Sci-Fi Miscellaneous Equipment#
Communication Devices#
Communication devices — also refered to as coms or com devices — are able to connect to other com devices within range directly or through networks. A direct connection links two or more devices within range of each other — no infrastructure required, useful in remote areas or environments without broad network coverage. A network connection routes through relay nodes such as towers, satellites, or space stations, and can extend a device’s effective range far beyond what it could reach on its own to other devices connected to the network. When using a network, devices only need to be within range of the nearest relay node, not the destination device. Relay networks vary in coverage and availability — well-developed systems have extensive infrastructure, while frontier or hostile environments may have none. Devices are encrypted using the same security protocols as computers. See computer interactions for more on infiltrating computer systems and networks.
| Item | Notes |
|---|---|
| Coms Headset | Wireless connection for com devices. |
| Long Range Coms | 500 mile range. Connects to local networks. |
| Mobile Phone | 1 mile range. Connects to local networks. |
See also: Coms Unit — a helmet-mounted Local tier upgrade for armor and space suits.
Coms Headset
–Cr — 0lbs — Head
Headsets are popular items that connect to a communication device and allow hands-free operation of the device. Styles vary, but all include a headphone (either in or over ear) and a microphone.
Occupy the head slot and cannot comfrotably be worn with a helmet, requiring a com unit be built in to the helmet itslef. See Coms Unit for the helmet-mounted upgrade.
Long Range Coms
–Cr — 3lbs
A handheld satellite radio capable of direct device-to-device communication or network connection up to 500 miles. Bulkier than standard mobile devices, these are standard issue for field teams, exploration crews, and military units operating beyond standard local network coverage.
Mobile Phone
–Cr — 0lbs
A compact personal communication device capable of direct device-to-device communication or network connection up to 1 mile. Connects to local public or private networks where available. Standard civilian hardware found almost everywhere.
Medical Supplies#
Consumable medical items for field treatment, injury response, and condition management.
| Item | Notes |
|---|---|
| ARA-5 | Single use. Removes radiation wounds and conditions within 1hr. |
| Crash Foam Canister | Single use. Stabilizes a Dying Android or automated machine. |
| Emergency Trauma Patch | Single use. Closes lacerations and punctures. Works on Evosuits. |
| Pain Suppressant Injector | Variable dosage. Suppresses condition effects temporarily. |
| Vitaboost Injector | Single use. Heals 1 VIT or attribute damage. |
Analgesic Radiation Antidote 5 (ARA-5)
–Cr — 0lbs — Injector
Single use injector that removes radiation-based wounds and conditions if applied within 1hr of exposure. Application costs 2 AP.
Lore – Developed for use by corporate employees only, however, its value to exploration groups has made its availability more widespread. The corporate entities that develop it make an ongoing effort to seize any ARA-5 they come across as corporate property.
Crash Foam Canister
–Cr — 1lb — Single Use
A pressurized aerosol that deploys a fast-setting composite foam to seal chassis breaches and stabilize critical internal systems. When applied to an Android or automated machine with the Dying condition, it halts FORT check progression without restoring VIT — the machine remains unconscious at 0 VIT until properly repaired. Costs 2 AP to apply. Has no effect on organic creatures.
Emergency Trauma Patch
–Cr — 0lbs
A 9×9in patch that closes and sterilizes most lacerations, punctures, and burns while drawing small foreign material such as shrapnel out of the wound. Can also be safely applied directly to a damaged spacesuit, sealing both the wound and the suit. Application costs 3 AP.
Pain Suppressant Injector
–Cr — 0lbs — Injector
Single use injector that quickly dulls pain receptors. Allows character to pause most wound penalties for 1hr. All applicable effects return when pain suppressant effect ends. 2 AP to administer.
Vitaboost Injector
–Cr — 0lbs — Injector
Single use injector that heals 1 VIT or attribute damage. Does not remove wounds or conditions. Costs 2 AP to administer.
