 lb |
Padded Vest | 1 | 100 CR | 5 lbs |
Padded Vest | 2 | 200 CR | 8 lbs |
Leather Armor (Light) | - | - | - |
Leather Jacket | 2 | 250 CR | 10 lb |
Leather Armor | 3 | 340 CR | 15 lb |
Exo-Shirt | 4 | 450 CR | 20 lb |
Hide Armor (Light) | - | - | - |
Hide Armor | 3 | 300 CR | 25 lb |
Light-duty Vest | 8 | 400CR | 2 lb |
Tactical Vest | 12 | 600 CR | 10 lb |
Tactical Suit | 20 | 3000 CR | 15 lb |
Exo-Armor (Heavy) | - | - | - |
Exo-Suit | 20 | 500 CR | 30 lb |
*Exo-Scalemail | 27 | 450 CR | 35 lb |
*Exo-Breastplate | 30 | 900 CR | 40 lb |
Plated Armor (Heavy) | - | - | - |
Banded Mail | 50 | 1,500 CR | 30 lb |
Half-Plate | 40 | 1,750 CR | 45 lb |
Full Plate | 70 | 3,000 CR | 150 lb |
Weapons
Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, and “var.” means the value varies.
Weapon
The general class of weapon in question; e.g., “shortsword” or “assault rifle.” Each entry represents a wide range of individual types.
Damage
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For muscle-powered melee and missile weapons, such as swords and bows, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table. For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Swung weapons act as a lever, and so do more damage. For firearms and some powered melee weapons, damage is given as a fixed number of dice plus adds; e.g., a 9mm auto pistol lists “2d+2,” which means that any user would roll 2d and add 2 to get damage.
Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR.
Damage Type: An abbreviation indicating the type of injury or effect the attack causes.
A victim loses HP equal to the damage that penetrates his Damage Reduction plus or minus any specific enhancements.
Acc (Accuracy)
Ranged weapons only. Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a built-in scope, the bonus for this appears as a separate modifier after the weapon's base Acc.
Range
Ranged weapons only. If a weapon has only one range number, this is the maximum Range (Max) in yards at which it can attack a target. If two numbers appear, seperated by a slash, the first is half-damage range (1/2D) and the second is max. Damaging attacks on targets at or beyond 1/2D inflict half damage.
Muscle-powered weapons usually list 1/2D and Max as multiples of the wilder's ST, not as a fixed range. For example, x10/x15 means 1/2D is 10xST, and max is 15xST, so someone with ST10 would have 1/2D 100 and at Max 150. For crossbows used the weapon's ST in these formulas.
RoF (Rate of Fire)
Ranged weapons only. The maximum number of shots an ordinary shooter can fire in one second turn. A weapon can normally fire few shots (to a minimum of 1), if you wish, but some special notes apply:
Ammo
Cost
The price of a new weapon in Galactic Credits. For weapons it includes whatever cleaning / holster accessories.
Weight
The weight of the weapon, in pounds. For missile weapons with Shots 2+, this is loaded weight. The weight of one full reload appears after a slash.
Strength
The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.
For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18.
“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST.
“‡” means the weapon requires two hands
and becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round up). To use it in one hand without it becoming unready, you need at least three times the listed ST.
“B” indicates a firearm with an attached bipod. When firing from a prone position using the bipod, treat the weapon as if it were braced and reduce its ST requirement to 2/3 of the listed value (round up); e.g., ST 13 becomes ST 9.
Crossbows and ST: Crossbows and prodds have their own ST value. Use this instead of your ST to determine range and damage. You must specify the ST of such a weapon when you buy it. You can always use a bow that is weaker than you. If you use a stronger bow, it does more damage but take longer to cock (see Shots, above).
Melee Weapons
Melee weapons are grouped under the skills required to use them. Skill names appear in capital letters, with defaults in parentheses; e.g., “AXE/MACE (DX-5).” If there is more than one way to use a weapon, multiple damage types will appear. If multiple skills let you use a weapon, the weapon appears under each skill. For example, both Staff skill and Two-Handed Sword skill let you wield a quarterstaff – and either lets you swing the staff or thrust with it.
