EQUIPMENT

All Armor Chemicals Shields Special Survival Tools Traps Melee Weapons Ranged Weapons
► Armor: Layered Clothing (100c)
 
1 Stress Armor
Multiple layers of clothing, vests, jackets, cloaks, etc. that provides a small amount of resistance to damage.
► Armor: Leather Armor (125c)
 
2 Stress Armor
Retro style hardened synthetic leather jacket and pants or long coat.
► Armor: Personal Shield Generator Level 1 (150c)
 
1 Shields
It takes time to equip and align Personal Shield Generators. If a shield isn't aligned properly, it can cause more damage than it prevents. There is a ten minute alignment process each time you equip one. Personal Shield Generators have become the standard protection from violence in the same way that airbags have become the standard protection from a car crash. They can stop most standard attacks save for very large or heavy objects and ion weaponry which disrupts the shield. Any movement into the wearer's immediate personal space is met with a burst of astral energy that stops or deflects the object. Personal Shield generators have components that actually snap and break when activating a shield and cannot be repaired or recharged, they must be replaced.
► Armor: Second Skin Armor (200c)
 
3 Stress Armor
Extremely thin full body under carbon nanotube armor that can be worn beneath standard clothing to give a small amount of protection.
► Armor: Armored Clothing (325c)
 
4 Stress Armor
Comfortable nice quality outfits, business suits, or uniforms with a thin layer of carbon nanotube fiber sewn throughout so masterfully that the clothing isn't even recognizable as armor at all.
► Armor: Plate and Chain Armor (500c)
 
5 Stress Armor
Retro style woven chain covered with steel plates.
► Armor: Personal Defense Suit (625c)
 
6 Stress Armor
Stylish thick carbon nanotube fiber armor that is the best of both worlds between fashion and protection.
► Armor: Personal Shield Generator Level 2 (800c)
 
2 Shields
It takes time to equip and align Personal Shield Generators. If a shield isn't aligned properly, it can cause more damage than it prevents. There is a ten minute alignment process each time you equip one. Personal Shield Generators have become the standard protection from violence in the same way that airbags have become the standard protection from a car crash. They can stop most standard attacks save for very large or heavy objects and ion weaponry which disrupts the shield. Any movement into the wearer's immediate personal space is met with a burst of astral energy that stops or deflects the object. Personal Shield generators have components that actually snap and break when activating a shield and cannot be repaired or recharged, they must be replaced.
► Armor: Plated Personal Defense Suit (950c)
 
8 Stress Armor
Personal Defense Armor reinforced with thin plasteel plates sewn into key locations.
► Armor: Armored Flight Suit (1,200c)
 
8 Stress Armor
Thick carbon nanotube fiber armor that is reinforced with thin plasteel plates sewn into key locations and environmentally sealed for use in space.
► Armor: Light Security Plate (1,500c)
 
10 Stress Armor
Armored suit made of damage resistant carbon nanotube fibers overlaid with thin plasteel plates in key locations.
► Armor: Security Plate (2,150c)
 
12 Stress Armor
Armored suit made of damage resistant carbon nanotube fibers overlaid with medium plasteel plates in key locations.
► Armor: Personal Shield Generator Level 3 (2,550c)
 
3 Shields
It takes time to equip and align Personal Shield Generators. If a shield isn't aligned properly, it can cause more damage than it prevents. There is a ten minute alignment process each time you equip one. Personal Shield Generators have become the standard protection from violence in the same way that airbags have become the standard protection from a car crash. They can stop most standard attacks save for very large or heavy objects and ion weaponry which disrupts the shield. Any movement into the wearer's immediate personal space is met with a burst of astral energy that stops or deflects the object. Personal Shield generators have components that actually snap and break when activating a shield and cannot be repaired or recharged, they must be replaced.
► Armor: Heavy Security Plate (2,950c)
 
14 Stress Armor
Armored suit made of damage resistant carbon nanotube fibers overlaid with thick plasteel plates in key locations.
► Armor: Light Scarab Suit (3,750c)
 
