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Equipment of Jeslore

While a weapon is nice, they're not actually required to succeed for some freelancer work in Jeslore. Particularly bounty hunters and private detectives, and sometimes even bodyguards that have a bleeding heart can get by without the need of lethal force if they're skilled. What is absolutely required is a wide variety of gadgets. Anything from the stuff that helps a freelancer open doors to grapple hooks.  

AI

AI are the signature tool used by the lucky peak hunters guild and the CPU collective, both of which are known associates of wanted master hacker and cyber criminal Glitch. Her bounty keeps getting removed by DECTA and sometimes anonymous persons, so there has not been any meaningful attempt at catching her quite yet. AI are fairly straight forward artificial lifeforms that are typically housed in phones, cybernetics, or other pieces of digital armour that offer a digital interface and RAM high enough. The most basic function of an AI of this sort is to observe and learn hacks so that they can be automated by the user later. AI are never sold with pre programmed abilities and have to be trained manually over time.   AI can build up very distinct personalities, usually ones tangentially related to the user provided their memories don't get wiper. An AI's primary function is to be uploaded into a lock of sorts to open doors for the user or find information faster than a user would be able to manually, but with the right training they can learn some very powerful abilities such as taking over combat droids, shutting down entire grids, or even tail targets in cyberspace. AI tend to be very attached to their user, and will typically go great lengths to protect them. Due to the fact that AI are mostly used by hackers, most AI are made and sold on the black market by groups like the CPU collective to other like minded individuals. Prices range from 20 cyber credits to well in the hundreds, depending on functionality.   Lastly, AI can refer both to Artificial Intelligence and Arcane Intelligence. Both are functionally the same, but an Arcane Intelligence is not limited to affecting digital hardware, but are also far more difficult to make. AI names are always short words tangentially related to their primary ability, that's why AI will develop their own name once they figure out how to best help their used. When this directive changes, the name is still kept.

Notable AI

HUNTER

The AI used by Kade Price, it excells at finding weaknesses in a target. It was sold to him by a member of the CPU collective at the time for a lower than usual price in exchange for supplies. The person who sold it was Glitch, who later ended up with the Lorrian.

DEVIANT

The AI used by Vayelyth, a gift from Glitch. It excells at identifying injured targets and plots routes automatically. Deviant also monitors her allure intake, and will stifle her access to it if she threatens to overdose.

PHANTOM

The AI used by Glitch. It is capable of most of what she can do, and makes her life a lot easier when she has to breach security in combat. Phantom generally acts as a proxy for Glitch.

ABYSS

The AI used by Sai, it is the first AI and has been recording changes made to hardware ever since. Unlike PHANTOM which assists its user, ABYSS does the hacking for her. ABYSS was later experimented on by Dexter Diasun himself to give it its learning capabilities.

SOLAR

The AI used by Gildas. Also a gift from Glitch. Light sensitive and excells at plotting escape as well as aim adjustment.

EPIPHANY

The AI used by Echo Whiskey from red alert. Used to detect targets ahead of time. Also acts as an auxiliary server for communications, essentially allowing Red Alert to continue communicating as long as its leader is alive.

BULLSEYE

The AI used by Katja Kheylana to help aim more accurate ricochet shots.  

Barrier Generators/Arcane Wards

Generally referred to as shields, both these devices provide protection against certain sources of damage. They are not mutually exclusive and can be used in combination with the other, sometimes a device has both. Arcane wards, and lower powered barrier generators are both invisible until the user is struck with something, at which point it will show a typically blue, red, orange, or green hue in the area that was struck. Some shields have additional effects such as recycling ammo that gets absorbed, reflecting incoming damage, or turning the user invisible after being hit.

Notable Shields

1-2 System

A straightforward shield that offers high protection against both magical attacks as well as other forms of damage at the cost of a slow recharge time.
Price: 90 Cyber Credits

Hedgehog engine

A variant of the 1-2 system that has a 70% chance of reflecting incoming damage back at its source.
Price: 135 Cyber Credits

Hyper Aegis

One of the most powerful shields available that can absorb tons of damage at the cost of an even slower recharge time. While this shield can catch explosives, its recharge can take hours.
Price: 250 Cyber Credits  

Gadgets

A very broad term used to describe anything from grapple hooks to stealth field generators. A very simple concept and every self respecting freelancer should have at least one gadget in their repertoire.