Melee Weapon Table
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Muscle-Powered Ranged Weapons
Muscle-powered ranged weapons are hurled weapons (axes, spears, etc.) and low-tech missile weapons such as bows and slings. Weapons appear under the skill required to use them, along with skill defaults. Some thrown weapons also appear on the Melee Weapon Table; use the statistics below when they are thrown.
Muscle-Powered Ranged Weapon Table
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Firearms
A “firearm” is any gun, rocket, or beam weapon that does not rely on muscle power.
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Hand Grenade and Incendiary Table
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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 different kinds), and before your first adventure, you should equip yourself with weapons, armor, and other gear.
Carrying Weapons and Other Gear
You can normally carry one item per hand. This doesn’t preclude your having a shield strapped to your arm – but if you do, your shield hand can only hold, not wield, a weapon or other handheld device, and you cannot use items that require two free hands, like a bow, rifle, or guitar.
You can also stow gear about your person, leaving your hands free. You can carry a one-handed item no larger than a sword or a pistol in a scabbard or holster on each hip; an item of that size or larger (e.g., a two-handed weapon like a rifle or a greatsword) slung over your back; and, with appropriate sheaths, one small item or weapon (like a knife or holdout pistol) per wrist or ankle. If you have clothing with pockets, you can stow one extra item per side pocket. A shoulder holster lets you strap a pistol-sized item over your chest.
You can carry additional equipment in a bag, pack, or case, but it takes several seconds to remove it and get it ready.
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 (-2 vs Lock picking)
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 (-2 Lockpicking, DR:4).
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.
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 Camouflage (with matching terrain color) and / or Stealth.
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 camouflage, +5 Sealth. (The suit's coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on Dexterity Attributed with the to stealth skill, and ranged attacks.
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 HT vs 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.
Communications
Communicator, Short Range (TL8): A small two-way radio, often built into a helmet or worn on a belt. The standard model has a base range of 10 miles. $100, negligible weight, 15 days. Can be disguised in an earring, wristwatch, or other small accessory for +50% cost.
Communicator, Medium Range (TL8): A palm-sized radio, with a base range of 100 miles. 200 CR, 1 lb., 15 days. A video display is available at double cost.
Communicator, Long Range (TL8): A book-sized or backpack unit, with a base range of 1,000 miles. Capable of reaching ships in low planetary orbit. 500 CR, 10 lbs., 4 days. A video display is available for an extra 100 CR.
Com Scrambler (TL8): Attached to any communicator, scrambles messages so that only another scrambler with the same cryptologic key can decode the transmission. An eavesdropper with access to a Terran mainframe (or better) computer might be able to decode the transmission with a Cryptography skill roll. 500 CR, negligible weight, draws negligible power from the attached communicator.
GN-Phone: (TL9) 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.
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.
Cameras
Still cameras let a character capture a record of what he or she has seen.
35mm (TL-6): 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 (TL-6): A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary.
Disposabl e(TL-6): 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 (TL-6): 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 (TL-6): 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.
Consumer Electronics
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Computers:
Computers come in a wide range of verity and because of the Modern Dark Age can span over three technology levels. Computers of the past were more advanced and those of the wealthy still have access to them while computers dating back to Star League Era (TL-9) out on the colonial worlds are locked Modern Dark Age (TL-8), or even computers from the digital age (TL-7).
Cheap: The computer is less sophisticated than usual, and is therefore much cheaper. This option can be used to describe older hardware.
Compact: The computer is substantially reduced in size and weight, but is much more expensive as a result.
Dedicated: A dedicated computer can only run a single software program, designated when the computer is built. The primary characteristic of most dark age computers is that they are all built with the Dedicated option.
Genius: The computer uses state of- the-art processing technology. This greatly increases its price. Dark Age computers may only use this option if
they are designed to run an Expert System program.
Hardened: The computer is built with optical systems, or with more sophisticated forms of hardening at TL The effect is to make the computer
more resistant to attacks such as electromagnetic pulses or power surges.
High Capacity: The computer’s software and data storage capacity is increased by 50%. The computer can run three programs of its own Complexity, and so forth.
