Field Equipment Databse
Field Equipment
Field Equipment DescriptionsWelding Kit: The Arc Welding Kit is a toolset that allows a skilled user (Profession (Worker/metalworker)) to perform arc-welding, or spot welding. A more advanced version of the Arc Welding Kit becomes available at higher TLs that can handle materials produced at higher TLs.
Backpack: The Backpack, rucksack, or knapsack is a wearable storage container. The basic version is a simple storage container, but various variants exist including the Bivvypack which can be emptied and turned into a sleeping bag on demand, a waterproofed version, and the Vaccpack which is sealed against all environments, including hard vacuum and provides an hour of life support for small creatures if necessary.
Canteen: A small container for roughly 1.5 liters of any relatively nonacidic liquid. This is supposed to be used to store water for survival situations, but some put other, frequently more intoxicating, liquids in their canteens instead.
Carpentry Toolset: A condensed set of woodworking tools that allows a skilled user (Profession (Trades/carpentry)) to practice their craft in the field.
Chain: A heavy duty length of chain, it can carry a load of up to 250kg.
Chainsaw: A mechanized sawing tool, typically used for woodcutting, but often adapted to other uses. The chainsaw can be used as a melee weapon (4D;Melee;DM-2 to hit) but is remarkably clumsy at the task. Starting at TL 8, sealed variants are produced that allow a chainsaw to be used in vacuum.
Chemical Lightstick: A more useful version of the “glow sticks” found in raves across the galaxy, the chemical lightstick is a single-use rod with chemicals that react to certain triggers by emitting light. The chemical lightstick emits a moderate amount of light in a 6m radius for 24 hours.
Combat Engineering Toolset: A collection of tools that allows a skilled user (Mechanic, Professional (Frontier/frontier engineering), or Profession (Military/combat engineer)) to build field bivouacs, field fortifications, and clear obstacles. At higher tech levels, improved equipment such as metal detectors, small explosive charges, and more advanced tools give the toolset more utility (providing a DM+1 at TL 6, and DM+2 at TL 9).
Combination Light: A large bulky light, the Combination Light combines the functions of a floodlight and a flashlight of the appropriate TLs. It is intended to be connected to an external power source, but does carry an onboard battery that has an hour of battery life.
Cutting Torch: The cutting torch is a field implement that allows a skilled user (Profession (Worker/metalworker), Profession (Spacer/salvage), or Engineering (any)) to cut apart metallic objects. The basic variant is only capable of cutting materials invented at TL 10 or lower, and a more advanced version can cut materials invented at TL 14 or lower. More advanced materials require bulkier toolsets that are not readily available for fieldwork.
Demolition Block: Demolition blocks are typically civilian grade explosive charges meant to aid in the safe demolition of buildings. Two basic charges (the default purchasing option) can cut through a 30cm steel beam, and the fusion charge is roughly equivalent to 1 ton of conventional explosives. All demo charages can be used as mines or grenades in a pinch (1D/2 blocks;20m range;Blast 1/2 blocks/ For the Standard Charge, Fusion Block stats for the Fusion Charge). Additionally full demo charges, that are packages of a dozen blocks linked together as a single explosive are available that sextuple the power of a single block (usable as a grenade with the following profile (6D;20m range;Bulky, Blast 4,double damage on contact with vehicles/objects, or in confined spaces).
Emergency Flare: Emergency Flares are survival tools. They are sticks of long burn chemicals that can be ignited to produce an extremely bright light for five minutes.
Duct Tape: A favorite of tradesfolk everywhere who need something not to move, Duct Tape is a common multiuse adhesive tape.
Electronic Toolset: A set of tools that allows a skilled user (Any Electronics skill or Profession (Trades/electrician) to perform their skills in the field. Electronic Toolsets are built to a specific tech level becoming available at TL 7. Such a toolset only works with electronic devices of an equivalent TL or lower. As a result Electronic toolsets do not decrease in price for the TL.
Environment Spike: The Environment Spike is a small bug-like data collector. When placed in an area, it will collect environmental data and continue to do so with or without user intervention. This data can be read by any electronic device with appropriate software.
Excavation Toolset: A series of rugged field excavation tools for roughly three people, the Excavation Toolset is much more capable than a basic shovel. A team of people so equipped can excavate an area twice as fast as the same group equipped with shovels, and four times faster than a team equipped with improvised tools or digging by hand.
External Thermal Regulation Unit: The External Thermal Regulation Unit, sometimes called the “Chill Can”, is sometimes attached to a suit of armor, but usually purchased as a separate unit. It applies a short term cooling effect to the user, applying a DM-4 to attempts to track the user by their thermal signature. This effect lasts for an hour before needing to be applied again.
Face Mask: A simple cloth mask that protects against dust, debris, and most non-toxic particulates. It is usually not viable against pathogens and chemical agents though the Referee may rule that partial protection is provided by a face mask.
Faraday Control Unit: A small device which can intercept and selectively block incoming electromagnetic signatures. This provides a DM-4 to all attempts to scan the protected person or object via RADAR, PRIS, or other electronic scanners.
Faraday Weave: Faraday weave is a special cloth that can be woven into any clothing or armor. It is quite expensive but often useful, completely blocking all electromagnetic signals attempting to penetrate it. This provides a DM-4 to all attempts to scan the protected person or object via RADAR, PRIS, or other electronic scanners. However, unlike the control unit, Faraday Weave cannot be selective and might appear suspicious under certain circumstances.
Field Clothing: Field Clothing is heavy duty clothing built from ruggedized materials and made to ensure a relative level of comfort while being physically active in most Earthlike conditions. It can be sold as individual outfits, or in bundles of six identical outfits.
Field Kit: The field kit is a basic survival kit that comes with a Field Outfit, a poncho/blanket, a Canteen, a Field Blade, fire-starting equipment, and 2 TL appropriate Survival Meals, from Tech Level 6 it also includes 6 Chemical Lightsticks.
Fire Extinguisher: The Fire Extinguisher is a simple, single use fire suppression tool that helps put out most common types of fire.
Flare Launcher: The flare launcher is a simple, smoothbore pistol meant to fire flares into the air. Because of its relatively low power, it is not a viable weapon without extensive modification.
Flashlight: Flashlights are handheld light producing devices operating on battery power. They become increasingly more capable at higher tech levels, adding additional lighting modes and becoming more energy efficient. Some specialized flashlights can also project an infrared light.
Floodlight: Floodlights are portable, externally powered, and extremely powerful lights. Despite the greater bulk, and inability to power themselves, floodlights can illuminate much larger areas than other portable light sources.
Folding Cage: Folding Cages are portable containers for small, to mid sized animals. Made from Crystaliron, it is relatively lightweight, but should be wrapped in a tarp or cloth to prevent rattling. Folding Cages can hold up to 24 hits worth of animals.
Forensics Toolkit: A Forensics Toolkit allows an investigator to carry out a jurisprudent investigation of a crime scene. At higher tech levels, the tools become more capable providing increasing DM bonuses to checks made with them.
Gas/Oil Lamp: A step up from the simple torch, a gas or oil lamp provides a good level of lighting in a 5m area. This lasts for six hours unless the gas or oil is replaced (costs GCr5 for the fuel).
Guild Rated Survival Pack: A common, and well put together survival kit, these survival packs are issued to every active ship in the Galactic Surveyor’s Guild, and sold cheaply on the open market. The kit contains a Magnetic Compass, a Temporary Environment Reader, a pocket tool, an Advanced Flashlight, an emergency radio beacon, a waterproof blanket, an Improved Tent, a life jacket, 2 high power (480 hour) batteries, 4 Distress Flares, 1 Early First Aid Kit, 14 days worth of Survival Meals, 10 liters of water, 10m Lightweight cabling, 20 Water Purifying Tablets, a Field Blade, a Survival Carbine, 60 rounds ammunition for the carbine in four magazines, and materials for making field ammo for the Survival Carbine.
Hiking Boots: Sturdy boots for long distance treks. They provide some light protection for the feet. At higher tech levels, the boots become light, and more protective.
Illuminating Flare: A launched flare that can cast a bright light in a standard or denser atmosphere for a minute, or a thin or thinner atmosphere (minimum trace atmosphere). They can be launched from a flare gun or ignited manually, but perform better when launched.
Inertial Locator: A navigation tool that tracks the user’s distance and direction relative to a fixed starting point.
Infinite Rope: Sometimes called super rope, Infinite Rope is a special, high tech rope that can “regenerate” itself allowing it to shift its length depending on its use. While only 25 meters can be used at a time, the rope can be retracted and reseated whenever an amount is freed up. Infinite Rope can hold up to three quarters of a metric tonne.
Laser Cutting Gear: A relatively lightweight cutting tool that is more advanced than a cutting torch. This cutter can slice through materials of up to TL16 with no problem. It is also powerful enough to be used as an improvised weapon (6D;10m;Unlimited Ammo;DM-2 to Hit).
Laser Drill: Usually a mining implement more than a field tool, the Laser Drill is enormous, and heavy, requiring a full tripod to mount and aim the drill. It can, if given enough time, cut through any material. It can be used as an improvised heavy weapon in a pinch (9D;10m;Unlimited Ammo;DM -2 to hit).
Laser Scalpel: A small laser tool that is usually used in surgeries or other delicate, small scale cuts. It isn’t useful as a weapon, but can blind a person for 1D rounds if fired directly into a persons eye.
Magnetic Compass: A simple navigation tool that reliably points to the magnetic north pole of planets with a magnetosphere.
Match Tarp: A one use camouflage device it starts as a normal gray tarpaulin, it can be deployed and electronic scanners induce chemical changes that make it match the terrain underneath it. This provides exceptionally good visual camouflage for that area. However, the tarp once changed, will not return to its default state, meaning it is effective in the original terrain but cannot be reused as a camouflage tool. Match tarps are of course tarpaulins and can provide a small, water resistant shelter as a regular tarp could. Match Tarps cost GCr150/3m sq.
Mechanical Toolset: A toolset for skilled users (Mechanic) to do their work in the field.
Metalworkers Toolset: A set of tools for skilled users (Profession (Trades/smith), or Profession (Worker/metalworker)) to perform their trade in the field. Metalworker’s toolsets steadily obtain more effective tools, and become capable of handling higher and higher tech metals as the toolset itself becomes more advanced.
Navigation Toolset: Tools to help skilled Navigators navigate in a terrestrial environment. It provides a DM+1 to Navigation checks made with the tools at TL 1, and a DM +2 starting at TL 3. At higher tech levels, the tools become lighter weight.
Nuclear Democharge: An exclusively military demolition charge, Nuclear Democharges are small nuclear bombs that equal approximately 1 kiloton of explosives. They can be used as mines, using Pocket Nuke stats.
Offworld Construction Toolset: A toolset for skilled users (any of the Profession (Spacer) specialties, any of the Profession (Trades), any of the Electronics specialties, or any of the Engineering specialities) to carry out construction projects in a microgravity environment and vacuum.
Planetology Sensor Pack: A series of sensors and diagnostic tools for planetary surveying. It provides a DM +2 on relevant planetology, physical, or life science checks.
Pocket Magnet: A small magnet that can capture and lift roughly 1 kilogram of ferrous materials in 1G conditions.
Portable Saw: A collapsible lightweight saw that can be used for woodcutting and carpentry.
Purification Tablets: Purification Tablets purify water of most common contaminants. Ten tablets are bought per purchase and more advanced tablets can purify more water.