16 Stress Armor
Thick plasteel plating covering the majority of the body in sections over flexible carbon nanotube fiber.
► Armor: Scarab Suit (4,500c)
 
18 Stress Armor
Thin astrasteel plating covering the majority of the body in sections over flexible carbon nanotube fiber.
► Armor: Heavy Scarab Suit (5,925c)
 
20 Stress Armor
Medium astrasteel plating covering the majority of the body in sections over flexible carbon nanotube fiber.
► Armor: Personal Shield Generator Level 4 (6,250c)
 
4 Shields
It takes time to equip and align Personal Shield Generators. If a shield isn't aligned properly, it can cause more damage than it prevents. There is a ten minute alignment process each time you equip one. Personal Shield Generators have become the standard protection from violence in the same way that airbags have become the standard protection from a car crash. They can stop most standard attacks save for very large or heavy objects and ion weaponry which disrupts the shield. Any movement into the wearer's immediate personal space is met with a burst of astral energy that stops or deflects the object. Personal Shield generators have components that actually snap and break when activating a shield and cannot be repaired or recharged, they must be replaced.
► Armor: Battle Suit (7,500c)
 
22 Stress Armor
Requires 2 Strength. A full suit of environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics.
► Armor: Heavy Battle Suit (8,650c)
 
24 Stress Armor
Requires 2 Strength. A full suit of thick environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics.
► Armor: Personal Shield Generator Level 5 (12,950c)
 
5 Shields
It takes time to equip and align Personal Shield Generators. If a shield isn't aligned properly, it can cause more damage than it prevents. There is a ten minute alignment process each time you equip one. Personal Shield Generators have become the standard protection from violence in the same way that airbags have become the standard protection from a car crash. They can stop most standard attacks save for very large or heavy objects and ion weaponry which disrupts the shield. Any movement into the wearer's immediate personal space is met with a burst of astral energy that stops or deflects the object. Personal Shield generators have components that actually snap and break when activating a shield and cannot be repaired or recharged, they must be replaced.
► Armor: Powered Scout Suit (15,250c)
 
20 Stress Armor
A full suit of environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics. The suit has powered servos throughout which assists in movement and increases the wearer's strength to being able to lift and drag twice their usual amount as well as removing any strength requirements to wear the armor. Specifically designed for scouting, this armor has a 1 mile signal jammer, 5 mile radar, 100 times binocular vision, chameleon changing camouflage, and extendable gyroscopic wheels to move at speeds of up to 100 miles per hour on flat straight surfaces and half that in desert offroading terrain.
► Armor: Powered Battle Suit (19,600c)
 
28 Stress Armor
A full suit of environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics. The suit has powered servos throughout which assists in movement and increases the wearer's strength to being able to lift and drag double their usual amount as well as removing any strength requirements to wear the armor.
► Armor: Powered Aerial Suit (35,250c)
 
20 Stress Armor
A full suit of environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics. The suit has powered servos throughout which assists in movement and increases the wearer's strength to being able to lift and drag twice their usual amount as well as removing any strength requirements to wear the armor. Specifically designed for atmospheric flight, this armor has 5 mile radar, 50 times binocular vision, anti-missile lasers, jet boosters and retractable multipositional mechanical wings which can achieve flight speeds of up to mach 1.
► Armor: Powered Boarding Suit (41,500c)
 
28 Stress Armor
A full suit of environmentally sealed astrasteel armor with built in sensors, heads up display, comms, and electronics. The suit has powered servos throughout which assists in movement and increases the wearer's strength to being able to lift and drag three times their usual amount as well as removing any strength requirements to wear the armor. Specifically designed for boarding, this armor has zero-g booster jets for fast space travel, retractable firing magnetic grapnel cords, magnetic gauntlets and boots, plasma cutting torch, and large extending pry claws.
► Basics: Stationery (5c)
 
Paper, pens, pencils, notebooks, etc.
► Basics: Book (20c)
 
Blank pages or novel
► Basics: Standard clothes (25c)
 
Basic every day clothing in a style of your choice.
► Basics: Nice Clothes (200c)
 