Robot Brain: The computer has a brain optimized to control a mobile robot. This option gives it a built-in operating system that permits it to move, control its radio modem for “wireless” connection to nearby computer networks (range about 10 yards). Internal batteries can support a Tiny computer’s power requirements. $100, 0.5 pounds, 6 hours. limbs (if any), run built-in equipment, process sensor information, understand orders to the limits of its IQ, and so on. The computer has an effective DX of (Complexity/2)+8 (rounded down), and an effective IQ of Complexity+3. It is programmed to obey its owner and will follow orders literally. The main drawback of this option is that it halves the number of programs the computer can run (one of its own Complexity, 10 of one Complexity lower, and so on)
Synaptic Processing (TL9) The computer is built to imitate
the way an animal’s brain structure works. This gives the computer a limited ability to “learn,” altering its own programming in response to input. The computer gains an IQ of Complexity+4 for learning purposes, but no DX; the computer cannot learn DX-based skills. Combined with the robot brain option, this makes the computer semi-sentient, with limited initiative. However, it has no interest in anything beyond following its user’s orders – it is not “self-aware.” Treat this like a normal robot brain, but on that can learn; it has its normal DX but an IQ of Complexity+4.
Computer Terminals
The equipment described on the Computer Table below is only the processing element of the computer – the portion that manipulates data. Unless the computer is intended strictly for an unmanned vehicle, a battlesuit, or a robot, it should have at least one terminal. A terminal includes a keyboard or touchpad, a “mouse” or other pointing device, one or more cameras, a holodisk reader, a screen or holodisplay, a printer – in short, a variety of equipment used to either provide the computer with data input or present data output to the user. Each terminal allows one person to use the computer at a time. A single terminal can be connected to multiple computers, possibly through an extensive network.
Adding a terminal to a computer does not increase its capacity in any way. If multiple users try to exceed its capacity by running more programs of a given Complexity than the computer can handle, then they will simply be unable to do so.
Terminals come in several different levels of size and complexity. GMs and players should feel free to mix and match terminals and computers. For example, a Palmtop terminal attached to a Tiny computer would be a useful “data assistant” for almost any Terran starship crewman; a Mainframe computer might be connected to dozens of Desktop terminals to form a science lab’s computer network. Terminals have internal batteries and can support the power requirements of a computer as well as their own; they can also be run from building or shipboard power.
Palmtop Terminal (TL8): Includes a small screen and touchpad, plus a microphone and speaker for spoken interaction. Also includes a small radio modem for “wireless” connection to nearby computer networks (range about 10 yards). Internal batteries can support a Tiny computer’s power requirements. 100 CR, 0.5 pounds, 6 hours. radio modem for “wireless” connection to nearby computer networks (range about 10 yards). Internal batteries can support a Tiny computer’s power requirements. 100 CR, 0.5 pounds, 6 hours.
Desktop Terminal (TL8): Includes the full range of input and output devices, but lacks a printer or a highquality holovisual display. Includes a small radio modem for wireless connection (range about 30 yards). Internal batteries can support a Small computer’s power requirements. 500 CR, 10 pounds, 6 hours. A compact version of the terminal (a “laptop”) has half the weight but +50% cost
Workstation Terminal (TL8): Includes the full range of input and output devices, at higher quality, plus a printer. At TL9+ it includes a high-quality holovisual display. Includes a radio modem (range about 100 yards). Internal batteries can support a Minicomputer’s power requirements. This is the typical shipboard computer workstation. 1,000 CR, 40 pounds, 6 hours.
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Data Storage
A computer always has data storage capacity, A Complexity 1 computer has a base storage capacity of 100 MB; this capacity increases by a factor of 10 per level of Complexity (hence a Complexity 2 computer has a capacity of 1 GB, a Complexity 3 computer a capacity of 10 GB, and so on).
Portable data storage is in the form of holodisks. These are dime-sized disks that can easily be interfaced with any computer terminal. At TL9, a holodisk contains 100 GB of data; this capacity increases by a factor of 10 per TL (so a disk contains 10 TB at TL10, and 100 TB beyond that). A holodisk costs 5 CR and has negligible weight.
Databases store information on various subjects. The
cost of a database varies dramatically; a standard reference encyclopedia may be nearly free, while a database of military starship designs may be completely unavailable except to a licensed naval architect. Typical costs are 1-100 CR per GB, depending on supply and demand.