Survival Equipment#
Gear for enduring hostile environments, signaling for rescue, and sustaining life in the field.
| Item | Notes |
|---|---|
| Emergency Beacon | Sends a distress signal across a star system for 72hrs. |
| Emergency Oxygen Mask | 30 minutes of clean oxygen. |
| Field Ration | One day of nutrients for one person. |
| Portable Heater | Heats a small area. |
| Portable Water Purifier | Purifies up to 5 gallons per supply roll. |
| Solar Array Pack | Charges micro through large batteries via solar. |
| Survival Tent | Pressurized 10×10ft shelter for four. |
Emergency Beacon
–Cr — 3lbs
Sends a generic distress signal on all standard emergency frequencies. Range can vary due to local conditions, but usually covers a single star system. Runs on an internal one-time use power source for 72hrs once activated.
Emergency Oxygen Mask
–Cr — 2lbs
A sealable full face mask that provides 30 minutes of oxygen via a built-in single use microtank.
Field Ration
–Cr — 1lb — setting variant
Vacuum-sealed ration paste providing one day of nutrients and water for one person. Cardboard-like flavors vary.
Portable Heater
–Cr — 10lbs — Fuel Cell
A small football-sized heater easily carried in a backpack or sachel that rapidly provides heat in cold environments. Must be set on the ground to deploy, requires one supply roll upon activation, and another every hour the heater remains active. Can heat a 10ft radius in an open space, or a 30x30 room if reasonably sealed. Also provides dim light in a 10ft radius.
Portable Water Purifier
–Cr — 3lbs — Battery [Small]
Purifies up to 5 gallons of water per supply roll over the course of 30 minutes. Has carrying handles that can be used as a backpack.
Solar Array Pack
–Cr — 8lbs
A deployable backpack that unfolds into a 5ft² solar panel array. Can charge a micro battery in 1hr, a small battery in 4hrs, or a medium battery in 6hrs. Large batteries can be charged in 12hrs by chaining two Solar Array Packs together. Cannot charge industrial batteries.
Survival Tent
–Cr — 20lbs — Bulky — Single Use
A compact survival tent contained in a large bag with a carrying handle and quick-deploy pull cord. Automatically deploys a pressurized 10ft×10ft shelter with basic environment controls and contaminant purge. Cannot withstand extreme heat. Supports up to four individuals for 24hrs. Costs 2 AP to deploy and takes ten minutes to pack up.
Tech & Gadgets#
Electronic tools, surveillance devices, and field gadgets for hacking, mobility, and tactical advantage.
| Item | Notes |
|---|---|
| Bio Scanner | Scans organic matter. 2 AP, 5ft range. |
| Bioskin Veil | Creates a near-perfect disguise. |
| Boost Pack | 10ft directional burst for 1 AP; does not provoke Opportunity Attacks. |
| Comp Jack | Required for interfacing with computer systems. |
| Data Spike | Disposable high-speed USB data extraction device. |
| Decoy Beacon | Mimics com signals and life signs for 1hr. |
| Fuel Cells | Pressurized propellant canisters in small, medium, and large sizes. |
| Grapple-Line Launcher | Magnetic grappling hook. |
| Gravity Anchor | 10ft gravity field, 10 min per roll. |
| Jump Boosters | +10ft to horizontal and vertical jump. |
| Jump Pack | Vertical launch up to 25ft or controlled arc; reduces fall damage. |
| Mag Boots | Anchor to metal surfaces in zero/low gravity; -1 AGI while active. |
| Mag Cuffs | Encrypted magnetic handcuffs with wrist controller. |
| Mini Laser Cutter | Direct contact laser cutter/welder. |
| Personal Shield | 10pts protection for up to 3 rounds. |
| Reactor Cores | Self-charging power cores for automated machines. |
| Remote Detonator | Detonates rigged explosives or systems. |
| Signature Spoofer | Emits a false bio-signature to scanners. |
| Squad Shield | 40pts protection, 20ft radius, up to 6 rounds. |
| Standardized Battery Cores | Portable power available in multiple sizes. |
Bio Scanner
–Cr — 2lbs — Battery [Small]
A scanner that can determine potential useful properties of most organic matter. Costs 2 AP to use, 5ft range. Requires one supply roll when activated.