Rescue Toolset: A series of tools that can help cut people out buildings or vehicles that they might be trapped in, or otherwise rescue people from dangerous environments.
Return Mirror: A surveying tool the Return Mirror is a heavy mirror that comes mounted on a tripod stand. It allows surveyors to perform their craft in the field without incurring a penalty.
Ring Laser: The Ring Laser is a small laser tool, it isn’t viable as a weapon, but can serve as a laser pointer, or make some cuts, given sufficient time.
Rope: A basic rope, useful for tying things up, dragging things, and climbing, among other uses. Rope is sold in 10 meter segments, and carries increasingly more material the more advanced the material science behind the rope’s construction.
Science Toolset: One of a series of scientific toolsets that allow skilled users (any of the Science professions) to perform their trade in the field. They provide DM+2 to skil checks made with relevant Science skills.
Shovel: A basic shovel, not as effective as a full Excavation Toolset, but still allows someone to dig twice as fast as with improvised tools or by hand.
Signal Flare: A flare meant for being launched out of a flare gun, the Signal Flare creates highly visible, but not light casting effect in standard or denser atmosphere for one minute, and thin or thinner atmosphere for 30 seconds
Sleeping Bag: A sleeping bag that provides comfortable bedding in most relatively moderate environmental conditions.
Spotlight: A large light that is less powerful than a floodlight, typically used on stage or in vid or trideo productions. It requires external power.
Starship Engineer Toolset: A robust set of tools for skilled starship engineers. It includes a set of PRIS goggles, and manual iris valve openers.
Surveying Toolset: A set of Surveyor’s tools that help terrestrial surveyors with their craft. It provides a DM +2 to Navigation checks for surveying purposes. At higher tech levels, more advanced tools allow the surveying toolset to become lighter as bulky tools are replaced with digital equivalents.
Survival Kit: A basic kit with tools for survival in the field. The Survival Kit comes with with a Field Outfit, a poncho/blanket, a Canteen, a Magnetic Compass, 10 TL apropriate Water Purification Tables, a 10m light cord, a Field Knife, fire-starting equipment, 4 days TL apropriate Survival Meals, a signaling mirror, and a survival manual. At higher tech levels, the materials going into the kit become lighter.
Survival Meal: A basic meal meant to be eaten with minimal prep. 2 Survival Meals need to be eaten per day to ensure adequate nutrition. At higher tech levels, these Survival Meals become more compact, and stronger emphasis is placed on increasing food quality.
Survival Still: Sometimes called the glop maker, the Survival Still can take raw organic materials and produce food that is technically edible. They can operate on handcrank or be powered by an external power source. Initially they can help reduce foraging needs, but at higher tech one can technically survive indefinitely off its output. The food produced however, is awful and few would willingly try to eat it for an extended period if any other option exists. The still can also produce water, and at higher tech levels, alcohol for medicinal or recreational purposes (indeed heavy drinking is one of the few ways of getting one to eat the “glop”).
Tarpaulin: A basic tarp, it is waterproof, and can be made into an impromptu shelter if required. Tarps typically come in 2x4 meter sheets, but can be purchased larger or smaller at different costs.
Thermal Regulation Covering: A basic field coverall meant to regulate the thermals of a person wearing it. The inside is keeps the user warm, while the outside dampens the thermal signature of the wearing (causing a DM-2 to detect or track the wearer via thermal signatures). A militarized version exists that is made for snipers and can also act as a ghillie suit.
Tool Laser: A handheld, and typically lightweight laser pointer that can be used to point things out, or in edge cases as guidance system for laser guided technologies.
Torch: A basic light source easily improvised in the field.
Weapon Engineering Toolset: A set of tools for skilled professionals (Mechanic or Professional (Worker/armorer)) to modify, repair, and maintain weapons in the field. They become available at TL 2 and work with slugthrowers available at the time. Starting from TL8 Energy Weapon sets become available. Weapon Engineering toolkits are built to handle a specific tech level and cannot work with higher tech levels. The toolsets therefore cost a certain amount (GCr100xTL) to be built to a specific standard, and can handle that TL or lower.
Whistling Flare: A specialized signal flare that also emits a loud shriek that can be heard up to 3D kilometers away as long as it is emitting light.
Wristwatch: A portable timekeeping device. More advanced versions incorporate more and more electronic gadgets eventually becoming small portable computers in addition to their timekeeping function. The prices listed represent basic “entry level” watches, and luxury versions can sell for potentially much much more.
Backpack: The Backpack, rucksack, or knapsack is a wearable storage container. The basic version is a simple storage container, but various variants exist including the Bivvypack which can be emptied and turned into a sleeping bag on demand, a waterproofed version, and the Vaccpack which is sealed against all environments, including hard vacuum and provides an hour of life support for small creatures if necessary.
Canteen: A small container for roughly 1.5 liters of any relatively nonacidic liquid. This is supposed to be used to store water for survival situations, but some put other, frequently more intoxicating, liquids in their canteens instead.
Carpentry Toolset: A condensed set of woodworking tools that allows a skilled user (Profession (Trades/carpentry)) to practice their craft in the field.
Chain: A heavy duty length of chain, it can carry a load of up to 250kg.
Chainsaw: A mechanized sawing tool, typically used for woodcutting, but often adapted to other uses. The chainsaw can be used as a melee weapon (4D;Melee;DM-2 to hit) but is remarkably clumsy at the task. Starting at TL 8, sealed variants are produced that allow a chainsaw to be used in vacuum.
Chemical Lightstick: A more useful version of the “glow sticks” found in raves across the galaxy, the chemical lightstick is a single-use rod with chemicals that react to certain triggers by emitting light. The chemical lightstick emits a moderate amount of light in a 6m radius for 24 hours.
Combat Engineering Toolset: A collection of tools that allows a skilled user (Mechanic, Professional (Frontier/frontier engineering), or Profession (Military/combat engineer)) to build field bivouacs, field fortifications, and clear obstacles. At higher tech levels, improved equipment such as metal detectors, small explosive charges, and more advanced tools give the toolset more utility (providing a DM+1 at TL 6, and DM+2 at TL 9).
Combination Light: A large bulky light, the Combination Light combines the functions of a floodlight and a flashlight of the appropriate TLs. It is intended to be connected to an external power source, but does carry an onboard battery that has an hour of battery life.
Cutting Torch: The cutting torch is a field implement that allows a skilled user (Profession (Worker/metalworker), Profession (Spacer/salvage), or Engineering (any)) to cut apart metallic objects. The basic variant is only capable of cutting materials invented at TL 10 or lower, and a more advanced version can cut materials invented at TL 14 or lower. More advanced materials require bulkier toolsets that are not readily available for fieldwork.
Demolition Block: Demolition blocks are typically civilian grade explosive charges meant to aid in the safe demolition of buildings. Two basic charges (the default purchasing option) can cut through a 30cm steel beam, and the fusion charge is roughly equivalent to 1 ton of conventional explosives. All demo charages can be used as mines or grenades in a pinch (1D/2 blocks;20m range;Blast 1/2 blocks/ For the Standard Charge, Fusion Block stats for the Fusion Charge). Additionally full demo charges, that are packages of a dozen blocks linked together as a single explosive are available that sextuple the power of a single block (usable as a grenade with the following profile (6D;20m range;Bulky, Blast 4,double damage on contact with vehicles/objects, or in confined spaces).
Emergency Flare: Emergency Flares are survival tools. They are sticks of long burn chemicals that can be ignited to produce an extremely bright light for five minutes.
Duct Tape: A favorite of tradesfolk everywhere who need something not to move, Duct Tape is a common multiuse adhesive tape.
Electronic Toolset: A set of tools that allows a skilled user (Any Electronics skill or Profession (Trades/electrician) to perform their skills in the field. Electronic Toolsets are built to a specific tech level becoming available at TL 7. Such a toolset only works with electronic devices of an equivalent TL or lower. As a result Electronic toolsets do not decrease in price for the TL.
Environment Spike: The Environment Spike is a small bug-like data collector. When placed in an area, it will collect environmental data and continue to do so with or without user intervention. This data can be read by any electronic device with appropriate software.
Excavation Toolset: A series of rugged field excavation tools for roughly three people, the Excavation Toolset is much more capable than a basic shovel. A team of people so equipped can excavate an area twice as fast as the same group equipped with shovels, and four times faster than a team equipped with improvised tools or digging by hand.
External Thermal Regulation Unit: The External Thermal Regulation Unit, sometimes called the “Chill Can”, is sometimes attached to a suit of armor, but usually purchased as a separate unit. It applies a short term cooling effect to the user, applying a DM-4 to attempts to track the user by their thermal signature. This effect lasts for an hour before needing to be applied again.
Face Mask: A simple cloth mask that protects against dust, debris, and most non-toxic particulates. It is usually not viable against pathogens and chemical agents though the Referee may rule that partial protection is provided by a face mask.
Faraday Control Unit: A small device which can intercept and selectively block incoming electromagnetic signatures. This provides a DM-4 to all attempts to scan the protected person or object via RADAR, PRIS, or other electronic scanners.
Faraday Weave: Faraday weave is a special cloth that can be woven into any clothing or armor. It is quite expensive but often useful, completely blocking all electromagnetic signals attempting to penetrate it. This provides a DM-4 to all attempts to scan the protected person or object via RADAR, PRIS, or other electronic scanners. However, unlike the control unit, Faraday Weave cannot be selective and might appear suspicious under certain circumstances.
Field Clothing: Field Clothing is heavy duty clothing built from ruggedized materials and made to ensure a relative level of comfort while being physically active in most Earthlike conditions. It can be sold as individual outfits, or in bundles of six identical outfits.
Field Kit: The field kit is a basic survival kit that comes with a Field Outfit, a poncho/blanket, a Canteen, a Field Blade, fire-starting equipment, and 2 TL appropriate Survival Meals, from Tech Level 6 it also includes 6 Chemical Lightsticks.
Fire Extinguisher: The Fire Extinguisher is a simple, single use fire suppression tool that helps put out most common types of fire.
Flare Launcher: The flare launcher is a simple, smoothbore pistol meant to fire flares into the air. Because of its relatively low power, it is not a viable weapon without extensive modification.
Flashlight: Flashlights are handheld light producing devices operating on battery power. They become increasingly more capable at higher tech levels, adding additional lighting modes and becoming more energy efficient. Some specialized flashlights can also project an infrared light.
Floodlight: Floodlights are portable, externally powered, and extremely powerful lights. Despite the greater bulk, and inability to power themselves, floodlights can illuminate much larger areas than other portable light sources.
Folding Cage: Folding Cages are portable containers for small, to mid sized animals. Made from Crystaliron, it is relatively lightweight, but should be wrapped in a tarp or cloth to prevent rattling. Folding Cages can hold up to 24 hits worth of animals.
Forensics Toolkit: A Forensics Toolkit allows an investigator to carry out a jurisprudent investigation of a crime scene. At higher tech levels, the tools become more capable providing increasing DM bonuses to checks made with them.
Gas/Oil Lamp: A step up from the simple torch, a gas or oil lamp provides a good level of lighting in a 5m area. This lasts for six hours unless the gas or oil is replaced (costs GCr5 for the fuel).