Higher quality and fashion clothing. Formalwear, business attire, uniforms, gala and party wear usually all fall into this category.
► Basics: Fancy clothes (1,000c)
 
Highest quality and fashion clothing. High end clothing by recognizable brand designers tailored to fit perfectly.
► Chemical: Light Stress Recovery (50c)
 
Single Use, recover 1d6 stress.
► Chemical: Light Stress Booster (100c)
 
Single Use, Gain +1d6 Temporary Stress for the scene.
Can only use any stress booster once per day without negative consequences. If used again, roll Strenght/Toughness check a challenge of +1 per d6 boost it would give. On a failed check, fall unconscious for an amount of rounds equal to 1d6 for every dose taken that day and recieve no benefit from the boost.
► Chemical: Antitoxin (100c)
 
Single Use, remove a poisoned condition
► Chemical: Moderate Stress Booster (250c)
 
Single Use, Gain +2d6 Temporary Stress for the scene.
Can only use any stress booster once per day without negative consequences. If used again, roll Strenght/Toughness check a challenge of +1 per d6 boost it would give. On a failed check, fall unconscious for an amount of rounds equal to 1d6 for every dose taken that day and recieve no benefit from the boost.
► Chemical: Tenacity Booster (250c)
 
Single Use, gain a 10acity point
Can only use any 10acity booster once per day without negative consequences. If used again, roll Strenght/Toughness check a challenge of +1 per dose taken. On a failed check, fall unconscious for an amount of rounds equal to 1d6 for every dose taken that day and recieve no benefit from the boost.
► Chemical: Moderate Stress Recovery (250c)
 
Single Use, recover 2d6 stress.
► Chemical: Heavy Stress Booster (600c)
 
Single Use, Gain +3d6 Temporary Stress for the scene.
Can only use any stress booster once per day without negative consequences. If used again, roll Strenght/Toughness check a challenge of +1 per d6 boost it would give. On a failed check, fall unconscious for an amount of rounds equal to 1d6 for every dose taken that day and recieve no benefit from the boost.
► Chemical: Heavy Stress Recovery (600c)
 