Software
Software programs are purchased and the cost of a given piece of software depends on the TL of purchase and the Complexity of the program, as given by the following table. Highly specialized programs may cost two to five times the value in the table; some such cases are noted below, but the GM should feel free to impose higher costs. A program designated as “Free” is available for negligible cost, as “shareware,” or bundled into packages with other software. for a ship 1,000-9,999 dtons in size, and Complexity 5 for a ship 10,000 dtons or larger. The computer must also have an installed database of the ship’s blueprints and technical specifications (1 GB, 1,000 CR).
Datalink (TL8): This program enables any computer to link (through a cable or communicator) with another electronic device. The computer can now display data from the other device, and can be used to give instructions through the link. This is also the software used to communicate with other computers through a network. Complexity 1.
Entertainment (TL8): A full Entertainment program scans news channels, provides visual or musical entertainment, and presents computer games. Complexity 2. Entertainment databases must be available as well; 1 GB of database can include dozens of musical performances, a few movies, or a single computer game of moderate complexity. skill-12; it is Complexity 3 for an Easy, skill, Complexity 4 for an Average, skill, Complexity 5 for a Hard skill, and Complexity 6 for a Very Hard skill. Higher skill levels are available
(+1 to skill for +1 Complexity).
Gunner (TL8): This program permits the ship’s computer to work as a gunner. The computer has skill-12 with a Gunner program of Complexity 4, +1 to skill for every +1 to Complexity. The skill bonus is not cumulative with any bonus (or penalty) from a Targeting program – use the lower of the Gunner or Targeting program bonus. One copy of the Gunner program running on the ship’s computers will replace one human gunner.
Internal Security (TL8): This program monitors and controls a building’s or ship’s security systems. It has an Electronics Operation (Security Systems) skill on its own, or can add a bonus to an operator’s skill. If someonen is attempting to fool security sensors, a Quick Contest of Skill in Electronics Operation (Security Systems) may be required. A Complexity 3 program has a skill of 14 or adds a +2 bonus to an operator’s skill; +1 to skill and bonus for every +1 Complexity.
Interpreter (TL8): This program can translate from any language to any other language, so long as both of the appropriate language databases are on line. Written or nonverbal languages can be handled so long as the appropriate sensors and “speakers” are available. A program that can provide Broken-level translations is Complexity 3, a program capable of Accented-level translation is Complexity 4, and a program capable of Native-level translation is Complexity 5. Language databases are usually 1 GB, 1,000 CR.
Jump Navigation (TL9): This program is necessary in order to use the Navigation (Hyperspace) skill. It comes in several levels, depending on the range of the jump to be performed. A Jump-0 program is Complexity 4, a Jump-1 program is Complexity 5, a Jump-2 program is Complexity 6, and a Jump-3 program is Complexity 7.
Jump Planning (TL9): This is not a program, but a database; it includes pre-computed values for many of the parameters necessary to plot a jump person) or left to develop its own (generally based on those around it). A simulation good enough to seem “real” to those interacting with it for long periods is Complexity 5, while a simulation of near-Human depth of personality is Complexity 6.
Routine Vehicle Operation (TL8): This program enables the computer to control a vehicle for routine travel – no combat driving or dangerous maneuvers. A program with effective Driving or Piloting skill of 12 is Complexity 2; +1 skill for +1 Complexity. The vehicle must have been designed for computer control and must be fitted with the appropriate electronic sensors.
Targeting (TL8): A starship gunner may use this program to predict target positions and aim heavy weaponry. The program can be purchased at any desired Complexity, and grants a bonus (or penalty) to Gunner skill equal to Complexity-5. Firing a starship’s weapons without a Targeting program imposes a -6 penalty to Gunner skill. One copy of this program must be running on ship’s computers for each gunner.
Technical Reference (TL8): This program serves as a design system and diagnostic tool for a single technical skill (such as Armoury, Electrician, Electronics Repair, Engineer, Machinist, or Mechanic). It grants a +2 to any skill roll to design or repair a piece of equipment using the supported skill. Complexity 3.
Word Processing (TL8): A complete, state-of-the-art desktop publishing system, used to create and manipulate text and image files. Complexity 2.