Notable Gadgets

Grapple hook

A tool used to scale buildings. Usually built into some sort of wrist mounted launcher. They are also sold in underbarrel variants or simply as pistols.
Price: 10 Cyber Credits

Stealth Field Generator

A device that fiddles with the way light can be perceived in a small field around the user, essentially rendering them invisible to the naked eye.
Price: 65 Cyber Credits

Stealth Field Generator Mark 2

A modified stealth field generator that takes more time to become active but is more effective. Instead of simply creating a stealth field around the user, the device plays with light and how it can be perceived in a way that hypnotises others, essentially tricking their brains into thinking they can't see the user. Psychics and wizards are immune to this effect.
Price: 120 Cyber Credits

Stagger bombs

A combination of a flashbang and a smoke bomb. The Stagger bomb makes a loud crackling noise, similar to a bunch of firecrackers going off that immediately draw the attention of the assailants. The user can then use both the flash and the smokescreen to cover their escape.
Price: 1.5 Cyber Credits

Cover generators

Similar to barrier generators and arcane wards, these devices essentially project a hard light wall that serves as cover for allies. These are most popular in the form of a shield that can be held by the user, much like Tower did but there's variants that are simply placed on the ground.
Price: 50 Cyber Credits

Gel Launcher

A small launcher, usually built into a wrist that fires a glob of healing gel that heals injuries and restores stamina.
Price: 50 Cyber Credits

Healing Ray

A small handheld ray generator, usually built into a wrist that slowly causes wounds to shut. Excellent for field medics.
Price: 25 Cyber Credits

Magnet pistol

With the use of an anchor and a jack, this pistol fires two magnets that can cause two objects to fly towards each other. Useful for combat, demolition, and much more.
Price: 25 Cyber Credits

Shockwave generator

A device that generates shockwaves capable of launching enemies at medium to close range.
Price: 10 Cyber Credits  

Chemical Compensators

Because "performance enhancer" and "drugs" sound less marketable, a new term had to be invented for devices who's only job is to inject a certain concoction into the user's bloodstream to trigger a biological effect. Chemical Compensator sounded good, so that's what is now used around Jeslore to inject anything from military grade morphine to black tar heroin. The chemical compensator itself is a simple device, a needle built into a piece of the armour, usually the wrist, shoulder, or thigh that when prompted will inject a compound stored nearby. These mixtures too have alternate names to make them more marketable, and while these devices are sometimes used just for drugs, the military has adopted some compounds to enhance certain soldiers. Although it has to be said that scientists agree that cybernetics and armour make soldiers more ferocious than chemical compounds.   Chemical compensators have a number of charges in them, after which the canister has to be reloaded. The process of refilling a chemical compensate does require removing pieces of clothing/armour that cover the injection area. This is to prevent spillage and protect the compensator from damage.   A common problem with chemical compensators is that they essentially enhance the person taking them, which leads to a sort of addiction. another is that chemical compensators when built into cybernetics will automatically inject when combat is detected, though it is not always accurate. The idea of being a super human, even temporarily is appealing to the point users might get hooked. The best example is the neo immortal Vayelyth Sunshard, who has become addicted to Fury, Hot Lava, Second Wind, and Vigilance.

Notable chemical compensators

Second Wind

"A jumpstart and energy boost in one." - Ascension marketing blurp   Functionally identical to morphine. Second wind is a compound made by Ascension that refills stamina and temporarily reduces pain processing, allowing the soldier to either fight on or get themselves to safety. Second wind is the main chemical compensator that is generally approved for military use.
Price: 10 Cyber Credits  

Smart-Blood

A blood based chemical that adapts itself to the endocrinological system of the user, essentially becoming the blood of the user. It is partially controlled by nano technology which dissolves in blood 10 minutes after injection. Its function is to close large injuries.
Price: 2.5 Cyber Credits  

Fury

Fury is by far the most dangerous drug on the planet. This chemical kicks the body into overdrive, similarly to the adrenaline rush of a human but about 20 times more potent. The rage is more of a symptom rather than a desired effect, and taking it may cause the user to become unpredictable.   Fury itself is not addictive, but it influences the brain to tolerate extreme violence, an effect intended to prevent PTSD. Unfortunately, this effect can cause the user to crave violence, sometimes they even become permanently unhinged. When someone is addicted to fury, they don't take it to satisfy an urge, but more to gain an an advantage during their outbursts. The violent urges of a fury addict can be fought with willpower, and depending on the person it can be short bursts of rage without violence, or rampages that last weeks.   Another issue with Fury is that it is the only chemical compensator that triggers the immune system. Once detected, the body will throw everything it has to get the chemical out, forcefully directing it to the nearest point for excretion, and since Fury affects the brain it is usually excreted from the eyes. Typically once excreted, the only detrimental effect that remains are te violent urges.
Price: 15 Cyber Credits  