Single Use, recover 3d6 stress.
► Melee Weapon: Brass Knuckles (50c)
Personal
1 Crushing Damage
► Melee Weapon: Sap (50c)
Personal or Short Distance
1 Crushing Damage
Throwable.
► Melee Weapon: Mallet (0c)
Personal or Short Distance
1 Crushing Damage
Throwable.
► Melee Weapon: Fan (0c)
Personal or Short Distance
1 Crushing Damage
Throwable.
► Melee Weapon: Dagger (50c)
Personal or Short Distance
1 Piercing Damage
Throwable.
► Melee Weapon: FIghting Spike (50c)
Personal or Short Distance
1 Piercing Damage
Throwable.
► Melee Weapon: Knife (50c)
Personal or Short Distance
1 Slashing Damage
Throwable.
► Melee Weapon: Hatchet (50c)
Personal or Short Distance
1 Slashing Damage
Throwable.
► Melee Weapon: Knuckle Blades (75c)
Personal
1 Piercing Damage
► Melee Weapon: Weighted Rope (75c)
Reach Distance
2 Crushing Damage
2-Handed. Can be used to Grapple. The rope aspect of the weapon is suseptable to slashing and burning damage which can break the weapon.
► Melee Weapon: Rope Dart (75c)
Short Distance
2 Piercing Damage
2-Handed. Can be used to Grapple. The rope aspect of the weapon is suseptable to slashing and burning damage which can break the weapon.
► Melee Weapon: Weighted Chain (150c)
Reach Distance
2 Crushing Damage
2-Handed. Can be used to Grapple.
► Melee Weapon: Bladed Chain (150c)
Short Distance
2 Slashing Damage
Can be used to Grapple.
► Melee Weapon: Combat Boots (250c)
Personal
2 Crushing Damage
► Melee Weapon: Combat Gauntlets (250c)
Personal
2 Crushing Damage
► Melee Weapon: War Hammer (250c)
Personal
2 Crushing Damage
► Melee Weapon: Mace (250c)
Personal
2 Crushing Damage
► Melee Weapon: Combat Club (250c)
Personal
2 Crushing Damage
► Melee Weapon: Fighting Cane (250c)
Personal
2 Crushing Damage
► Melee Weapon: Stun Baton (250c)
Personal
2 Electric Damage
► Melee Weapon: Bayonet (250c)
Personal
2 Piercing
Can be attached to the muzzle of a rifle for melee combat.
► Melee Weapon: Piercing Sword (250c)
Personal
2 Piercing Damage
► Melee Weapon: Short Spear (250c)
Personal
2 Piercing Damage
► Melee Weapon: Slashing Sword (250c)
Personal
2 Slashing Damage
► Melee Weapon: Axe (250c)
Personal
2 Slashing Damage
► Melee Weapon: Sickle (250c)
Personal
2 Slashing Damage
► Melee Weapon: Vibro Knife (250c)
Personal or Short Distance
3 Slashing Damage
Throwable
► Melee Weapon: Ion Knife (300c)
Personal or Short Distance
2 Slashing
Throwable. Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Ion Hatching (300c)
Personal or Short Distance
2 Slashing
Throwable. Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Electric Whip (500c)
Short Distance
3 Electric Damage
Can be used to Grapple.
► Melee Weapon: Maul (500c)
Reach
4 Crushing Damage
2-Handed.
► Melee Weapon: Battle Staff (500c)
Reach
4 Crushing Damage
2-Handed.
► Melee Weapon: Spear (500c)
Reach
4 Piercing or 2 Impact Damage
2-Handed.
► Melee Weapon: Pike (500c)
Reach
4 Piercing or 2 Impact Damage
2-Handed.
► Melee Weapon: Lance (500c)
Reach
4 Piercing or 2 Impact Damage
2-Handed.
► Melee Weapon: Greatsword (500c)
Reach
4 Slashing Damage
2-Handed.
► Melee Weapon: Odachi (500c)
Reach
4 Slashing Damage
2-Handed.
► Melee Weapon: Polearm (500c)
Reach
4 Slashing Damage
2-Handed.
► Melee Weapon: Vibro Sword (600c)
Personal
4 Slashing Damage
► Melee Weapon: Ion Sword (750c)
Personal
5 Slashing
Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Ion Axe (750c)
Personal
5 Slashing
Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Vibro Great Sword (1,000c)
Reach Distance
6 Slashing Damage
2-Handed.
► Melee Weapon: Ion Great Sword (1,200c)
Reach
5 Slashing Damage
2-handed. Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Plasma Sword (1,800c)
Personal
6 Fire Damage
A short rod from which a retractable sword made of plasma can extend or retract.
► Melee Weapon: Ion Whip Sword (2,000c)
Short Distance
3 Slashing Damage
Can be used to Grapple. An ion sword that can shift into a bladed whip for extra reach. Ion weaponry ignore force fields. They have the ability to disrupt the energy and pass through personal force fields without being stopped.
► Melee Weapon: Astral Lash (5,000c)
Short Distance
8 Astral Damage
This is the iconic weapon of the Astral Delvers. Must have the Astral Delver Ability to Wield. The Astral Lash is a handle open at the top and bottom with a bell style guard the knuckles. The Astral Lash can emit astral energy from either end or from the bell guard in which the delver can shape into the form of a tool, flexible whip, weapon, or shield of astral force energy in any size or shape up to a personal area.
► Ranged Weapon: Molotov Cocktail (10c)
Short Range
Condition
Apply the flaming condition to one person sized area
► Ranged Weapon: Pepper Spray (50c)
Reach
Condition
Sight Hindered Condition: Flawless: -2 / Partial -1. Painful burning, weak challengers will retreat if not very invested in the encounter.
► Ranged Weapon: Stun Gun (75c)
Short Range
1 Electric Damage
► Ranged Weapon: Smoke Bomb (150c)
Short Range
Blocks Line of Sight
Room Sized Area
► Ranged Weapon: Stun Grenade (200c)
Tent Sized Area
0 Sonic Stun Damage
► Ranged Weapon: Air Powered Pistol (200c)
Short Range
1 Piercing Damage
Can fire without atmosphere. 10 Shot Cartridge (25 Credits Each)
► Ranged Weapon: Tear Gas Grenade (250c)
Short Range
Partial: Sight Hindering Condition / Flawless: Blinding Condition
Flawless: Blindness Condition / Partial: Sight Hindered -2. Painful burning, weak challengers will retreat if not very invested in the encounter.
► Ranged Weapon: Laser Pistol (450c)
Long Range
2 Fire Damage
Can fire without atmosphere. 10 Shot Battery (25 Credits Each)
► Ranged Weapon: Air Powered Rifle (450c)
Medium Range
2 Piercing Damage
Can fire without atmosphere. 2-Handed. 10 Shot Cartridge (50 Credits Each)
► Ranged Weapon: Plasma Grenade (500c)
Tent Sized Area
5 Fire Damage
► Ranged Weapon: Frag Grenade (500c)
Tent Sized Area
5 Slashing Damage
► Ranged Weapon: Flame Thrower (750c)
Short Range
2 Fire Damage
2-Handed. 10 Shot Canister (600 Credits Each). Can apply the burning condition.
► Ranged Weapon: Laser Rifle (800c)
Extra Long Range
3 Fire Damage
Can fire without atmosphere. 2-Handed. 10 Shot Battery (50 Credits Each)
► Ranged Weapon: Standard Pistol (800c)
Medium Range
3 Piercing Damage
10 Shot Cartridge (50 Credits Each)
► Ranged Weapon: Plasma Rocket (1,000c)
 
