Sci-Fi Miscellaneous Equipment#


Medical Supplies#

Consumable medical items for field treatment, injury response, and condition management.

ItemNotes
ARA-5Single use. Removes radiation wounds and conditions within 1hr.
Emergency Trauma PatchSingle use. Closes lacerations and punctures. Works on Evosuits.
Pain Suppressant InjectorVariable dosage. Suppresses condition effects temporarily.
Vitaboost InjectorSingle use. Heals 1 VIT or attribute damage.
Altoa Radiation Antidote 5 (ARA-5)

Altoa 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.

Developed by Altoa Research for use by Iris Federation employees only.

Emergency Trauma Patch

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

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

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.

ItemNotes
Emergency BeaconSends a distress signal across a star system for 72hrs.
Emergency Oxygen Mask30 minutes of clean oxygen.
Field RationOne day of nutrients for one person.
Portable Water PurifierPurifies up to 5 gallons per supply roll.
Solar Array PackCharges micro through large batteries via solar.
Survival TentPressurized 10×10ft shelter for four.
Emergency Beacon

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

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

Field Ration#

–Cr — 1lb

Vacuum-sealed ration paste providing one day of nutrients and water for one person. Cardboard-like flavors vary.

Portable Water Purifier

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

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

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.

ItemNotes
Bio ScannerScans organic matter. 2 AP, 5ft range.
Comp JackRequired for interfacing with computer systems.
Data Ripper [Level X]Forceful AI-assisted data extraction.
Data SpikeDisposable high-speed USB data extraction device.
Decoy BeaconMimics com signals and life signs for 1hr.
Friction Gloves+10 climb speed, +4 to climb checks.
Grapple-Line LauncherMagnetic grappling hook.
Gravity Anchor10ft gravity field, 10 min per roll.
Jump Boosters+10ft to horizontal and vertical jump.
Mag CuffsEncrypted magnetic handcuffs with wrist controller.
Mini Laser CutterDirect contact laser cutter/welder.
Personal Shield10pts protection for up to 3 rounds.
Remote DetonatorDetonates rigged explosives or systems.
Squad Shield30pts protection, 20ft radius, up to 6 rounds.
Standardized Battery CoresPortable power available in multiple sizes.
Bio Scanner

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.

Comp Jack

Comp Jack#

–Cr — 1lb — Two-Handed

A common but complex tool used to interact with computer systems at virtually any connected terminal. 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, they plugged in or hardwired in, then use a screen to access different functions. Comp jacks can only be used by those with the Comp Jack proficiency.

Data Spike

Data Spike#

–Cr — 0lbs — Single Use

A disposable high-speed data extraction USB storage device. Can be used to rapidly download secured data with proper access. Larger files or those with heavy encryption may take longer to download, but most items can be downloaded in 1d4+2 rounds.

Decoy Beacon

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.

Grapple-Line Launcher

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. Successfuly dwployed lines can be detatched 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 detatch a fired line, and 2 AP to anchor a detatched line.

Gravity Anchor

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

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.

Mag Cuffs

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

Mini Laser Cutter#

–Cr — 1lb — 18pts — 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

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 protects from 10 points of damage 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 are fully resistant to all types of damage, however they can only reduce a certain amount of damage before dispersing. Objects and creatures cannot pass through an energy shield while it is active, offering full cover to those on opposite sides, however the shield can still be targeted. Even if an energy shield has only one point of damage reduction left, it will protect from the full force of the attack that depletes the shield. Due to the high energy demand, energy shields often have few uses.

Remote Detonator

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.

Squad Shield

Squad Shield#

–Cr — 4lbs — Battery [Medium]

Once activated, creates a spherical energy shield with a 20ft radius that protects from 30 points of damage 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 are fully resistant to all types of damage, however they can only reduce a certain amount of damage before dispersing. Objects and creatures cannot pass through an energy shield while it is active, offering full cover to those on opposite sides, however the shield can still be targeted. Even if an energy shield has only one point of damage reduction left, it will protect from the full force of the attack that depletes the shield. Due to the high energy demand, energy shields often have few uses.

Standardized Battery Cores

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 SizeCommon ChargeDescription
Mini1d630Cr — 0lbs — 1/2in round, coin like
Small1d1275Cr — 0.5lbs — 3×1in cylinder
Medium2d12200Cr — 2lbs — 8×4in cylinder
Large4d12600Cr — 50lbs — Bulky — 1ft cube with a handle recessed in the top. A similar size to modern car batteries.
Industrial6d121500Cr — 120lbs — Bulky — 4×1×1ft, essentially four large batteries stacked together with recessed carry handles near the ends.