Software Cost Table
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Medical Technology & Care
The fall of the Star League had it's greatest affect on medical technology. The art of healing and making of drugs and the like almost came to a halt in the core worlds and became virtually nonexistent in colonial worlds. There for any Physician is working at Technology Level of 8 in he core worlds and 7 on the colonial worlds. In heart of Gaia where the Corporations rule is the strongest you can see remains of Star League level technology (TL-9) still existing. In the secured buildings, locked away from all those where science boarder lines between weird science. In these domains the care for humanity takes a back seat for the quest to remember the forgotten.
Antibiotic: Prevents or cures (in 1d days) infections. 20CR.
Pharmacist Kit: Antidote for specific poison. 10 uses. 25 CR, 0.5 lb.
Bandages (var.): Bandages for a half-dozen wounds. Might be clean cloth, adhesive dressings, or spray-on “plastiskin,” depending on TL. Basic equipment for First Aid skill. 10 CR, 2 lbs.
First Aid Kit: A complete kit for treating wounds, with bandages, ointments, etc. +1 to First Aid skill. 50 CR, 2 lbs.
Surgery Kit: Basic equipment gives a +1 at (TL6), +2 at (TL7), +3 at (TL8), +4 at (TL9) Includes all basic equipment for Surgery skill. 300 CR, 15lb. All kits provide proper tools, and antiseptically.
Medical Kit: A complete kit for treating serious injuries. Includes sterile bandages, sutures, and drugs appropriate for the technology level it is bought at. At Technology Level 6+ includes IV drip, needle, and plasma. +2 to first Aid skill and counts as improvised gear (-5) for Surgery. 200 CR, 10lbs.
Survival gear
Survival gear helps characters keep themselves alive in the great outdoors.
Survival gear helps characters keep themselves alive in the great outdoors.
Air Mask (TL7): A face mask and air hose. Used on worlds with unbreathable but otherwise harmless atmospheres. If the atmosphere lacks enough oxygen (or has too much) then air tanks are also required, while if it has enough atmosphere but is contaminated or tainted, a filter (but no tanks) is required. 100 CR, 2 lbs. For another 50 CR, add a mini-tank with 10 minutes of air.
Air Tank (TL7): Stores two hours’ worth of air. Usable with vacc suits, air masks, sealed armor, and so on. Multiple tanks can be worn. Each tank is 100 CR, 10 lbs. An advanced re-breather (TL8, 200 CR, 1 lb.) added breathing gear multiplies tank duration by 10.
Backpack, Frame (TL6): 100 CR, 10 lbs. 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 Holds 100 lbs.
Backpack, Small (TL6): This pack is considered a day pack and because of its limited space is good for short trips. It holds 40 lbs of gear and cost 60CR.
Blanket (TL6): A warm sleeping blanket that rolls up. It cost 20 CR and is 4 lbs.
Bottle, Aluminum (TL6). Holds 1 quart of liquid (2 lbs. if water). 3 CR, 1 lb.
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, range finding 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.
Cable, Steel, 1.5” (TL5): This steel cable Supports 3,700 lbs. Comes in 10 yard lengths and costs 100 CR and weighs 17 lbs. It comes on a coiled up on spindle.
Camp Stove, Small (TL6): his small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking. Uses 0.25 gallons kerosene per 4 hrs. Costs 50 CR and weighs 2 lbs.
Candle, Tallow (TL1): Wax candel that Lasts 12 hrs. 5 CR, 1 lb.
Canteen (TL5). Holds 1 quart of liquid (2 lbs. if water). 10 CR, 1 lb.
Cigarette Lighter (TL6): Lights fire. 10 CR.
Climbing Gear (TL6): This gear providers a climber with all the needed tools such as hammer, spikes, carabiners to climb effectively. Anyone using this gear to climb will gain +2 bonus. 20 CR, 4 lbs.
Compass (TL6): Compasses are used to show magnetic North. They are digital devices and require re-calibration for it to be used on differnt worlds. The compass provides +1 to Navigation skill and costs 50 CR.
Cord, 3/16” (TL0): A thinner cable that supports 90 lbs. It comes coiled up on a spindle and is sold per 10 yards for 1 credit. It weighs 1 lb.