Bioskin Veil
–Cr — 0lbs — Head — Single Use per application
A near-invisible membrane that overlays the wearer’s face and neck, reshaping to match another creature’s. This appearance must be scanned from a captured image or live subject. The scanning process takes one minute, during which the veil must be worn adjacent to the scanned subject. Activation costs 1 AP and the transformation takes only a few seconds.
Once applied, the disguise holds for 8hrs or until the membrane is damaged or removed, whichever comes first. The disguise is convincing to passive observation. An actively suspicious observer can attempt an INS check to discover the deception — target 14, or 8 if the disguise impersonates a specific individual known to the observer. The Veil does not alter voice, biometrics, or limb structure.
Cannot be applied to a Reptilian using its Single Shift, as the membrane interferes with the shift.
Lore – Of dubious legal origin in most systems. Possession is usually a minor offense facing confiscation and a fine.
Boost Pack
–Cr — 20lbs — Fuel Cell — Bulky — Back
A backpack-sized single-propulsion unit that delivers short directional bursts. For 1 AP the user can push themselves 10ft in any direction. This burst can supplement movement, enable sudden changes in direction, or extend jumps. A Boost Pack burst meets the movement requirement of Charge and similar abilities. Use of the Boost Pack does not provoke Opportunity Attacks. Each use requires 1 supply roll.
Cannot be worn alongside backpacks, Signal Masts, or other Back slot equipment.
Comp Jack
–Cr — 1lb — Battery [Small] — Two-Handed
A common but complex tool used to interact with computer systems at virtually any connected terminal, as well as hack into communication networks. Sometimes called a “deck” or “slicer” in hacker circles. They come in many styles, and many are personally crafted to improve familiarity. All function generally the same way: the comp jack is first plugged into a terminal, then a built in screen is used to access different functions. Comp jacks can only be used by those with the Comp Jack Proficiency. Standard comp jacks use a single small standard battery and have no form of audio input or output. Upgraded comp jacks may be found with extra functionality.
Data Spike
–Cr — 0lbs — Single Use
A disposable high-speed data extraction USB storage device used to rapidly download data by cutting it into packets. Dowloading onto a data spike takes 1d4+2 rounds.
To use, simply pull up the data you would like to download on a computer/terminal and insert the USB. To retrieve, plug the USB into the desired computer or terminal and the data will be downloaded to it at the same rate it was loaded onto the data spike. The data spike will then be useless, please recycle appropriately.
A data spike can be used to download encrypted files, but there is a 10% chance of failure for each level of encryption, and the data must be decrypted after being loaded onto a new device.
Decoy Beacon
–Cr — 0lbs — Battery [Micro]
Mimics encrypted com signals and life signs of a human. Costs 1 AP to activate. Requires 1 supply roll per activation; each activation lasts 1hr.
Fuel Cells
Standardized pressurized canisters of combustible propellant. Used in propulsion packs, flamethrowers, heating equipment, and more. Fuel cells are refillable at designated fuel depots and but cannot be recharged in the field. Unlike batteries items requiring a fuel cell can accept any size due to the shared nozzle and fitting. Most equipment that is fitted with a large fuel cell inherits the Bulky and Two-Handed tags due to the increased size when appropriate.
| Size | Supply | Description |
|---|---|---|
| Small | 1d12 | –Cr — 2lb — Compact 5in x 2in cylinder canister |
| Medium | 2d12 | –Cr — 6lbs — Common 10in x 3in cylinder, the size of a hand torch tank |
| Large | 4d12 | –Cr — 18lbs — Bulky — Large 20in x 5in cylinder |
A fuel cell that reaches the Broken condition explodes violently, dealing damage to all adjacent spaces equal to twice its remaining supply, and causing minor burns to those who suffer any amount of VIT loss from this damage.