Guild Rated Survival Pack: A common, and well put together survival kit, these survival packs are issued to every active ship in the Galactic Surveyor’s Guild, and sold cheaply on the open market. The kit contains a Magnetic Compass, a Temporary Environment Reader, a pocket tool, an Advanced Flashlight, an emergency radio beacon, a waterproof blanket, an Improved Tent, a life jacket, 2 high power (480 hour) batteries, 4 Distress Flares, 1 Early First Aid Kit, 14 days worth of Survival Meals, 10 liters of water, 10m Lightweight cabling, 20 Water Purifying Tablets, a Field Blade, a Survival Carbine, 60 rounds ammunition for the carbine in four magazines, and materials for making field ammo for the Survival Carbine.
Hiking Boots: Sturdy boots for long distance treks. They provide some light protection for the feet. At higher tech levels, the boots become light, and more protective.
Illuminating Flare: A launched flare that can cast a bright light in a standard or denser atmosphere for a minute, or a thin or thinner atmosphere (minimum trace atmosphere). They can be launched from a flare gun or ignited manually, but perform better when launched.
Inertial Locator: A navigation tool that tracks the user’s distance and direction relative to a fixed starting point.
Infinite Rope: Sometimes called super rope, Infinite Rope is a special, high tech rope that can “regenerate” itself allowing it to shift its length depending on its use. While only 25 meters can be used at a time, the rope can be retracted and reseated whenever an amount is freed up. Infinite Rope can hold up to three quarters of a metric tonne.
Laser Cutting Gear: A relatively lightweight cutting tool that is more advanced than a cutting torch. This cutter can slice through materials of up to TL16 with no problem. It is also powerful enough to be used as an improvised weapon (6D;10m;Unlimited Ammo;DM-2 to Hit).
Laser Drill: Usually a mining implement more than a field tool, the Laser Drill is enormous, and heavy, requiring a full tripod to mount and aim the drill. It can, if given enough time, cut through any material. It can be used as an improvised heavy weapon in a pinch (9D;10m;Unlimited Ammo;DM -2 to hit).
Laser Scalpel: A small laser tool that is usually used in surgeries or other delicate, small scale cuts. It isn’t useful as a weapon, but can blind a person for 1D rounds if fired directly into a persons eye.
Magnetic Compass: A simple navigation tool that reliably points to the magnetic north pole of planets with a magnetosphere.
Match Tarp: A one use camouflage device it starts as a normal gray tarpaulin, it can be deployed and electronic scanners induce chemical changes that make it match the terrain underneath it. This provides exceptionally good visual camouflage for that area. However, the tarp once changed, will not return to its default state, meaning it is effective in the original terrain but cannot be reused as a camouflage tool. Match tarps are of course tarpaulins and can provide a small, water resistant shelter as a regular tarp could. Match Tarps cost GCr150/3m sq.
Mechanical Toolset: A toolset for skilled users (Mechanic) to do their work in the field.
Metalworkers Toolset: A set of tools for skilled users (Profession (Trades/smith), or Profession (Worker/metalworker)) to perform their trade in the field. Metalworker’s toolsets steadily obtain more effective tools, and become capable of handling higher and higher tech metals as the toolset itself becomes more advanced.
Navigation Toolset: Tools to help skilled Navigators navigate in a terrestrial environment. It provides a DM+1 to Navigation checks made with the tools at TL 1, and a DM +2 starting at TL 3. At higher tech levels, the tools become lighter weight.
Nuclear Democharge: An exclusively military demolition charge, Nuclear Democharges are small nuclear bombs that equal approximately 1 kiloton of explosives. They can be used as mines, using Pocket Nuke stats.
Offworld Construction Toolset: A toolset for skilled users (any of the Profession (Spacer) specialties, any of the Profession (Trades), any of the Electronics specialties, or any of the Engineering specialities) to carry out construction projects in a microgravity environment and vacuum.
Planetology Sensor Pack: A series of sensors and diagnostic tools for planetary surveying. It provides a DM +2 on relevant planetology, physical, or life science checks.
Pocket Magnet: A small magnet that can capture and lift roughly 1 kilogram of ferrous materials in 1G conditions.
Portable Saw: A collapsible lightweight saw that can be used for woodcutting and carpentry.
Purification Tablets: Purification Tablets purify water of most common contaminants. Ten tablets are bought per purchase and more advanced tablets can purify more water.
Rescue Toolset: A series of tools that can help cut people out buildings or vehicles that they might be trapped in, or otherwise rescue people from dangerous environments.
Return Mirror: A surveying tool the Return Mirror is a heavy mirror that comes mounted on a tripod stand. It allows surveyors to perform their craft in the field without incurring a penalty.
Ring Laser: The Ring Laser is a small laser tool, it isn’t viable as a weapon, but can serve as a laser pointer, or make some cuts, given sufficient time.
Rope: A basic rope, useful for tying things up, dragging things, and climbing, among other uses. Rope is sold in 10 meter segments, and carries increasingly more material the more advanced the material science behind the rope’s construction.
Science Toolset: One of a series of scientific toolsets that allow skilled users (any of the Science professions) to perform their trade in the field. They provide DM+2 to skil checks made with relevant Science skills.
Shovel: A basic shovel, not as effective as a full Excavation Toolset, but still allows someone to dig twice as fast as with improvised tools or by hand.
Signal Flare: A flare meant for being launched out of a flare gun, the Signal Flare creates highly visible, but not light casting effect in standard or denser atmosphere for one minute, and thin or thinner atmosphere for 30 seconds
Sleeping Bag: A sleeping bag that provides comfortable bedding in most relatively moderate environmental conditions.
Spotlight: A large light that is less powerful than a floodlight, typically used on stage or in vid or trideo productions. It requires external power.
Starship Engineer Toolset: A robust set of tools for skilled starship engineers. It includes a set of PRIS goggles, and manual iris valve openers.
Surveying Toolset: A set of Surveyor’s tools that help terrestrial surveyors with their craft. It provides a DM +2 to Navigation checks for surveying purposes. At higher tech levels, more advanced tools allow the surveying toolset to become lighter as bulky tools are replaced with digital equivalents.
Survival Kit: A basic kit with tools for survival in the field. The Survival Kit comes with with a Field Outfit, a poncho/blanket, a Canteen, a Magnetic Compass, 10 TL apropriate Water Purification Tables, a 10m light cord, a Field Knife, fire-starting equipment, 4 days TL apropriate Survival Meals, a signaling mirror, and a survival manual. At higher tech levels, the materials going into the kit become lighter.
Survival Meal: A basic meal meant to be eaten with minimal prep. 2 Survival Meals need to be eaten per day to ensure adequate nutrition. At higher tech levels, these Survival Meals become more compact, and stronger emphasis is placed on increasing food quality.
Survival Still: Sometimes called the glop maker, the Survival Still can take raw organic materials and produce food that is technically edible. They can operate on handcrank or be powered by an external power source. Initially they can help reduce foraging needs, but at higher tech one can technically survive indefinitely off its output. The food produced however, is awful and few would willingly try to eat it for an extended period if any other option exists. The still can also produce water, and at higher tech levels, alcohol for medicinal or recreational purposes (indeed heavy drinking is one of the few ways of getting one to eat the “glop”).
Tarpaulin: A basic tarp, it is waterproof, and can be made into an impromptu shelter if required. Tarps typically come in 2x4 meter sheets, but can be purchased larger or smaller at different costs.
Thermal Regulation Covering: A basic field coverall meant to regulate the thermals of a person wearing it. The inside is keeps the user warm, while the outside dampens the thermal signature of the wearing (causing a DM-2 to detect or track the wearer via thermal signatures). A militarized version exists that is made for snipers and can also act as a ghillie suit.
Tool Laser: A handheld, and typically lightweight laser pointer that can be used to point things out, or in edge cases as guidance system for laser guided technologies.
Torch: A basic light source easily improvised in the field.
Weapon Engineering Toolset: A set of tools for skilled professionals (Mechanic or Professional (Worker/armorer)) to modify, repair, and maintain weapons in the field. They become available at TL 2 and work with slugthrowers available at the time. Starting from TL8 Energy Weapon sets become available. Weapon Engineering toolkits are built to handle a specific tech level and cannot work with higher tech levels. The toolsets therefore cost a certain amount (GCr100xTL) to be built to a specific standard, and can handle that TL or lower.
Whistling Flare: A specialized signal flare that also emits a loud shriek that can be heard up to 3D kilometers away as long as it is emitting light.
Wristwatch: A portable timekeeping device. More advanced versions incorporate more and more electronic gadgets eventually becoming small portable computers in addition to their timekeeping function. The prices listed represent basic “entry level” watches, and luxury versions can sell for potentially much much more.
Extreme Environment Equipment
Extreme Environment Equipment DescriptionsAdvanced Desert Suit: A coverall designed to be worn in hot desert conditions with a refractive coating and protection of most orifaces, the Advanced Deseert Suit protects against heat of up to 50 degrees celsius (1D damage/4 hours), and can, in an emergency provide short term protection against heats up to 65 degrees (1D damage/hour). Instead of a price reduction, Advanced Deserts become increasingly more capable at higher tech levels, increasing the interval between damage rolls, and the temperatures at which short term survival are possible by five degrees per Tech Level the suit is made above TL 9.
Artificial Gill: The Artificial Gill is a device that allows the user to breathe underwater, so long as the planetary atmosphere is similarly capable of sustaining life (Thin, Standard, or Dense atmospheres and their tainted varieties).
Atmospheric Diving Suit: Designed to allow humans to traverse deep oceans without preparing for Nitrogen Narcosis, the Atmospheric Diving Suit is a rigid suit that keeps the user sealed in an atmosphere of surface level pressures. This allows them to dive up to 800 meters for up to three hours without anti-Bends treatments. The suit also provides limited armor (+4 Prot) but should be considered a proper suit of armor.
Breather: Breathers are air filtration masks that serve a dual role as Filter Masks (keeping out atmospheric taints) and Respirators (providing sufficient oxygen in Very Thin atmospheric conditions). This allows the user to breathe normally under most atmospheric condition. When first available, breather masks take the form of heavy filtration masks with a small bottle of air providing supplemental air supply. At Tech Level 10 however, there are nose plugs and lung implants that provide the same function as the mask without the bulk.
Bulkhead Patches: Temporary patches that can seal a breach in a starship hull for 4D hours so that engineers can affect emergency repairs.
Climbing Hoist: A mechanized solution available to support inexperienced climbers, the Climing Hoist is a small motor that can winch 25m of cabling carrying up to 150 additional kilograms of material. There are controls that allow one to manage the speed of the hoist, and an emergency stop. The hoist’s battery has an hour lifespan, but can typically be recharged in the field, especially at higher Tech Levels.
Climbing Kit: The climbing kit is a set of tools, head protection, and a harness that make it easier to climb rocky surfaces. The basic version provides a DM+1 to climbing related checks. An advanced version of the Climbing kit exists that has more advanced tools such as rappelling gear and autopitons that make climbing even easier (DM+2).
Cold Weather Clothing: Cold Weather Clothing consists of heavy outerwear designed to be worn in cold weather conditions. It extends the time one can be in cold weather conditions (reducing damage from cold to minus twenty five degrees celsius to 1D/4 hours and up to fifty to 2D/4 hours), but reduces the mobility of the wearer (DEX-1). Each Tech Level above zero until TL 4 increases this interval by 2 hours. At TL 5 the clothing becomes less cumbersome removing the DEX penalty for wearing it.
Deep Diving Suit: A variant of the atmospheric diving suit, the Deep Diving Suit trades the depths to which it can dive for extended breathing time (6 hours breathing time), and lighter weight.
Desert Kit: A basic set of lightweight clothing, a hat, shades, and a water supply (with mineral tablets), the Desert Kit provides some modest protection against the conditions of hot deserts. It doubles the duration between damage rolls related to heats of up to fifty degrees celsius.