Chemical Light Stick: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can't be turned off or reused. The listed price is for a pack of 5 sticks.
Emergency Space Helmet: (TL8) 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:(TL8) 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.
Fishhooks and Line (TL0): Basic gear for Fishing skill; needs a pole. 50 CR.
Filter (TL8): Used with any air mask or respirator, a filter allows contaminated air to be breathed without resorting to air tanks. The filter media require replacement every 48 hours. 200 CR, 1 lb. for CBR-rated filter usable against chemical agents, bio-weapons, or radiation fallout; 100 CR for a filter rated only for things like pollution, volcanic fumes, or pollen. Replacement filter media: 40 CR for CBR-rated, 10 CR otherwise, 1/4 lbs. Note that to protect against contact agents like nerve gas or bio-weapons, a sealed suit will also be necessary.
Flashlight, Heavy (TL6): 30’ beam. 20 CR, 1 lb., 5 hrs.
Flashlight, Mini (TL7): 15’ beam. 10 CR, 0.25 lb., 1 hr.
Liquid Fuel (TL8): Per gallon: 10 CR 6 lbs.
GPS Receiver (TL8): GPS receiver must Synchronize with a satellite up link for it to actively determine your location on a world. On worlds where there is no such infrastructure a GPS receiver is utterly useless and will not function. However a functioning one grants Absolute Direction. 200 CR, 3 lbs., with 24 hrs battery life.
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 CR.
Grapnel (TL5): Steel Hook that can be throw to STx2 yards and supports 300 lbs. It costs 20 CR and weighs 2 lbs. It must be attached to a rope or cord for effective usage.
Group Basics (TL0): Basic equipment for Cooking and Survival skill for a group. Cook pot, rope, hatchet, etc., for 3-8 campers. 50 CR, 20 lbs.
Iron Spike (Piton) (TL2): For climbing, spiking doors, etc. 1 CR, 0.5 lb.
Kerosene (TL6): Typical fuel for portable stoves and is sold per gallon: 1 CR, 6 lbs.
Lantern (TL2): Burns for 24 hours on 1 pint of oil. 20 CR, 2 lbs.
Life Jacket (TL6): Floats up to 350 lbs. 100 CR, 6 lbs.
Matches (TL6): Start fires. Box of 50, waterproof. 1 CR.
Maps (Atlas): Atlas's are customized maps that vary 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 Universal 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).
Oil (TL2): For lantern. Per pint: 2 CR, 1 lb.
Parachute (TL6): Use with Parachuting skill. The wearer will fall at least 80 yards before it opens, and then descend at 5 yards/second. 1,000 CR, 30 lbs.
Personal Basics (TL0): Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. 5 CR; 1 lb.
Pressure Tent (TL8): An airtight tent strong enough to be inflated to one atmosphere in a vacuum. Opening it completely evacuates the air; entering or leaving through the one-man airlock takes a minute. 500 CR, 15 lbs. for a one-man tent; 1,500 CR, 30 lbs. for a two-man tent; 5,000 CR and 150 lbs.
Personal Reentry Kit (TL8): A foamed ablative heat shield, chemical thruster, and parachute allows an individual in a sealed suit (such as a vacc suit or battle dress) to re-enter a planetary atmosphere from low orbit. Safe re-entry requires successful Free Fall and Parachuting skill rolls. 15,000 CR, 30 lbs.
Pole, 6’ (TL0): For pitching tents, fishing, or prodding items. 5 CR, 3 lbs.
Pole, 10’ (TL0): For things you wouldn’t touch with a 6’ pole. 8 CR, 5 lbs.
Pouch or Purse, Small (TL1): This is a small pouch, or hand bag that holds 3 lbs. 10 CR.
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.
Reducing Respirator (TL8): Makes Dense and Very Dense atmospheres safely breathable. Includes a short range communicator. 500 CR, 5 lbs., 36 hours. Requires a chemical recharge every two weeks, costing 50 CR.