8 Fire Damage
House Sized Area
► Ranged Weapon: Frag Rocket (1,000c)
 
8 Slashing Damage
House Sized Area
► Ranged Weapon: Grenade Launcher (1,000c)
Long Range
► Ranged Weapon: Rocket Launcher (1,000c)
Extra Long Range
► Ranged Weapon: Astral Pulse Pistol (1,100c)
Short Range
3 Astral Damage
Can fire without atmosphere. 10 Shot Astral Battery (100 Credits Each)
► Ranged Weapon: Shotgun (1,200c)
Short Range
6 Slashing Damage
2-Handed. 10 Shot Cartridge (50 Credits Each)
► Ranged Weapon: Plasma Pistol (1,250c)
Short Range
4 Fire Damage
10 Shot Cartridge (50 Credits Each)
► Ranged Weapon: Compound Bow (1,250c)
Medium Range
4 Piercing Damage
Can fire without atmosphere. 2-Handed. Reusable Arrows (100 Each)
► Ranged Weapon: Crossbow (1,250c)
Medium Range
4 Piercing Damage
Can fire without atmosphere. 2-Handed. Reusable Bolts (100 Each)
► Ranged Weapon: Standard Rifle (1,800c)
Long Range
5 Piercing Damage
2-Handed. 10 Shot Cartridge (50 Credits Each)
► Ranged Weapon: Astral Pulse Rifle (2,100c)
Medium Range
5 Astral Damage
Can fire without atmosphere. 2-Handed. 10 Shot Astral Battery (100 Credits Each)
► Ranged Weapon: Plasma Rifle (2,450c)
Medium Range
6 Fire Damage
2-Handed. 10 Shot Cartridge (75 Credits Each)
► Ranged Weapon: Sniper Rifle (3,200c)
Extra Long Range
6 Piercing Damage
2-Handed. 10 Shot Cartridge (200 Credits Each)
► Shield: Shield (150c)
 
A small or medium shield made of thick astrasteel strapped to your arm and held in one hand can be used to block melee and ranged weapon attacks.
► Shield: Large Shield (350c)
 
Requires 2 Strength to wield. A large shield made of astrasteel strapped to your arm and held in one hand can be used to block melee and ranged weapon attacks. As an action, you can set and crouch behind this large shield to give yourself hard cover as if it were a stationary object, but this also opens up the shield to being targeted and destroyed as if it were a stationary object.
► Shield: Force Shield (1,000c)
 