Dive Suit: The Dive Suit is a basic garment meant to provide some protection against cold water. It requires external equipment to move and breathe however. Dive Suits are compatible with underwater air tanks, Rebreathers, and Artificial Gills. Heated versions of the Dive Suit with better insulation and heating coils exists starting from TL 8 that protect against waters down to zero degrees celsius.
Environment Mask: A variant of the Breather Mask, the Environment Mask is designed to interface with many types of Environment and NBC suits, providing ample protection against chemical, radiological, and biological agents. It also has ample space for communicators and includes a straw to drink from water sources. It is not suited to underwater conditions or hard vacuum however.
Filter Mask: A relatively basic air filtration mask that allows the wearer to comfortably breathe in atmospheres with any level of atmospheric taint indefinitely, as well as breathe well in heavy smoke. At higher Tech Levels, Filter masks can be replaced with nose plugs or lung implants that provide the same function.
Goggles/Shades: A set of sunglasses or goggles designed to protect against sudden flashes of bright lights. As these devices become more advanced, they can adjust protection to as needed allowing for better vision when not actively protecting the wearer. The most advanced examples of Goggles and Shades protect against intense light sources such as the blinding effects of Lasers and nuclear flashes.
Grapnel and Cable: A basic piece of climbing kit, the Grapnel can be thrown with a 10m length of cable and anchor into a compatible piece of terrain. It can then be climbed. The Grapnel and Cable can carry a 100kg load.
Grapnel Launcher: A heavy gas or explosive powered gun that fires a grapnel and up to 25 meters of cabling with greater force than a thrown grapnel. It can be used as a weapon (2D;25m Range:Ammo 3;DM -2 to hit). Grapnel launcher charges come in threes and are sold for GCr5, allowing it to be used three times before needing additional charges. Due to the potentially dangerous nature of this device, it sometimes falls under arms control regulations.
Grav Belt: A dream of many, the personal grav assistance device (Grav Belt) is a lightweight tool that allows the wearer fly for a short time up to four hours. It has a cruising speed of 100km/h, but this can be increased to 200km/h at the cost of reducing flight time by a third. It also has a typical load limit of 250kg, but this can be increased to as high as 500kg at the expense of halving flight time. An advanced version of the belt exists that provides 12 hours of flight instead.
Grav Parachute: An advanced parachute that slows the fall of the user and consistently safely lands someone who jumped from a great height. It works in almost every environmental condition except perhaps for microgravity.
G-Suit: Frequently used by aerospace pilots and the crews of ships with powerful R-Drives, the G-Drive provides some protection against high G forces preventing blood from pooling in suboptimal places. The Basic G-Suit provides full protection against 1G of force or gravity, while an advanced variant with a liquid filling provides protection against an additional G. Most G-suits in service today are compatible with G-Drugs and have ports for injectors applying G-Drug.
Heatproof Suit: A heavy duty and cumbersome (DM-2 to DEX checks) suit provides extremely high temperatures. It provides complete protection up to fifty degrees celsius, reduces damage to 1 point per hour in temperatures of up to two hundred degrees and in the most extreme cases limits the damage of up to five hundred degrees to 1 point per minute. The Heatproof suit is also capable of serving as a Fireproof suit against flame weapons and as Ablat Armor against Lasers.
Heat Suit: Advanced protective wear for cold conditions, the Heatproof Suit provides complete protection in conditions down to -60 degrees celsius for up to twelve hours. The battery can be recharged or replaced in the field. However, the Heat Suit does not work underwater, though it dries off fairly quickly after immersion in water.
Hydro-Collector: A large (standing a meter tall when operating) device that can siphon moisture from the atmosphere and turn into potable water. In desert conditions, the device can collect three liters of water (enough for one person for one day), in temperate conditions it can collect nine, and in humid conditions the device can siphon up to fifteen liters of water in a single eight hour collection session.
Hydro-Reclamation Suit: A heavy duty protective suit made of heat reflecting materials, protecting the orifices and optimized to extract every bit of excess water from the user that it can, the Hydro-Reclamation Suit acts as an Advanced Desert Suit but also recycles nutrients and water to limit the intake requirements of the user. With the suit, a user can go up to thirty days without water, and fifteen days without food before the recyclers need to be cleaned or replaced.
Ice Axe: An axe optimized for digging into ice or similar surfaces. It provides a DM+2 to climbing checks in ice or other similar conditions. It can be used as a weapon (using Hatchet stats).
Ice Terrain Kit: A set of tools and accessories to aid in navigating icy terrain, the Ice Terrain Kit removes all penalties to checks made to operate in icy environments, but does not protect against the cold.
Iris Valve Opener: A handy tool for manually opening the Iris Valve (bulkhead) doors. It is a slow process taking 1D minutes to fully open a fully closed valve.
Life Support Mask: A heavy duty variant of the Environment Mask, it performs all those functions, but can additionally operate in vacuum, or in up to five meters of water provided it is attached to an environmental protection suit, and has an air supply. It comes with a rechargeable bottle that provides 1 hour of air supply, and additionally has a belt mountable air filter that has higher air quality in safer conditions.
NBC Suit: A protective suit that is somewhat wearable in the field, the NBC suit provides protection against airborne pathogens, biological weapons, or chemical weapons, as well as nuclear fallout (though not direct radiation exposure), so long as it is hooked up to an Environment Mask or Life Support Mask.
Oxygen Tanks: Oxygen Tanks provide air supply in situations where it is necessary. There are two variants, regular Oxygen tanks which are meant to work on the surface, and underwater Oxygen tanks which work underwater. Both provide a two hour air supply per tank, and must be recharged in a proper station (GCr20 per tank).
Parachute: The parachute is a means of arresting a fall from a great height. A parachute provides a guaranteed soft landing for a conscious user and limits the damage to 1D for unconscious users. Parachutes need atmosphere to function (Thin or better), though more expensive, bulkier, and larger parachutes can work in Very Thin atmospheres.
Parawing: A fancier version of the parachute that provides greater control over the landing area.
Personal Re-Entry Kit: A means of evacuating a ship in an emergency, the Personal Re-Entry Kit protects the user against the effects of re-entry, and tries to soften the landing as much as possible. It requires a skilled user to ensure survival however, needing a Difficult (10+) Flyer (wing) check to survive re-entry into standard atmosphere, a Very Difficult (12+) check in Thin or Dense atmospheres, or a Formidable (14+) check in other atmospheres to survive the landing. Auxiliary computers are sold that handle some of the calculations, providing a DM+2 to these checks.
Piton Hammer: A hammer meant to anchor Pitons into place.
Pitons: Hardy spikes meant to be driven into solid surfaces in order to secure ropes, chains, or cords for climbing.
Portable Airlock: A common tool for starship damage control crews, the portable airlock creates a temporary airlock that allows a crew of starship engineers to work on a section of ship without exposing the rest of it to vacuum.
Protective Suit: A sealed and environmentally controlled suit meant to protect against most conditions on planets. It will protect against Very Thin atmospheres (but not trace or vacuum), taints, exotic atmospheres, and will temporarily hold up to corrosive atmospheres. In the latter case, it can withstand conditions for up to six hours before requiring reconditioning (every hour after six, roll 2D minus one for each hour after six the suit has been in the field on a 2 it fails and is destroyed). Reconditioning takes approximately twelve hours. An advanced version of this suit exists that provides protection against Insidious atmospheres under the same conditions.
Rad Blanket: A small (50cmx50cm) blanket of plasticized coverings over lead, that protects against radiation. People and objects protected by one take 2Dx10 rads per exposure event.
Radiation Suit: A heavy duty improvement upon the NBC Suit the Radiation Suit includes those functions, but also provides protection against direct hard rad exposure reducing incoming rads by 100, each Tech Level beyond 6 increases this protection by ten (therefore higher TL versions do not have a reduced cost).
Rebreather: The rebreather is an air supply tool that provides up to six hours of air supply without bulky tanks. The rebreather works in most nonhostile environments (such as underwater), but requires pairing with a special protective suit in hostile environments (high radiation etc.). Refractorized Tarp: An emergency it protects a 3mx3m area from 40 rads of exposure.
Rescue Bubble: A common sight on passenger ships with limited access to vacc suits, the Rescue Bubble is an inflatable emergency bubble that protects the user from the effects of an emergency decompression event for up to two hours.
Respirator: The respirator is a device that concentrates oxygen as it inhales maximizing oxygen intake in particularly thin atmospheric conditions. It allows the wearer to survive for up to six hours in Very Thin atmospheres. It does not work in Trace atmospheres or hard vacuum however. By TL 10 there are smaller variants that can be inserted as a nose plug or as a lung implant that provide the same functions.
Skis: Skis are snow mobility tools that eliminate speed penalties for moving in snow, and indeed increase speed by 2,5 times when moving downhill.
Snowshoes: Snowshoes are snow mobility tools that halve movement penalties for moving in deep snow.
Solar Vaporator: The Solar vaporator is a tool that uses solar power to extract water from the vapor in the atmosphere. It can pull two liters of water a day from Standard or thicker atmospheres, one liter a day in Thin, and half a liter in Very Thin atmospheres. In a pinch, it can also be used as a Solar Panel (Extra Small). Squirrel Suit: Squirrel suits are nylon suits that allow the wearer to glide for an extended distance when jumping from a great height. The wearer can make an Easy (4+) Athletics (Dexterity) check to perform this glide.The glide ratios (the horizontal distance covered while falling) vary from 4:1 for Dense atmospheres, 3:1 for Standard, to 2:1 for Thin. For best practices the wearer should also be wearing a parachute for emergencies, or the final descent, otherwise they will take half falling damage when the glide ends. Squirrel Suits do not work in Very Thin or thinner atmospheres.
Swimming Equipment: A kit of swimming fins, water goggles or an eye mask, and often a snorkel, that allow the wearer to move underwater without the usual halving of their movement speed and DM -2 to checks made to do things under the water.
Thrust Pistol: A controlled thrust device that allows the user to perform some controlled maneuvers in microgravity conditions. The Thrust Pistol provides up to an hour of moderate adjusting movements, or three minutes of sustained thrust at ,1G.
Vacc Emergency Kit: A pack of tools meant to rescue someone in space in the event of an emergency. Most notable among these is a 3m radar bubble that can be attached to the belt of a rescuee or a rescuer that dramatically increases the size of their Radar return and therefore makes them easy to find. Additional tools include a radio beacon/repeater, a handheld strobe beacon, tethering cord, suit patches, spray sealant for multiple small holes, a 30-minute replacement air bottle and two hand-held gas thruster units which can provide a small amount of emergency movement as a Thruster Pistol, as well as a refractor Blanket which also increases Radar returns will protecting against 100 rads of exposure.
Very Deep Operations Suit: The Very Deep Operations (or VDO) Suit is a superheavy diving suit meant to operate in the very deep waters. It allows the wearer to function normally in up to 1,2 kilometers of water without anti-Bends preparation, and supports 6 hours of air supply. It also has relatively heavy protection (+12 Prot), though it is distinctively not armor. The VDO Suit is however clumsy (DM-2 to Dex checks), and requires training to use properly those without Vacc Suit 2 or Profession (Hostile Environment/diver) 2 are considered unskilled and roll the -3 unskilled penalty for all skill checks made while wearing the suit.
Water Dyes: Colorful dyes that one can place in the water, usually for signalling purposes. At higher Tech Levels, phosphorescent dyes exist that can also be seen at night.