Respirator (TL8): Makes Thin and Very Thin atmospheres safely breathable. Includes protective goggles and a short-range communicator. 300 CR, 3 lbs., 36 hours
Rescue Ball (TL8): This is a book sized package that inflates into an airtight bubble with a self-sealing flap. It can be inflated in four seconds and holds 15 minutes of air (more if the user carries an air tank). It floats, and is flexible enough to move in (Move 1). A rescue ball is easy for even an untrained individual to use, so many merchant vessels issue them to passengers instead of vacc suits. 800 CR, 5 lbs.
Rope, 3/8” (TL6): Supports 300 lbs. Per 10 yards: 5 CR, 1.5 lbs.
Rope, 3/4” (TL6): Supports 1,100 lbs. Per 10 yards: 25 CR, 5 lbs.
Scuba Gear (TL6): Basic equipment for Scuba skill: 2-hour underwater air tank, with regulator, facemask, etc. 1,500 CR, 32 lbs.
Space Suit (TL8): Basic equipment needed to survive in a vacuum. The suit is made of a thin poly-layered material that is insulated from space's absolute zero temperatures . However it is not heat resistant and for worlds or areas where temperatures are beyond suitable additional heat resistant space gear is needed. This suit comes with a respirator and life support port on it's backside.
Sleeping Bag (TL6): For normal conditions. 25 CR, 7 lbs.
Sleeping Bag, Insulated (TL7): +3 HT to resist freezing. 100 CR, 15 lbs.
Sleeping Fur (TL0): Warm unless wet. 50 CR, 8 lbs.
Suitcase, Hard (TL5): Holds 100 lbs. DR 4, with key lock. 250 CR, 8 lbs.
Tent, 1-Man (TL0): Includes ropes; no poles needed. 50 CR, 5 lbs.
Tent, 2-Man (TL0): Includes ropes; requires one 6-foot pole. 80 CR, 12 lbs.
Tent, 4-Man (TL0): Includes ropes; requires 2 poles. 150 CR, 30 lbs.
Tent, 20-Man (TL1): Includes ropes; requires 16 poles. 300 CR, 100 lbs.
Thermos Bottle (TL5): Keeps 1 pint hot (24 hrs.) or cold (72 hrs.). 10 CR, 2 lbs.
Torch (TL0): Standard wooden torch made to burns for 1 hour and costs 3 CR, 1 lb.
Traveler’s Rations (TL0): One meal of dried meat, cheese, etc. 2 CR, 0.5 lb.
Water Purification Tablets (TL6): Bottle of 50. Purify 1 quart each. 5 CR.
Wineskin (TL0): Holds 1 gallon of liquid (8 lbs. if water). 10 CR, 0.25 lb.
Wristwatch (TL8): Tells the current time and date in galactic time. Cost is 20 CR.
Survival Equipment
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Rogue & Spy Gear
Bug, Audio (TL7): -7 to spot, 1/4- mile range, transmits for 1 week. 200 CR.
Bug Stomper (TL7): Jams bugs in a 10-yard radius. 1,200 CR, 2 lbs., 8 hrs.
Disguise Kit (TL8): +1 to Disguise skill. 200 CR, 10 lbs.
Electronic “Lockpicks” (TL7): +2 to pick electronic locks. 1,500 CR, 3 lbs.
Handcuffs (TL5): Give -5 to Escape. 40 CR, 0.5 lb.
Homing Beacon (TL7): Scanner tracks at 1-mile range. 40 CR, 12 hrs.
Laser Microphone (TL8): Eavesdrop through glass. 300-yd. range. 500 CR, 2 lbs.
Lockpicks (TL3): Basic equipment for Lockpicking skill. 50 CR.
Nanobug (TL8): Pinhead-sized audio-visual bug (-10 to spot). 100 CR.
Shotgun Mike (TL6): Gives (TL-5) levels of Parabolic Hearing. 250 CR, 2 lbs.
Rogue & Spy Gear
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Tools & Kits
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.
Arcane Kit (TL5): Proivdes an adventurer all the needed tools and materials to study, and learn magic. 1200 CR, 10lbs.
**Balance and Weights (TL1): ** For weighing goods. 35 CR, 3 lbs.
Crowbar, 3’ (TL2): Treat as a small mace in combat, but at -1 to skill. 20 CR, 3 lbs.