Grapple-Line Launcher
–Cr — 4lbs — Battery [Small] — Two-Handed
Fires a magnetic grappling hook that can puncture soft materials, hook an edge, or attach to magnetic surfaces. Successfully deployed lines can be detached from the gun and anchored to provide a +2 bonus to related climb checks. The line can support up to 400lbs. Requires 1 supply roll per use. Costs 2 AP to fire, 0 AP to detach a fired line, and 2 AP to anchor a detached line.
Gravity Anchor
–Cr — 10lbs — Battery [Medium] — Bulky
A box-shaped device that creates a standard gravity field in a 10ft radius in zero or low gravity environments. Useful for creating temporary work stations. Costs 2 AP to deploy on the surface intended to be the “floor” of the directional field. Spaces beyond the “floor” of the field are unaffected. Requires 1 supply roll per activation; each activation lasts 10 minutes.
Jump Boosters
–Cr — 5lbs — Battery [Medium] — Legs
A pair of leg actuators that increase jump capabilities. Adds +10ft to horizontal and vertical jump capabilities under normal gravity. Requires 1 supply roll per use.
Jump Pack
–Cr — 25lbs — Fuel Cell — Bulky — Back
A backpack-sized dual-propulsion unit that launches the user vertically up to 25ft or in a controlled horizontal arc reaching up to 10ft off the ground over a maximum distance of 30ft. With a well-timed burst it can also reduce up to 100ft of falling damage to zero. Costs 2 AP per activation. Each use requires 2 supply rolls.
Cannot be worn alongside backpacks, Signal Masts, or other Back slot equipment.
Mag Boots
–Cr — 2lbs — Legs/Feet
Boots equipped with calibrated electromagnets that anchor the wearer to ferromagnetic surfaces in low or zero gravity environments. A built-in manual release prevents accidental engagement. The magnets are tuned to allow normal walking and running while active. While active, the wearer takes a -1 penalty to AGI.
Mag Cuffs
–Cr — 0lbs
A pair of electric handcuffs that pair with a wrist-mounted controller. The magnetic locking mechanism is encrypted, requiring the controller to release or separate the cuffs even without power. Powered by internal rechargeable batteries that last up to 48 hours once activated.
Mini Laser Cutter
–Cr — 1lb — 4 Object DEF — Battery [Medium]
A powerful handheld direct contact laser cutter and welder suitable for small to medium projects on most metals. Cut depth can be dialed in to a max of 6in. Requires 1 supply roll per use.
Personal Shield
–Cr — 2lbs — Battery [Small] — Belt
A belt lined with projectors that, once activated, create a sheet-like protective energy shield over the user. The shield provides a 10 point temporary DEF pool for up to 3 rounds. Costs 1 AP to activate. There is a required cooldown period of 2d4 rounds between activations. Requires 2 supply rolls when activated. Takes up the belt body slot.
Energy Shields
Energy shields create temporary semi-transparent barriers that absorb damage on behalf of the wearer similar to physical shields. When activated energy shields grant a temporary DEF bonus that is depleted before normal DEF. Once the temporary DEF pool is depleted, any remaining damage applies to the defender’s DEF as normal. Unlike normal DEF, temporary DEF does not reset. Energy shields must be depleted or turned off to reset, with a new activation following the device’s supply rules. Objects and creatures cannot pass through an energy shield while it is active, offering a form of full cover to those on opposite sides, however, those on opposite sides can still target eachother and damage the shield until it is depleted. Attacks that cause automatic VIT loss, such as those from much larger opponents, only apply the VIT loss if the shield is depleted. Due to the high energy demand, energy shields often have few uses.