Artificial Gill: The Artificial Gill is a device that allows the user to breathe underwater, so long as the planetary atmosphere is similarly capable of sustaining life (Thin, Standard, or Dense atmospheres and their tainted varieties).
Atmospheric Diving Suit: Designed to allow humans to traverse deep oceans without preparing for Nitrogen Narcosis, the Atmospheric Diving Suit is a rigid suit that keeps the user sealed in an atmosphere of surface level pressures. This allows them to dive up to 800 meters for up to three hours without anti-Bends treatments. The suit also provides limited armor (+4 Prot) but should be considered a proper suit of armor.
Breather: Breathers are air filtration masks that serve a dual role as Filter Masks (keeping out atmospheric taints) and Respirators (providing sufficient oxygen in Very Thin atmospheric conditions). This allows the user to breathe normally under most atmospheric condition. When first available, breather masks take the form of heavy filtration masks with a small bottle of air providing supplemental air supply. At Tech Level 10 however, there are nose plugs and lung implants that provide the same function as the mask without the bulk.
Bulkhead Patches: Temporary patches that can seal a breach in a starship hull for 4D hours so that engineers can affect emergency repairs.
Climbing Hoist: A mechanized solution available to support inexperienced climbers, the Climing Hoist is a small motor that can winch 25m of cabling carrying up to 150 additional kilograms of material. There are controls that allow one to manage the speed of the hoist, and an emergency stop. The hoist’s battery has an hour lifespan, but can typically be recharged in the field, especially at higher Tech Levels.
Climbing Kit: The climbing kit is a set of tools, head protection, and a harness that make it easier to climb rocky surfaces. The basic version provides a DM+1 to climbing related checks. An advanced version of the Climbing kit exists that has more advanced tools such as rappelling gear and autopitons that make climbing even easier (DM+2).
Cold Weather Clothing: Cold Weather Clothing consists of heavy outerwear designed to be worn in cold weather conditions. It extends the time one can be in cold weather conditions (reducing damage from cold to minus twenty five degrees celsius to 1D/4 hours and up to fifty to 2D/4 hours), but reduces the mobility of the wearer (DEX-1). Each Tech Level above zero until TL 4 increases this interval by 2 hours. At TL 5 the clothing becomes less cumbersome removing the DEX penalty for wearing it.
Deep Diving Suit: A variant of the atmospheric diving suit, the Deep Diving Suit trades the depths to which it can dive for extended breathing time (6 hours breathing time), and lighter weight.
Desert Kit: A basic set of lightweight clothing, a hat, shades, and a water supply (with mineral tablets), the Desert Kit provides some modest protection against the conditions of hot deserts. It doubles the duration between damage rolls related to heats of up to fifty degrees celsius.
Dive Suit: The Dive Suit is a basic garment meant to provide some protection against cold water. It requires external equipment to move and breathe however. Dive Suits are compatible with underwater air tanks, Rebreathers, and Artificial Gills. Heated versions of the Dive Suit with better insulation and heating coils exists starting from TL 8 that protect against waters down to zero degrees celsius.
Environment Mask: A variant of the Breather Mask, the Environment Mask is designed to interface with many types of Environment and NBC suits, providing ample protection against chemical, radiological, and biological agents. It also has ample space for communicators and includes a straw to drink from water sources. It is not suited to underwater conditions or hard vacuum however.
Filter Mask: A relatively basic air filtration mask that allows the wearer to comfortably breathe in atmospheres with any level of atmospheric taint indefinitely, as well as breathe well in heavy smoke. At higher Tech Levels, Filter masks can be replaced with nose plugs or lung implants that provide the same function.
Goggles/Shades: A set of sunglasses or goggles designed to protect against sudden flashes of bright lights. As these devices become more advanced, they can adjust protection to as needed allowing for better vision when not actively protecting the wearer. The most advanced examples of Goggles and Shades protect against intense light sources such as the blinding effects of Lasers and nuclear flashes.
Grapnel and Cable: A basic piece of climbing kit, the Grapnel can be thrown with a 10m length of cable and anchor into a compatible piece of terrain. It can then be climbed. The Grapnel and Cable can carry a 100kg load.
Grapnel Launcher: A heavy gas or explosive powered gun that fires a grapnel and up to 25 meters of cabling with greater force than a thrown grapnel. It can be used as a weapon (2D;25m Range:Ammo 3;DM -2 to hit). Grapnel launcher charges come in threes and are sold for GCr5, allowing it to be used three times before needing additional charges. Due to the potentially dangerous nature of this device, it sometimes falls under arms control regulations.
Grav Belt: A dream of many, the personal grav assistance device (Grav Belt) is a lightweight tool that allows the wearer fly for a short time up to four hours. It has a cruising speed of 100km/h, but this can be increased to 200km/h at the cost of reducing flight time by a third. It also has a typical load limit of 250kg, but this can be increased to as high as 500kg at the expense of halving flight time. An advanced version of the belt exists that provides 12 hours of flight instead.
Grav Parachute: An advanced parachute that slows the fall of the user and consistently safely lands someone who jumped from a great height. It works in almost every environmental condition except perhaps for microgravity.
G-Suit: Frequently used by aerospace pilots and the crews of ships with powerful R-Drives, the G-Drive provides some protection against high G forces preventing blood from pooling in suboptimal places. The Basic G-Suit provides full protection against 1G of force or gravity, while an advanced variant with a liquid filling provides protection against an additional G. Most G-suits in service today are compatible with G-Drugs and have ports for injectors applying G-Drug.
Heatproof Suit: A heavy duty and cumbersome (DM-2 to DEX checks) suit provides extremely high temperatures. It provides complete protection up to fifty degrees celsius, reduces damage to 1 point per hour in temperatures of up to two hundred degrees and in the most extreme cases limits the damage of up to five hundred degrees to 1 point per minute. The Heatproof suit is also capable of serving as a Fireproof suit against flame weapons and as Ablat Armor against Lasers.
Heat Suit: Advanced protective wear for cold conditions, the Heatproof Suit provides complete protection in conditions down to -60 degrees celsius for up to twelve hours. The battery can be recharged or replaced in the field. However, the Heat Suit does not work underwater, though it dries off fairly quickly after immersion in water.
Hydro-Collector: A large (standing a meter tall when operating) device that can siphon moisture from the atmosphere and turn into potable water. In desert conditions, the device can collect three liters of water (enough for one person for one day), in temperate conditions it can collect nine, and in humid conditions the device can siphon up to fifteen liters of water in a single eight hour collection session.
Hydro-Reclamation Suit: A heavy duty protective suit made of heat reflecting materials, protecting the orifices and optimized to extract every bit of excess water from the user that it can, the Hydro-Reclamation Suit acts as an Advanced Desert Suit but also recycles nutrients and water to limit the intake requirements of the user. With the suit, a user can go up to thirty days without water, and fifteen days without food before the recyclers need to be cleaned or replaced.
Ice Axe: An axe optimized for digging into ice or similar surfaces. It provides a DM+2 to climbing checks in ice or other similar conditions. It can be used as a weapon (using Hatchet stats).
Ice Terrain Kit: A set of tools and accessories to aid in navigating icy terrain, the Ice Terrain Kit removes all penalties to checks made to operate in icy environments, but does not protect against the cold.
Iris Valve Opener: A handy tool for manually opening the Iris Valve (bulkhead) doors. It is a slow process taking 1D minutes to fully open a fully closed valve.
Life Support Mask: A heavy duty variant of the Environment Mask, it performs all those functions, but can additionally operate in vacuum, or in up to five meters of water provided it is attached to an environmental protection suit, and has an air supply. It comes with a rechargeable bottle that provides 1 hour of air supply, and additionally has a belt mountable air filter that has higher air quality in safer conditions.
NBC Suit: A protective suit that is somewhat wearable in the field, the NBC suit provides protection against airborne pathogens, biological weapons, or chemical weapons, as well as nuclear fallout (though not direct radiation exposure), so long as it is hooked up to an Environment Mask or Life Support Mask.
Oxygen Tanks: Oxygen Tanks provide air supply in situations where it is necessary. There are two variants, regular Oxygen tanks which are meant to work on the surface, and underwater Oxygen tanks which work underwater. Both provide a two hour air supply per tank, and must be recharged in a proper station (GCr20 per tank).
Parachute: The parachute is a means of arresting a fall from a great height. A parachute provides a guaranteed soft landing for a conscious user and limits the damage to 1D for unconscious users. Parachutes need atmosphere to function (Thin or better), though more expensive, bulkier, and larger parachutes can work in Very Thin atmospheres.
Parawing: A fancier version of the parachute that provides greater control over the landing area.
Personal Re-Entry Kit: A means of evacuating a ship in an emergency, the Personal Re-Entry Kit protects the user against the effects of re-entry, and tries to soften the landing as much as possible. It requires a skilled user to ensure survival however, needing a Difficult (10+) Flyer (wing) check to survive re-entry into standard atmosphere, a Very Difficult (12+) check in Thin or Dense atmospheres, or a Formidable (14+) check in other atmospheres to survive the landing. Auxiliary computers are sold that handle some of the calculations, providing a DM+2 to these checks.
Piton Hammer: A hammer meant to anchor Pitons into place.
Pitons: Hardy spikes meant to be driven into solid surfaces in order to secure ropes, chains, or cords for climbing.
Portable Airlock: A common tool for starship damage control crews, the portable airlock creates a temporary airlock that allows a crew of starship engineers to work on a section of ship without exposing the rest of it to vacuum.
Protective Suit: A sealed and environmentally controlled suit meant to protect against most conditions on planets. It will protect against Very Thin atmospheres (but not trace or vacuum), taints, exotic atmospheres, and will temporarily hold up to corrosive atmospheres. In the latter case, it can withstand conditions for up to six hours before requiring reconditioning (every hour after six, roll 2D minus one for each hour after six the suit has been in the field on a 2 it fails and is destroyed). Reconditioning takes approximately twelve hours. An advanced version of this suit exists that provides protection against Insidious atmospheres under the same conditions.
Rad Blanket: A small (50cmx50cm) blanket of plasticized coverings over lead, that protects against radiation. People and objects protected by one take 2Dx10 rads per exposure event.
Radiation Suit: A heavy duty improvement upon the NBC Suit the Radiation Suit includes those functions, but also provides protection against direct hard rad exposure reducing incoming rads by 100, each Tech Level beyond 6 increases this protection by ten (therefore higher TL versions do not have a reduced cost).
Rebreather: The rebreather is an air supply tool that provides up to six hours of air supply without bulky tanks. The rebreather works in most nonhostile environments (such as underwater), but requires pairing with a special protective suit in hostile environments (high radiation etc.). Refractorized Tarp: An emergency it protects a 3mx3m area from 40 rads of exposure.
Rescue Bubble: A common sight on passenger ships with limited access to vacc suits, the Rescue Bubble is an inflatable emergency bubble that protects the user from the effects of an emergency decompression event for up to two hours.
Respirator: The respirator is a device that concentrates oxygen as it inhales maximizing oxygen intake in particularly thin atmospheric conditions. It allows the wearer to survive for up to six hours in Very Thin atmospheres. It does not work in Trace atmospheres or hard vacuum however. By TL 10 there are smaller variants that can be inserted as a nose plug or as a lung implant that provide the same functions.
Skis: Skis are snow mobility tools that eliminate speed penalties for moving in snow, and indeed increase speed by 2,5 times when moving downhill.