A variably sized directional force field that projects as a shield over one arm which can be used to block melee and ranged weapon attacks. You can hold equipment in the hand using the shield, but cannot use the equipment while the shield is projected. As an action, you can expand and crouch behind this force shield to give yourself hard cover as if it were a stationary object, but this also opens up the shield to being targeted. The shield is incredibly durable, but can be overwhelmed by large quantities of damaging attacks hitting it all at once.
► Special: Disguised Identification (500c)
 
With use of specialized contacts, false fingerprint layers, minor facial cosmetics, and a second identity profile. Identity scanners will pick up your disguised identification rather than your primary identification.
► Special: Night Vision Goggles (500c)
 
Can see in darkness.
► Special: Mag Boots & Gloves (800c)
 
Can climb vertically and horizontally on any metallic surface, even upside down.
► Special: New Identification (1,000c)
 
In advanced civilizations, identification is now either digital through the local network by facial, retinal, and finger scan if you are registered. Or if not registered it is confirmed via digitally signed secure file on your data pad. False Identities in this case requires scrubbing and updating data as well as spoofing digital signatures on files.
► Special: Thermal Vision Goggles (1,000c)
 
Can see heat signatures.
► Special: Gravity Belt (1,200c)
 
Can lighten or increase gravity
Can generate a small personal gravity field. In space, this is handy in zero-g environments as the belt can give a subtle amount of gravity, just enough to pull you gently downwards towards your feet. In atmosphere, the belt can alter gravity's effects on you by cutting it in half and allowing you to jump higher and further, or to fall slower. It can also double the afffects of gravity to make you fall faster or befome heavier and more difficult to move.
► Special: Astral Life Amulet (2,500c)
 
Sacrifice to Prevent Wound Damage
When you would take a point of wound, you can instead choose to sacrifice the amulet to take the wound instead of your character. The amulet then immediately shatters.
► Special: Expanse Quick Belt (2,800c)
 
Can carry much more equipment for quick access
A marvel of modern quantum storage mechanics. The Expanse Belt subtly condenses the matter of equipment in order to carry much more than a standard storage belt. We've heard claims of users able to store as much as a small closet's worth of equipment but still be easily accessible as needed. You can draw items from the Expanse Belt for free as part of a normal standard action.
► Special: Expanse Pack (3,500c)
 
A marvel of modern quantum storage mechanics. The Expanse Pack subtly condenses the matter of equipment in order to carry much more than a standard pack. We've heard claims of users able to store as much as a small room's worth of equipment. It takes 1 action to retrieve any item stored in the Expanse Pack.
► Survival: Torch (3c)
 
► Survival: Blanket (10c)
 
► Survival: Canteen/Water Skin (10c)
 
► Survival: Daily Food Ration (10c)
 
► Survival: Flashlight (10c)
 
► Survival: Lantern (25c)
 
► Survival: Sleeping Bag (25c)
 
► Survival: Distress Beacon (100c)
 
► Survival: Gas Mask (100c)
 
Filters poisons and toxins to make air safe to breath
► Survival: Spotlight (100c)
 
► Survival: Tent (100c)
 
► Survival: Emergency Survival Pack (100c)
 
Basic survival supplies like a hatchet, thermal blanket, one person tent, rope, string, fishing supplies, snares, firestarter, self-filtering water flask, and a one shot emergency beacon.
► Survival: Ghillie Suit (150c)
 
A suit of camouflage that can be worn over your armor to help blend in to the surroundings. It needs to be be for the specific environment to be useful, for example: jungle, snow, desert, etc.
► Survival: Camouflage Netting (200c)
 
Tent sized camouflage netting that can be draped over equipment to help blend in to the surroundings. It needs to be be for the specific environment to be useful, for example: jungle, snow, desert, etc.
► Survival: Thermal Cloak (200c)
 
A cloak and hood that can strap and seal around the body and head supplying heating and cooling to allow you to survive in hostile environments for up to a week.
► Survival: Vac Suit (250c)
 