Turbo

A chemical that temporarily reroutes oxygen and blood pressure to the legs and heart, reducing physical strength for as long as it works but raising speed by a considerable amount. Electrolytes built into the concoction also keep stamina high, allowing the user to run faster than usual. Overuse of this drug can cause the arms in particular to de-oxygenate and permanently reduce their strength and resilience.
Price: 10 Cyber Credits  

Muffle

A chemical mixture that causes both psychological and and physical effects. It drastically slows down heart rate to the point most heart beat sensors can no longer pick up on it, lowers body temperature, especially that of the blood screen to help against thermal scans, it also eliminates breathing sounds. Overall, muffle raises stealth capabilities. The drawback of muffle, especially in the event of an addiction, is that overuse of muffle can cause serious heart problems.
Price: 10 Cyber Credits  

Golem

A magi-chemical drug that only achieved its use by converting anomalous energy inside the user to reroute itself to skin surfaces, hardening the skin to a near metal like solidity. The overuse of golem can cause muscles to atrophy and even long term paralysis, and even when used responsibly Golem will slow the user down considerably as the solid skin makes movement far more difficult.
Price: 15 Cyber Credits  

Neuro

A drug that re routes blood flow to the brain, allowing a temporary spike in higher brain functions. Neuro raises intelligence temporarily, allowing the user to learn faster and pay closer attention. It is popular with uni students. Overuse can cause temporary neurological shocks and if used irresponsibly even permanent brain damage. When used to better control magic, it might cause permanent damage in the brain's ability to process commands, causing complete braindeath.
Price: 10 Cyber Credits  

Allure

A concoction that sharply raises charisma and in general the ability to read and converse with other people. It is very commonly used by spies (and Vayelyth) to get information out of people they otherwise would not be willing to share. The only drawback is that the effect of raised charisma, empathy and desire to be around other people is achieved by affecting hormones in a way that also sharply increases sexual drive.
Price: 2.5 Cyber Credits  

Vigilance

The chemical compound known as Vigilance is most frequently used to greatly increase perception, granting low light and long range vision. It alters brain processing, allowing users to better predict a route a target might take to better pursue them. It also clears up hearing and sense of smell, essentially making the user extremely sensitive to all sensory input. It is at its best when used by a person that is already good at deductive reasoning.   Overuse of this drug can not only cause amnesia, it might also make its effects permanent, the increased hearing and smell will then cause insomnia, or at least lower quality sleep. The bad sleep then causes the user to rely on outside means to fall asleep, likely prescription drugs or alcohol.
Price: 10 Cyber Credits  

Hot Lava

Hot Lava is a purging agent that was popularly used before phase 2 dialysis' were invented to clear the body of things that didn't belong. A phase 2 dialysis replaces the the entire blood supply of the body with a new supply from a donor by using oil capable of acting as blood to prevent cross contamination, which leaves behind benign bacteria.   Hot Lava purges everything that doesn't belong, including benign bacteria, viruses, and in some cases it's even been known to destroy macrophages, essentially healing the body at the cost of severely, and sometimes even permanently crippling the immune system. People that are immunocompromised might not survive the use of hot lava. Because of its effect and convenient size compared to a phase 2 dialysis, those who are known to use fury are strongly recommended to take Hot Lava as well.   Another issue with Hot Lava is that it raises body temperature significantly, to the point users may feel like their blood is boiling, which is where the name comes from. Hot Lava is also addictive, the swelling pain, the relief of it going away, as well as the mind numbing feel good sensation it gives makes it popular for recreational use. Obviously because of the damage it can deal to the immune system, recreational use of Hot Lava is strongly discouraged.
Price: 10 Cyber Credits

Tyme

Tyme is a non-addictive, non-detrimental drug that does nothing but expand the user's lifespan by 500 years. It is an extremely expensive drug, that is outlawed almost globally because it has to be synthesized from the bone marrow, blood, and vitreous (the gel in eyes) of immortal races such as sun elves. Each vial indicates a murder.
Price: Rarely under 2000 cyber credits

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