Snowshoes: Snowshoes are snow mobility tools that halve movement penalties for moving in deep snow.
Solar Vaporator: The Solar vaporator is a tool that uses solar power to extract water from the vapor in the atmosphere. It can pull two liters of water a day from Standard or thicker atmospheres, one liter a day in Thin, and half a liter in Very Thin atmospheres. In a pinch, it can also be used as a Solar Panel (Extra Small). Squirrel Suit: Squirrel suits are nylon suits that allow the wearer to glide for an extended distance when jumping from a great height. The wearer can make an Easy (4+) Athletics (Dexterity) check to perform this glide.The glide ratios (the horizontal distance covered while falling) vary from 4:1 for Dense atmospheres, 3:1 for Standard, to 2:1 for Thin. For best practices the wearer should also be wearing a parachute for emergencies, or the final descent, otherwise they will take half falling damage when the glide ends. Squirrel Suits do not work in Very Thin or thinner atmospheres.
Swimming Equipment: A kit of swimming fins, water goggles or an eye mask, and often a snorkel, that allow the wearer to move underwater without the usual halving of their movement speed and DM -2 to checks made to do things under the water.
Thrust Pistol: A controlled thrust device that allows the user to perform some controlled maneuvers in microgravity conditions. The Thrust Pistol provides up to an hour of moderate adjusting movements, or three minutes of sustained thrust at ,1G.
Vacc Emergency Kit: A pack of tools meant to rescue someone in space in the event of an emergency. Most notable among these is a 3m radar bubble that can be attached to the belt of a rescuee or a rescuer that dramatically increases the size of their Radar return and therefore makes them easy to find. Additional tools include a radio beacon/repeater, a handheld strobe beacon, tethering cord, suit patches, spray sealant for multiple small holes, a 30-minute replacement air bottle and two hand-held gas thruster units which can provide a small amount of emergency movement as a Thruster Pistol, as well as a refractor Blanket which also increases Radar returns will protecting against 100 rads of exposure.
Very Deep Operations Suit: The Very Deep Operations (or VDO) Suit is a superheavy diving suit meant to operate in the very deep waters. It allows the wearer to function normally in up to 1,2 kilometers of water without anti-Bends preparation, and supports 6 hours of air supply. It also has relatively heavy protection (+12 Prot), though it is distinctively not armor. The VDO Suit is however clumsy (DM-2 to Dex checks), and requires training to use properly those without Vacc Suit 2 or Profession (Hostile Environment/diver) 2 are considered unskilled and roll the -3 unskilled penalty for all skill checks made while wearing the suit.
Water Dyes: Colorful dyes that one can place in the water, usually for signalling purposes. At higher Tech Levels, phosphorescent dyes exist that can also be seen at night.
Medical Equipment and Drugs
Medical Equipment and Drug DescriptionsAdhesive Bandages: Adhesive bandages are strips of cloth with means of adhering to flesh, and in some cases mild antiseptics.They are a quickly applied means of closing a wound, and reduce the amount of time required to apply first aid to someone (DM-1 to rolls for treatment time).
Adrenalizer: Adrenalizer is a cocktail of artificial and xenobiological adrenaline that keeps the user awake, possibly for days. It is extremely popular with scouts, free traders, and other sorts who need to aggressively multitask and need more time in the day. One dose is equivalent to ten hours sleep and allows a person to remain awake for 72 full hours without sleeping. However, after the drug wears off, the user must sleep within the next 2Dx5 minutes as time will catch up with them. Another dose can be taken, but doing so without sleeping will reduce the users DEX and INT by 1 per hour until they fall asleep for at least ten hours, or alternatively have either DEX or INT reduce to zero in which case they will collapse from exhaustion and sleep for ten hours anyway. Getting ten hours of sleep restores lost DEX and INT.
Anagathics: Anagathics are a broad range of anti-aging medications that slow aging to a virtual standstill. For more information about how they work consult the Assorted House Rules section on aging.
Anagathic Nanobots: Anagathic Nanobots are a form of anagathic medical treatment that slow aging down. While not as effective as traditional anagathics, they have far fewer ill side effets. For more information about how they work, consult the Assorted House Rules section on Aging.
Anti-Rad Drug: Specialized medicines meant to absorb radiation in the body and flush it out with no harmful effects. One dose per day can be taken that absorb 100 rads per day. Taking additional anti-rad drugs results in rejection of the drug, the user taking 1D damage, and not losing any rads.
Bio-Reaction Chamber: The Bio-reaction chamber is an artificial environment in which to grow living organisms. At its most basic levels, this chamber can quickly grow cultures of microorganisms. More advanced variants can grow tissues or even fully grown multicellular organisms, and have the option of quick growing (x50 growth) or accelerated growing (x12) longer lived organisms.
Combat Drug: The baseline combat drug is a drug intended to improve reaction times, and improve a body’s ability to ignore traumatic injuries, if only for a short time. They take about 18 seconds (roughly 3 combat rounds) to kick in once taken, and last for a minute (roughly 10 combat rounds), during that time, the user gains a DM+4 to initiative rolls, can take an additional reaction without any penalties, and takes 2 points of damage fewer per attack. After the drug wears off the user is Fatigued (Core Rulebook page 80 for effects). Alternatively, Combat Drugs can be used to neutralize the effects of improperly administered Fast Drugs, but the user will take 2D damage in this case.
Fast Drug: Also known as Hibernation drugs in some circles, Fast Drug puts the user into stasis, with a 60:1 metabolic rate until awaken with a dedicated antidote. Both take effect immediately, but someone awoken with Fast Drug needs a few hours to fully awaken, taking 1D hours to do so, they start at 1 in all their characteristics which increase over time at a steady rate. This drug is a favorite of those trying stretch stasis supplies or as an ersatz cryoberth in addition to its primary medical function.
Field Surgery Kit: The field surgery kit is a backpack sized toolset for surgeons in the field. This allows the user to carry out most basic surgical procedures without a full medical bay, and can even (unlike the First Aid Kit) allow a skilled surgeon to perform more complex surgeries, with great difficulty. It does not include any medicines or other chemicals required for proper surgery, and these must be provided seperately. Like all medical kits, some components are used or expire over time, and the kit must be restocked annually (at half the price of the kit).
Field Surgical Chemicals: Surgical chemicals are assorted chemicals, medicines, or indeed blood packs, that allow a field surgeon to perform their craft, reducing the penalty for performing field surgery by 1. Surgical chemicals are single use items, and are expended completely when used.
First Aid Kit: The first aid kit is a primitive version of the Medikit that is available at low tech levels. The earliest form of this is little more than an assortment of medical herbs and materials for a splint, but the more advanced version does have some modern medical tools. The First Aid Kit allows someone to perform first aid, but the limitations of the kit ensure that there is a penalty for doing so, as it is not as effective as the more robust Field Surgery Kit, nor as advanced as the Medikit. The First Aid Kit must be restocked annually (at half the cost of the kit), to replace expired or expended components.
G-Tolerance Drug: A medical compound developed to cope with the effects of higher than Earthlike gravity, the G-Tolerance Drug exists in two forms. The first is “low performance” G-Drug patch that allows the user to acclimatize to an additional G of gravity without penalty for a full day. The second is an injection that applies the effects for an hour and can be used in concert with the G-Suit. Injections can be stacked (each increasing the amount of Gs a person can handle), but multiple doses within the hour risk tearing muscle or bursting blood vessels. Each dose after the first the user must make a Simple (2+) END check with each other dose past the first taken in a single hour as a negative DM, taking the difference between their roll and the difficulty of the check as damage each time they fail. After an hour the effect is reset. Autoinjectors exist (and are a common feature on starships with high G R-Drives)that can, on voice or radio command, dose the user with up to 20 doses of G-Drug at once.
Juggernaut: Juggernaut Drugs are a specialized form of combat drug centered around boosting physical resilience. The drug takes 18 seconds (roughly 3 combat rounds) to take effect when applied, after which the user takes ten less damage for ten minutes. When the drug’s effect wears off however, the effects of physical trauma do take their toll and the user takes 2D damage.
Medicinal Drug: A wide assortment of pharmaceuticals, antibiotics, and other medicines that treat or cure specific conditions. These medicines vary wildly in price from as little as GCr5, to some rarer versions costing thousands per dose. Medicinal drugs require a skilled user to use, or at least a skilled medical professional to issue instructions to be strictly followed by an unskilled user as improper use of medicines can often be more harmful than doing nothing. Specifics about medicinal drugs are subject to the ruling of the Referee.
Medikit: The current standard in first aid technology, Medikits provide an increasingly potent array of medical tools, medicines, and chemicals to allow a skilled medical professional to perform their craft in the field, including field surgery (at a DM-2 penalty before any bonuses). Medikits must however be restocked monthly (at half the cost of the medikit) instead of annually.
Mental Enhancement Nanobots: Mental Enhancement Nanobots are a nanobot package that increases the mental acuity of the receiver. INT or EDU is increased by 1 to a maximum of +3 per package injected for the duration of the bot’s efficacy. Mental Enhancement Nanobots are effective for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Meta-Performance Enhancer: Also sometimes called Titan (after the first version of the drug), the Meta-Performance enhancer allows a user to access a higher portion of their muscle strength for a short time. The effects take one minute to take hold, at which point the user’s STR is increased by 1D for fifteen minutes. After the drug wears off however, the intense muscle cramps, and indeed damage to muscles are felt. The user’s STR is reduced to 1D (or their normal STR if it is lower), and they take 1D damage as they begin to feel the effects of torn muscles and tendons.
Metabolic Enhancer: A specialized version of generic combat drugs Metabolic Enhancers focus on improving reaction time. The drug takes approximately 45 seconds (roughly 7 or 8 combat rounds) to take effect and lasts for about ten minutes (roughly 100 combat rounds). While the drug is active, the user gains a DM+8 to initiative rolls and can make three reactions without penalty. When it wears off the user’s body suffers a crash, taking 2D damage, and being fatigued (Core Rulebook page 40).
Nervous Response Enhancers: Sometimes called battlefield vitamins, battlefield candy, or war skittles, by the irreverent, Nervous Response Enhancers are an anti-anxiety medication meant to help soldiers cope with the terrors of war. The drugs take a few hours to take effect, and last for 2Dx3 hours, during which the user gets a DM+2 to checks to resist fear or shock (including Morale checks if applicable).
Null Drug: More often than not a drug for policing psionics, or as a means of escaping psionic persecution, Null Drugs completely dampen the psionic abilities of users (or victims). The drug takes 2D minutes to take effect, after which psionic abilities are completely blocked for 2D hours.
Panaceas: Panaceas are a form of medicinal drug specifically designed to be used by unskilled physicians and not cause harm. Anyone attempting to treat disease or some wounds with panaceas is treated as having Medic 0 if they don’t already have a higher level in the skill. Negative effects on failed rolls additionally don’t cause harm if treated with Panaceas.
Personal Automedic: The Personal Automedic is part medical scanner, part automatic drug dispenser, attuned to a specific person, and worn typically as a relatively compact band around the torso. The personal automedic scans the body, and if it detects a hostile agent or pathogen it will attempt to provide the correct antidote if it has it (subject to referee ruling), or attempt to treat the general symptoms (providing a DM+1 to checks made to resist the pathogen) if it does not. Personal Medics have a slot for a single dose of drugs and they may also attempt to dose the user with Fast Drug, with no risk of backlash for improper use, in the event of severe physical trauma or extended exposure to hard vacuum if it has a dose available (they must be purchased separately). Additional Civilian grade drugs can be programmed into a Personal Automedic, with their specific dosing conditions set by a skilled user so long as the drugs are provided. The Personal Automedic must have its batteries recharged and its chemical agents restocked every month at a cost of GCr500. Military versions of the personal automedic exist that can store the biometric data of up to ten people, and can be programmed to dose users with military grade combat drugs.