Reactor Cores
Self-sustaining power reactors for automated machines and high-drain equipment. Can be used in any item with the Power Source tag. Items with the Battery tag can be modified to accept reactor core of the same size by using the Tech Kit with supplies, 1hr of work, and succeeding on a target 14 KNO check. The same process is used to revert the change.
Reloading a weapon equipped with a reactor core uses the same AP as a standard reload of its type as if it were a battery, and benefits from the same abilities excluding the Battery Saboteur ability. Reactor Cores have more safety measures in place to prevent dangerous breakdown than standard batteries.
Reactor cores slowly regenerate their supply — a depleted die recovers one size after 6 hours in Rest Mode, or by being disconnected for 6hrs if item has no Rest Mode. A Reactor Core cannot regain more than 1 die size in a 24hr period in this manner.
| Size | Physical Size | Common Charge | Description |
|---|---|---|---|
| Compact | ≈ Medium battery | 1d12 | –Cr — 2lbs |
| Standard | ≈ Large battery | 2d12 | –Cr — 50lbs — Bulky |
| Industrial | ≈ Industrial battery | 4d12 | –Cr — 120lbs — Bulky |
Remote Detonator
–Cr — 0lbs — Battery [Micro]
Can be used to detonate rigged explosives or electrical systems. Comes with four receiver chips. Each chip can be wired to an explosive device or into an electrical system for 4 AP, a use of the tech kit with supplies, and a successful target 15 KNO check.
Signature Spoofer
–Cr — 1lb — Neck — Battery [Micro]
A pendant-style device that broadcasts a forged biometric signature — voiceprint, retinal pattern, thermal profile, and pulse — to nearby sensors. Once a target signature is loaded (requires a Data Spike of the original sample), the spoofer presents that signature to any scanner within 15ft.
Costs 1 AP to activate. Requires 1 supply roll per activation; each activation lasts 10 minutes.
Does not alter visual appearance in any way.
Squad Shield
–Cr — 4lbs — Battery [Medium]
Once activated, creates a spherical energy shield with a 20ft radius and provides a 40 point temorary DEF pool for up to 6 rounds. Must be set on a solid surface to use. Costs 1 AP to set and 1 AP to activate. Cooldown is 2d4 rounds. Requires 2 supply rolls when activated.
Energy Shields
Energy shields create temporary semi-transparent barriers that absorb damage on behalf of the wearer similar to physical shields. When activated energy shields grant a temporary DEF bonus that is depleted before normal DEF. Once the temporary DEF pool is depleted, any remaining damage applies to the defender’s DEF as normal. Unlike normal DEF, temporary DEF does not reset. Energy shields must be depleted or turned off to reset, with a new activation following the device’s supply rules. Objects and creatures cannot pass through an energy shield while it is active, offering a form of full cover to those on opposite sides, however, those on opposite sides can still target eachother and damage the shield until it is depleted. Attacks that cause automatic VIT loss, such as those from much larger opponents, only apply the VIT loss if the shield is depleted. Due to the high energy demand, energy shields often have few uses.
Standardized Battery Cores
The most common way to power electronic systems both small and large. From disposable electronics to generator backup systems, there’s a battery for pretty much anything. Batteries are available in standard sizes that cannot be interchanged without modification. This can be done with the tech kit and a KNO check. The check starts at 10 for a battery one size larger or smaller and increases by +3 for each additional difference in size.
| Standard Size | Common Charge | Description |
|---|---|---|
| Mini | 1d6 | 30Cr — 0lbs — 1/2in round, coin like |
| Small | 1d12 | 75Cr — 0.5lbs — 3×1in cylinder |
| Medium | 2d12 | 200Cr — 2lbs — 8×4in cylinder |
| Large | 4d12 | 600Cr — 50lbs — Bulky — 1ft cube with a handle recessed in the top. A similar size to modern car batteries. |
| Industrial | 6d12 | 1500Cr — 100lbs — Bulky — 4×1×1ft, essentially four large batteries stacked together with recessed carry handles near the ends. |