Allows the user to suvive for up to 4 hours in the vacuum of space
► Survival: Survival Dome (800c)
 
A large thin disc about half a space wide that when activated unfolds into a 4 person dome with heating and cooling properties to allow you to survive in hostile environments for up to a week.
► Tools: Zip-tie Cuffs (2c)
 
Large plastic single use zip ties for binding wrists or ankles together.
► Tools: Duct Tape (10c)
 
When you can't duct it...
► Tools: Grappling Hook (20c)
 
A grappling hook that can be attached to one end of a rope or cord.
► Tools: Bolt Cutter (25c)
 
► Tools: Crowbar (25c)
 
► Tools: Daily Accessories (25c)
 
These are the sorts of daily use items that you would have in your pockets, purse, backpack, etc. As long as you have this equipment you have access to the usual things anyone would need or want on a daily basis. Primarily used for cosmetic or roleplay with some additional functionality. Examples include: sunglasses, comb, brush, matches, lighter, pen/pencil, notepad, makeup, sunglasses, spectacles, handkerchief, toothpicks, gum, mints, deck of cards, dice, mini flashlight, etc.
► Tools: Shovel (25c)
 
► Tools: 2-way Radio (50c)
 
Old fashioned radio communication for when there is no data pad network to relay signals.
► Tools: Basic Multitool (50c)
 
► Tools: Binoculars (50c)
 
Able to see far away objects.
► Tools: Bullhorn (50c)
 
For when you really want to be heard.
► Tools: Climbing Rope (50c)
 
100 feet of climbing rope that can hold up to 500 pounds of weight.
► Tools: First Aid Kit (50c)
 
All the tools needed to treat basic wounds and conditions in the field.
► Tools: Handcuffs/Manacles (50c)
 
► Tools: Lockpicks (50c)
 
A complete set of picks for circumventing physical locks.
► Tools: Mini Fire Extinguisher (50c)
 
► Tools: Pack (50c)
 
Carry more than what you can store in your pockets or on a belt. It takes 1 action to retrieve any item stored in the pack.
► Tools: Quick Belt (50c)
 
A belt with weapon straps and quick access pouches that can be used to hold and retrieve items quickly (retrieve as part of your action). Can have two (2) medium weapons/tools or four (4) small weapons/tools and an additional amount of small items that could fit in a shoebox.
► Tools: Spotlight (50c)
 
A large flashlight that can light up
► Tools: Wireless Earbuds (50c)
 
Wireless earbuds that can hook into a communication device like a smart phone for hands free listening and communication.
► Tools: AR glasses (100c)
 
AR glasses with integrated visual sensors that displays information images from your datapad link.
► Tools: Cable Line (100c)
 
100 feed of cord that can hold up to 10,000 pounds of weight
► Tools: Chef's Kit (100c)
 
Eveyrthing you need to make a gourmet meal on the go.
► Tools: Encrypted Comms (100c)
 
Dedicated encrypted channel communications device complete with hands free earpiece.
► Tools: Craftsman Kit (choose craft) (100c)
 
All the basic tools needed to perform a specific craft.
► Tools: Mechanics Kit (100c)
 
All of the basic tools needed to work on mechanical devices.
► Tools: Mini Amplifier (100c)
 
A small button sized device that can amplify vocals or a synced electronic's sound to be heard over long distances.
► Tools: Musical Instrument (100c)
 
A portable musical instrument of your choice
► Tools: Climbing Gear (200c)
 
Harness, rope, belay device, helmet, gloves, shoes, belay device, carabiners, etc. for safely climbing tall objects
► Tools: Disguise Kit (200c)
 
Supplies needed to change your physical appearance.
► Tools: Electricians Kit (200c)
 
All of the basic tools needed to work on electronics and wires.
► Tools: Excavation Kit (200c)
 
► Tools: Multilanguage Translator (200c)
 
An earpiece that translates incoming languages to a language of your choice and a small short range wireless speaker that translates what you speak to a language of choice.
► Tools: Hand Scanner (250c)
 