Personal Mediscanner: The personal mediscanner is a small device typically worn around the arm, or on a belt. It scans the basic biosignals and health status of the wearer, and warns them of most common conditions including dehydration, malnutrition, exposure to environmental agents and pathogens, and other common problems. Continued use of a personal mediscanner grants DM+1 to attempts to treat the wearer.
Pharmaceutical Nanobots: A basic form of medical nanobot, Pharmaceutical Nanobots provide a host of basic medicines and health maintenance functions for the receiver. Those injected with Pharmaceutical Nanobots are treated as being dosed with a Panacea by those attempting to treat them for as long as the Nanobots are active. Pharmaceutical Nanobots are for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Physical Nanobots: Mental Enhancement Nanobots are a nanobot package that increases the physical fitness of the receiver. STR, DEX, or END is increased by 1 to a maximum of +3 per package injected for the duration of the bot’s efficacy. Physical Enhancement Nanobots are effective for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Portable Mediscanner: The Portable Mediscanner is a larger, more generalized version of the Personal Mediscanner. It acts as a Personal Mediscanner for any individual so long as it has 1D minutes to analyze the biometrics of the receiver.
PSI Drug: PSI drugs are psionic enhancing pills that increase the abilities of the user. When taken, the user restores an amount of lost PSI, or bolsters maximum PSI for a week, depending on the type of PSI drug taken. Normal and Double PSI Drugs can be taken safely once per week. If a user takes more than one dose, or takes the Special PSI Drug. The must make an Average (8+) END check with a DM-1 per each excess dose taken in the weak, taking 3D and permanently reducing their PSI by one if they fail.
PSI Inhibitors: A milder version of Null Drugs, PSI inhibitors limit the psionic abilities of the user (or victim). Someone dosed with PSI Drug suffers a DM-2 to all PSI checks, and cannot restore expended PSI while the drug is effective. Every hour the user can make an Average (8+) END check to shake off the effects of the drug.
Radiation Emergency Inhibitor: An anti-radiation medication meant for emergency usage, Radiation Emergency Inhibitor. If applied one hour after exposure, the user reduces their rad exposure by 1Dx10 rads. However they vomit uncontrollability for 1D minutes functionally reducing DEX to 1, and halving movement while the drug is working. Additional doses cause an additional 1D minutes of vomiting and a permanent loss of 1 DEX and END per dose, in addition to the effects of multidosing Anti-Rad Drugs.
Recreational Drug: Covering a wide array of chemical intoxicants, recreational drugs serve no medical purpose, but induce some, usually pleasurable, state of altered consciousness. Recreational Drugs can be legal, but stronger drugs typically are restricted or outright illegal. Most are relatively mild but get worse with extensive exposure. Specific effects for specific drugs are subject to referee fiat as are prices.
Slow Drug: An emergency healing drug, Slow Drugs are applied to rapidly increase the metabolic rate of the user. Metabolism (and aging) are increased by a factor of 30, allowing a user to undergo a full month of healing in a single day. Slow Drugs require a medical facility of at least TL 8 under most circumstances, failure to do so causes the user’s organs to cook, taking 1 point of damage every minute until their END is reduced to zero, at which point their INT will be reduced permanently by 1 per minute until that reaches zero, at which point the user will suffer brain death. This effect can be countered with quick administration of the Fast Drug, or Combat Drugs, but the user will take 2D damage.
Starlight Drops: Starlight Drops are a topical nightvision drug, granting the user 1D hours of IR vision once applied.
Stasis Chamber: The Stasis Chamber (sometimes called the Icebox) is a large machine similar to Low Berths that puts someone into stasis either to slow the progression of injuries or diseases or reduce biological needs. This process is inherently risky, and one somebody is pulled out of the Stasis Chamber they must undergo a survival check (per the Core Rulebook page 156), or die. More advanced versions of the Stasis Chamber Exist that provide a DM+1 to this survival check.
Stims: Stims are a series of stimulant drugs. They remove Fatigue (Core Rulebook page 80) from the user in exchange for suffering a single point of damage. However, repeated uses causes increasing damage (a cumulative additional point per additional dose taken), and can eventually kill a user who takes too much.
Super Combat Drug: An advanced version of Combat Drugs, Super Combat Drugs provide enhanced effects, in exchange for greater risk. They take about 18 seconds (roughly 3 combat rounds) to kick in once taken, and last for a minute (roughly 10 combat rounds), during that time, the user gains a DM+6 to initiative rolls, can take two additional reactions without any penalties, and takes 5 points of damage fewer per attack. After the drug wears off the user is Fatigued (Core Rulebook page 80 for effects), and takes 1D damage. Unlike regular Combat Drugs, these cannot be used to counteract Slow Drugs.
Titania Drug: The Titania Drug is a performance enhancing drug typically used by “no-holds barred” athletic leagues, or by soldiers. After one minute to take effect, the user gains 1D STR and 1D DEX, for fifteen minutes. Once the drug wears off, the effects of pushing one’s muscles to their limits takes effect, and they suffer muscle fatigue and some tears, The user’s STR and DEX are reduced to 1D (or their normal STR if it is lower), and they take 1D damage as they begin to feel the effects of torn muscles and tendons.
Trauma Pack: Trauma Packs are a form of medical kit with a series of chemicals more focused on getting a patient back up on their feet in emergency situations, hopefully so they can go to a medical facility for proper treatment. Treating a patient requires an Average (8+) Medic check, restoring a patient’s END by 1D on a success so long as the damage has been suffered in the past minute. This can technically restore a dead person (but in this case the fatal wound must have been suffered in 1D rounds, and the body must be relatively intact (subject to Referee ruling)). The effects wear off in 1D hours, potentially killing a patient. Someone can benefit from a Trauma Pack only once per day.
Truth Serum: Truth Serums are specialized drugs designed to force information from a victim. Once dosed, the victim must make a Difficult (10+) END check or be unable to lie for 1D minutes. While the cannot lie, it still takes a skilled interrogator to glean useful information out of a victim though the serum does help (DM+2 to Persuasion checks in an interrogation). After the drug wears off the victim suffers 2D damage, and is automatically knocked unconscious for an hour.
Utopia Nanobot Package: A rare, and highly sought after medical treatment originating from the Utopia System, the Utopia Nanobot package is offered to residents of the system for free, but is also sold on the open market for an extremely high premium to the outside world. The nanobot package. The receiver gets enhanced abilities, increasing their STR, DEX, END, INT, by two, and halving their aging rate while the nanobots have effect. Utopia Nanobot Packages last for a single year before losing their effect.
Zero-G Tolerance Drug: Zero-G Tolerance Drug allows the user to better adapt to low and microgravity environments. Once taken it provides a day or protection against zero-g environments. It also halves adaptation times for low or microgravity conditions. Taking additional doses provides no benefit, and may indeed cancel previous does if the user fails a Routine (6+) END check.
Adrenalizer: Adrenalizer is a cocktail of artificial and xenobiological adrenaline that keeps the user awake, possibly for days. It is extremely popular with scouts, free traders, and other sorts who need to aggressively multitask and need more time in the day. One dose is equivalent to ten hours sleep and allows a person to remain awake for 72 full hours without sleeping. However, after the drug wears off, the user must sleep within the next 2Dx5 minutes as time will catch up with them. Another dose can be taken, but doing so without sleeping will reduce the users DEX and INT by 1 per hour until they fall asleep for at least ten hours, or alternatively have either DEX or INT reduce to zero in which case they will collapse from exhaustion and sleep for ten hours anyway. Getting ten hours of sleep restores lost DEX and INT.
Anagathics: Anagathics are a broad range of anti-aging medications that slow aging to a virtual standstill. For more information about how they work consult the Assorted House Rules section on aging.
Anagathic Nanobots: Anagathic Nanobots are a form of anagathic medical treatment that slow aging down. While not as effective as traditional anagathics, they have far fewer ill side effets. For more information about how they work, consult the Assorted House Rules section on Aging.
Anti-Rad Drug: Specialized medicines meant to absorb radiation in the body and flush it out with no harmful effects. One dose per day can be taken that absorb 100 rads per day. Taking additional anti-rad drugs results in rejection of the drug, the user taking 1D damage, and not losing any rads.
Bio-Reaction Chamber: The Bio-reaction chamber is an artificial environment in which to grow living organisms. At its most basic levels, this chamber can quickly grow cultures of microorganisms. More advanced variants can grow tissues or even fully grown multicellular organisms, and have the option of quick growing (x50 growth) or accelerated growing (x12) longer lived organisms.
Combat Drug: The baseline combat drug is a drug intended to improve reaction times, and improve a body’s ability to ignore traumatic injuries, if only for a short time. They take about 18 seconds (roughly 3 combat rounds) to kick in once taken, and last for a minute (roughly 10 combat rounds), during that time, the user gains a DM+4 to initiative rolls, can take an additional reaction without any penalties, and takes 2 points of damage fewer per attack. After the drug wears off the user is Fatigued (Core Rulebook page 80 for effects). Alternatively, Combat Drugs can be used to neutralize the effects of improperly administered Fast Drugs, but the user will take 2D damage in this case.
Fast Drug: Also known as Hibernation drugs in some circles, Fast Drug puts the user into stasis, with a 60:1 metabolic rate until awaken with a dedicated antidote. Both take effect immediately, but someone awoken with Fast Drug needs a few hours to fully awaken, taking 1D hours to do so, they start at 1 in all their characteristics which increase over time at a steady rate. This drug is a favorite of those trying stretch stasis supplies or as an ersatz cryoberth in addition to its primary medical function.
Field Surgery Kit: The field surgery kit is a backpack sized toolset for surgeons in the field. This allows the user to carry out most basic surgical procedures without a full medical bay, and can even (unlike the First Aid Kit) allow a skilled surgeon to perform more complex surgeries, with great difficulty. It does not include any medicines or other chemicals required for proper surgery, and these must be provided seperately. Like all medical kits, some components are used or expire over time, and the kit must be restocked annually (at half the price of the kit).
Field Surgical Chemicals: Surgical chemicals are assorted chemicals, medicines, or indeed blood packs, that allow a field surgeon to perform their craft, reducing the penalty for performing field surgery by 1. Surgical chemicals are single use items, and are expended completely when used.
First Aid Kit: The first aid kit is a primitive version of the Medikit that is available at low tech levels. The earliest form of this is little more than an assortment of medical herbs and materials for a splint, but the more advanced version does have some modern medical tools. The First Aid Kit allows someone to perform first aid, but the limitations of the kit ensure that there is a penalty for doing so, as it is not as effective as the more robust Field Surgery Kit, nor as advanced as the Medikit. The First Aid Kit must be restocked annually (at half the cost of the kit), to replace expired or expended components.
G-Tolerance Drug: A medical compound developed to cope with the effects of higher than Earthlike gravity, the G-Tolerance Drug exists in two forms. The first is “low performance” G-Drug patch that allows the user to acclimatize to an additional G of gravity without penalty for a full day. The second is an injection that applies the effects for an hour and can be used in concert with the G-Suit. Injections can be stacked (each increasing the amount of Gs a person can handle), but multiple doses within the hour risk tearing muscle or bursting blood vessels. Each dose after the first the user must make a Simple (2+) END check with each other dose past the first taken in a single hour as a negative DM, taking the difference between their roll and the difficulty of the check as damage each time they fail. After an hour the effect is reset. Autoinjectors exist (and are a common feature on starships with high G R-Drives)that can, on voice or radio command, dose the user with up to 20 doses of G-Drug at once.