Cutting Torch (TL6): 1d+3(2) burn per second. Each gas bottle gives 30 seconds of cutting. 500 CR, 30 lbs. Extra gas bottles are 50 CR, 15 lbs. per bottle.
Cutting Torch (Plasma) (TL8): 4d+3 (6) burn per second. Each gas bottle gives 30 seconds of cutting. 1500 CR, 10lbs. Extra plasma are 50 CR, 15 lbs. per bottle.
Divine Kit (TL5): Provides an adventurer all the needed tools and items to worship a deity including a holy symoble. 1200 CR, 10lbs.
Duct Tape (TL7): 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 1d rounds. CR15, 1 lb.
Knitting Needles (TL3): Per pair. 5 CR.
Pickaxe (TL2): Improves digging speed. 15 CR, 8 lbs.
Plow, Iron (TL2): Works rough soils. 220 CR, 120 lbs.
Plow, Wooden (TL1): Pulled by oxen. 55 CR, 60 lbs.
Portable Tool Kit (var.): Basic equipment for one of the following skills:
Carpentry (TL1) is 300 CR, 20 lbs.
Armoury (TL1) is 600 CR 20 lbs.
Explosives (TL8) is 600 CR, 20 lbs.
Machinist (TL8) is 600 CR, 20 lbs.
Mechanic (TL6) is 600 CR, 20 lbs.
Electrician (TL8) is 600 CR, 20 lbs.
Electronics Repair (TL8) is 1,200 CR, 10 lbs.
Saw (TL0): A lumberjack’s tool, not a carpentry saw. 150 CR, 3 lbs.
Shovel (TL1): Speeds up digging. 12 CR, 6 lbs.
Spinning Wheel (TL3): Produces yarn six times as fast. 100 CR, 40 lbs.
Spareparts (TL/): These are various mechanical or electronics that are used to replace devices. These parts can be bought at Technology Level, 5,6,7 or 8 and even at 9 with extreme difficult. TL5: 0 CR; TL6: 100 CR; TL7: 200 CR; TL8: 0CR; TL9: 10,000 CR. The parts vary in price based on the complexity of the machine or device that they be long too. Simple: 10%; Moderate: 30%, Complex: 40%; Advance: 50%.
Spellbook / Grimwor: Stores spells that a mage has learned. 500 CR, 3lbs.
Suitcase Lab (var.): Basic equipment for a specific scientific skill (e.g., Chemistry or Forensics): 3,000 CR, 10 lbs.
Wheelbarrow (TL2): Holds 350 lbs. Divide effective weight of load by 5. 60 CR, 18 lbs.
Whetstone (TL1): For sharpening tools and weapons. 5 CR, 1 lb.
Tools
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Weapon & Combat Accessories
Ear Muffs (TL6): Block loud noises (e.g., gunshots): Give Protected Hearing. 200 CR, 1 lb.
Hip Quiver (TL0): Holds 20 arrows or bolts. 15 CR, 1 lb.
Holster, Belt (TL5): Fits most pistols. 25 CR, 0.5 lb.
Holster, Shoulder (TL5): Allows use of Holdout, but gives -1 to Fast-Draw. 50 CR, 1 lb.
Lanyard, Leather (TL0): Lets you retrieve a dropped weapon on a DX roll. Each attempt requires a Readymaneuver. Can be cut):** -6 to hit, DR 2, HP 2. 1 CR.
Lanyard, Woven Steel (TL6): As leather lanyard, but DR 6, HP 4. 15 CR.
Laser Sight (TL8): +1 to skill; see Laser Sights (p. 412): 100 CR, 6 hrs.
Scope, 4x (TL6): +2 to Acc for aimed shots only. 150 CR, 1.5 lbs.
Scope, 4x, Thermal Imaging (TL8): As above, plus gives the user Infravision. 8,000 CR, 4 lbs., 2 hrs.
Shoulder Quiver (TL0): Holds 12 arrows or bolts. 10 CR, 0.5 lb.
Silencer, Pistol or SMG (TL6): Reduces damage by -1 per die; see Silencers (p. 412): 400 CR, 1 lb.
Web Gear (TL6): Belt and suspenders with pouches and rings for gear. 50 CR, 2 lbs.
Weapon Accessories
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Lifestyle
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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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