Handheld device that can scan areas for air quality, metals, toxins, basic item identification and compositions, etc.
► Tools: Liquid Rope (250c)
 
A small container that can spray out up to 1000 feet of thin but incredibly strong synthetic rope that can hold up to 1,000 pounds.
► Tools: Med Patch (250c)
 
A med patch can be used to treat long term ailments such as wounds, disease, poison, etc. The patch can restore someone from unconsciousness and restore 1d6 stress like a stress recovery injection, however it also gives long term care for a day resulting in 1d6 recovery for that day. A patch only lasts for one day and after that becomes useless.
► Tools: Surveilience Kit (250c)
 
Portable cameras, microphones, and motion detectors for remote surveillance.
► Tools: Demolitions Kit (300c)
 
Mobile equipment needed for identifying, assembling, and disarming explosives.
► Tools: Electrobinoculars (350c)
 
These binoculars have a higher level of zoom with laser measurement tools which can display details like distance, size, possible identification of basic objects. The laser measurement tool can even return some vague basic visual details in low to no light situations.
► Tools: Chemical Kit (500c)
 
Mobile equipment needed for identifying, creating, and nutralizing chemical substances.
► Tools: Communications Jammer (500c)
 
A portable device for jamming local wireless communications in about a half-mile radius.
► Tools: Covert Surveilience Kit (500c)
 
Mini video and audio recorders designed to be innocuous objects like buttons and pens.
► Tools: Data Pad (500c)
 
Small hand sized device that has replaced wallets, keys, and phones. Data Pads manage schedules and documentation, locks and unlocks personal property, sends and receives communications, pretty much anything you would need to do in your standard routine in advanced civilization.
► Tools: Hacker Kit (500c)
 
Everything you need to transform you data pad into a hacking device.
► Tools: Medical Kit (500c)
 
All of the mobile equipment needed for diagnosis, quick sugery, and treatment of most wounds and conditions.
► Tools: Technomaner 500 Multitool (500c)
 
The Technomancer 500 multitool is the supreme multitool which has anything from a screwdriver to a plasma torch. If it's possible to have the tool pocket sized, then the Technomancer 500 has it.
► Tools: Tracker (500c)
 
A device that can be planted to track location and movement.
► Tools: Grapnel Gun (600c)
 
A handheld pistol sized device that holds 100 feet of cord that can hold up to 1000 pounds and a grappling hook that can be fired to attach to an object and retracted to pull you to or the object to you. A signal will cause the grappling hook to retract its for quick retrieval.
► Tools: Astralmeter (1,000c)
 
Detects and identifies astral activity in an area.
► Tools: Weapon Scanner (1,000c)
 
Detects hidden weapons and demolitions.
► Tools: Astral Visor (2,000c)
 
Allows limited view into the astral realm akin to infravision.
► Transportation: Standard Skateboard / Rollerblades (100c)
 
► Transportation: Motorized Board / Rollerblades (300c)
 
► Transportation: Hoverboard (2,000c)
 
Allows a character to use their athletics skill to hover over the ground at heights of up to 15 feet / 5 meters and at speeds of up to 60 miles/100km per hour over long distances for a total of up to 4 hours of use before requiring refueling/recharge.
► Transportation: Rocket Boots (3,000c)
 
Allows a character to jump long distances or use their pilot skill to fly at speeds of up to 30 miles/50km per hour for up to 1 hour of use before requiring refueling/recharge.
► Transportation: Jet Pack (6,000c)
 
Allows a character to use their pilot skill to fly at speeds of up to 60 miles/100km per hour over long distances for a total of up to 4 hours of use before requiring refueling/recharge.
► Traps: Caltrops (50c)
Personal Sized Area
1 Piercing
► Traps: Lightning Mat (250c)
Tent Sized Area
2 Electricity
A thin folded steel lined matt which when unfolded and activated will electrocute anyone who steps on it. The matt lasts for one minute before the charge is expended and the conductive wires burn out.
► Traps: Frag Mine (800c)
Room Sized Area
4 Slashing
► Traps: Plasma Mine (800c)
Room Sized Area
4 Slashing