Juggernaut: Juggernaut Drugs are a specialized form of combat drug centered around boosting physical resilience. The drug takes 18 seconds (roughly 3 combat rounds) to take effect when applied, after which the user takes ten less damage for ten minutes. When the drug’s effect wears off however, the effects of physical trauma do take their toll and the user takes 2D damage.
Medicinal Drug: A wide assortment of pharmaceuticals, antibiotics, and other medicines that treat or cure specific conditions. These medicines vary wildly in price from as little as GCr5, to some rarer versions costing thousands per dose. Medicinal drugs require a skilled user to use, or at least a skilled medical professional to issue instructions to be strictly followed by an unskilled user as improper use of medicines can often be more harmful than doing nothing. Specifics about medicinal drugs are subject to the ruling of the Referee.
Medikit: The current standard in first aid technology, Medikits provide an increasingly potent array of medical tools, medicines, and chemicals to allow a skilled medical professional to perform their craft in the field, including field surgery (at a DM-2 penalty before any bonuses). Medikits must however be restocked monthly (at half the cost of the medikit) instead of annually.
Mental Enhancement Nanobots: Mental Enhancement Nanobots are a nanobot package that increases the mental acuity of the receiver. INT or EDU is increased by 1 to a maximum of +3 per package injected for the duration of the bot’s efficacy. Mental Enhancement Nanobots are effective for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Meta-Performance Enhancer: Also sometimes called Titan (after the first version of the drug), the Meta-Performance enhancer allows a user to access a higher portion of their muscle strength for a short time. The effects take one minute to take hold, at which point the user’s STR is increased by 1D for fifteen minutes. After the drug wears off however, the intense muscle cramps, and indeed damage to muscles are felt. The user’s STR is reduced to 1D (or their normal STR if it is lower), and they take 1D damage as they begin to feel the effects of torn muscles and tendons.
Metabolic Enhancer: A specialized version of generic combat drugs Metabolic Enhancers focus on improving reaction time. The drug takes approximately 45 seconds (roughly 7 or 8 combat rounds) to take effect and lasts for about ten minutes (roughly 100 combat rounds). While the drug is active, the user gains a DM+8 to initiative rolls and can make three reactions without penalty. When it wears off the user’s body suffers a crash, taking 2D damage, and being fatigued (Core Rulebook page 40).
Nervous Response Enhancers: Sometimes called battlefield vitamins, battlefield candy, or war skittles, by the irreverent, Nervous Response Enhancers are an anti-anxiety medication meant to help soldiers cope with the terrors of war. The drugs take a few hours to take effect, and last for 2Dx3 hours, during which the user gets a DM+2 to checks to resist fear or shock (including Morale checks if applicable).
Null Drug: More often than not a drug for policing psionics, or as a means of escaping psionic persecution, Null Drugs completely dampen the psionic abilities of users (or victims). The drug takes 2D minutes to take effect, after which psionic abilities are completely blocked for 2D hours.
Panaceas: Panaceas are a form of medicinal drug specifically designed to be used by unskilled physicians and not cause harm. Anyone attempting to treat disease or some wounds with panaceas is treated as having Medic 0 if they don’t already have a higher level in the skill. Negative effects on failed rolls additionally don’t cause harm if treated with Panaceas.
Personal Automedic: The Personal Automedic is part medical scanner, part automatic drug dispenser, attuned to a specific person, and worn typically as a relatively compact band around the torso. The personal automedic scans the body, and if it detects a hostile agent or pathogen it will attempt to provide the correct antidote if it has it (subject to referee ruling), or attempt to treat the general symptoms (providing a DM+1 to checks made to resist the pathogen) if it does not. Personal Medics have a slot for a single dose of drugs and they may also attempt to dose the user with Fast Drug, with no risk of backlash for improper use, in the event of severe physical trauma or extended exposure to hard vacuum if it has a dose available (they must be purchased separately). Additional Civilian grade drugs can be programmed into a Personal Automedic, with their specific dosing conditions set by a skilled user so long as the drugs are provided. The Personal Automedic must have its batteries recharged and its chemical agents restocked every month at a cost of GCr500. Military versions of the personal automedic exist that can store the biometric data of up to ten people, and can be programmed to dose users with military grade combat drugs.
Personal Mediscanner: The personal mediscanner is a small device typically worn around the arm, or on a belt. It scans the basic biosignals and health status of the wearer, and warns them of most common conditions including dehydration, malnutrition, exposure to environmental agents and pathogens, and other common problems. Continued use of a personal mediscanner grants DM+1 to attempts to treat the wearer.
Pharmaceutical Nanobots: A basic form of medical nanobot, Pharmaceutical Nanobots provide a host of basic medicines and health maintenance functions for the receiver. Those injected with Pharmaceutical Nanobots are treated as being dosed with a Panacea by those attempting to treat them for as long as the Nanobots are active. Pharmaceutical Nanobots are for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Physical Nanobots: Mental Enhancement Nanobots are a nanobot package that increases the physical fitness of the receiver. STR, DEX, or END is increased by 1 to a maximum of +3 per package injected for the duration of the bot’s efficacy. Physical Enhancement Nanobots are effective for one year at TL 13, which doubles each TL above 13 (2 years at TL 14, 4 at TL 15, 8 at TL 16, and maxing out at 16 years at TL 17).
Portable Mediscanner: The Portable Mediscanner is a larger, more generalized version of the Personal Mediscanner. It acts as a Personal Mediscanner for any individual so long as it has 1D minutes to analyze the biometrics of the receiver.
PSI Drug: PSI drugs are psionic enhancing pills that increase the abilities of the user. When taken, the user restores an amount of lost PSI, or bolsters maximum PSI for a week, depending on the type of PSI drug taken. Normal and Double PSI Drugs can be taken safely once per week. If a user takes more than one dose, or takes the Special PSI Drug. The must make an Average (8+) END check with a DM-1 per each excess dose taken in the weak, taking 3D and permanently reducing their PSI by one if they fail.
PSI Inhibitors: A milder version of Null Drugs, PSI inhibitors limit the psionic abilities of the user (or victim). Someone dosed with PSI Drug suffers a DM-2 to all PSI checks, and cannot restore expended PSI while the drug is effective. Every hour the user can make an Average (8+) END check to shake off the effects of the drug.
Radiation Emergency Inhibitor: An anti-radiation medication meant for emergency usage, Radiation Emergency Inhibitor. If applied one hour after exposure, the user reduces their rad exposure by 1Dx10 rads. However they vomit uncontrollability for 1D minutes functionally reducing DEX to 1, and halving movement while the drug is working. Additional doses cause an additional 1D minutes of vomiting and a permanent loss of 1 DEX and END per dose, in addition to the effects of multidosing Anti-Rad Drugs.
Recreational Drug: Covering a wide array of chemical intoxicants, recreational drugs serve no medical purpose, but induce some, usually pleasurable, state of altered consciousness. Recreational Drugs can be legal, but stronger drugs typically are restricted or outright illegal. Most are relatively mild but get worse with extensive exposure. Specific effects for specific drugs are subject to referee fiat as are prices.
Slow Drug: An emergency healing drug, Slow Drugs are applied to rapidly increase the metabolic rate of the user. Metabolism (and aging) are increased by a factor of 30, allowing a user to undergo a full month of healing in a single day. Slow Drugs require a medical facility of at least TL 8 under most circumstances, failure to do so causes the user’s organs to cook, taking 1 point of damage every minute until their END is reduced to zero, at which point their INT will be reduced permanently by 1 per minute until that reaches zero, at which point the user will suffer brain death. This effect can be countered with quick administration of the Fast Drug, or Combat Drugs, but the user will take 2D damage.
Starlight Drops: Starlight Drops are a topical nightvision drug, granting the user 1D hours of IR vision once applied.
Stasis Chamber: The Stasis Chamber (sometimes called the Icebox) is a large machine similar to Low Berths that puts someone into stasis either to slow the progression of injuries or diseases or reduce biological needs. This process is inherently risky, and one somebody is pulled out of the Stasis Chamber they must undergo a survival check (per the Core Rulebook page 156), or die. More advanced versions of the Stasis Chamber Exist that provide a DM+1 to this survival check.
Stims: Stims are a series of stimulant drugs. They remove Fatigue (Core Rulebook page 80) from the user in exchange for suffering a single point of damage. However, repeated uses causes increasing damage (a cumulative additional point per additional dose taken), and can eventually kill a user who takes too much.
Super Combat Drug: An advanced version of Combat Drugs, Super Combat Drugs provide enhanced effects, in exchange for greater risk. They take about 18 seconds (roughly 3 combat rounds) to kick in once taken, and last for a minute (roughly 10 combat rounds), during that time, the user gains a DM+6 to initiative rolls, can take two additional reactions without any penalties, and takes 5 points of damage fewer per attack. After the drug wears off the user is Fatigued (Core Rulebook page 80 for effects), and takes 1D damage. Unlike regular Combat Drugs, these cannot be used to counteract Slow Drugs.
Titania Drug: The Titania Drug is a performance enhancing drug typically used by “no-holds barred” athletic leagues, or by soldiers. After one minute to take effect, the user gains 1D STR and 1D DEX, for fifteen minutes. Once the drug wears off, the effects of pushing one’s muscles to their limits takes effect, and they suffer muscle fatigue and some tears, The user’s STR and DEX are reduced to 1D (or their normal STR if it is lower), and they take 1D damage as they begin to feel the effects of torn muscles and tendons.
Trauma Pack: Trauma Packs are a form of medical kit with a series of chemicals more focused on getting a patient back up on their feet in emergency situations, hopefully so they can go to a medical facility for proper treatment. Treating a patient requires an Average (8+) Medic check, restoring a patient’s END by 1D on a success so long as the damage has been suffered in the past minute. This can technically restore a dead person (but in this case the fatal wound must have been suffered in 1D rounds, and the body must be relatively intact (subject to Referee ruling)). The effects wear off in 1D hours, potentially killing a patient. Someone can benefit from a Trauma Pack only once per day.
Truth Serum: Truth Serums are specialized drugs designed to force information from a victim. Once dosed, the victim must make a Difficult (10+) END check or be unable to lie for 1D minutes. While the cannot lie, it still takes a skilled interrogator to glean useful information out of a victim though the serum does help (DM+2 to Persuasion checks in an interrogation). After the drug wears off the victim suffers 2D damage, and is automatically knocked unconscious for an hour.
Utopia Nanobot Package: A rare, and highly sought after medical treatment originating from the Utopia System, the Utopia Nanobot package is offered to residents of the system for free, but is also sold on the open market for an extremely high premium to the outside world. The nanobot package. The receiver gets enhanced abilities, increasing their STR, DEX, END, INT, by two, and halving their aging rate while the nanobots have effect. Utopia Nanobot Packages last for a single year before losing their effect.
Zero-G Tolerance Drug: Zero-G Tolerance Drug allows the user to better adapt to low and microgravity environments. Once taken it provides a day or protection against zero-g environments. It also halves adaptation times for low or microgravity conditions. Taking additional doses provides no benefit, and may indeed cancel previous does if the user fails a Routine (6+) END check.

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