Basic Gear List (Players Guide)

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Jackal
Daniel (Lars)
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Basic Gear List (Players Guide)

Post by Jackal »

Basic Gear List
  • Items marked (TW) are Techno-Wizard items that require an Arcane Background to use.

    Bio-Analysis Kit: Specially designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use; anyone with Knowledge (Science) gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb, 7,200 credits)

    Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits, or 3,500 for one that can sustain minor Mega Damage)

    Communications Band (TW): With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)

    Computer, Field: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 2,500 credits for Grade I, 5,000 credits for Grade II, 12,000 credits for Grade III, 28,000 credits for Grade IV).

    Cross: This is handheld and easily presented against supernatural evil. More often than not, the bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4, not Mega Damage). The listed price is for one made of silver; a wooden one is free or incidentally cheap. (1 lb, 200 credits)

    Dosimeter: Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. As well, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20. (1 lb, 200 credits)

    Energy Field Generator (TW): For those who prefer to travel along ley lines, this system is a fine survival item. Two small TW- converted field generators serve as the key components; when set up on a ley line, the system creates a force bubble that provides both armored shelter and environmental protection over a Large Burst Template. A barrier of Toughness 22 (12 M.D.C.) arises, and occupants enjoy environmental protection against extreme temperatures and the general elements. While in operation, the generators also provide outlets to power and recharge regular electronic devices and E-clips. The system requires a ley line to function; no personal energy is used. (60 lbs, 90,000 credits)

    Falcon 300 Jet Pack: Specially designed to work with the T-43 Explorer body armor (though a skilled mechanic could make it work for almost any suit of armor), this jet pack is well-liked by mercenaries, messengers, and homesteaders alike. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours (requiring 1d6 hours to cool down). The stats for the flight system are Flight Pace 20, Climb 0. (35 lb, 400,000 credits)

    Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300 mile range. (2 lb, 10,000 credits)

    Infrared Distancing Binoculars: High-powered, with two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

    IRMSS—Internal Robot Medical Surgeon System: For those times when there’s no medic or doctor around, this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device— the size of a handheld shopping scanner— is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. (2 lbs, 42,000 credits)

    Jammer Pistol (TW): A special energy disruption pistol designed to cause small mundane technology to fail temporarily. The wielder uses either his Shooting or arcane skill to target a technological device no larger than a rifle (−4 Called Shot penalty for any hand-held item targeted). On a successful hit, the device won’t work for one round; it fails to operate for three rounds on a raise. TW Jammer Pistols have a range of 12/24/48 and 10 shots before they must be reloaded, requiring 2 PPE. (.5 lb, 75,000 credits)

    Magic Optic System (TW): Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)

    NG-S2 Survival Pack:
    Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper.
    • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    Psionic Mind Shield (TW): Usually embedded within a helmet, this apparatus provides +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers. Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy. The system costs 3 Power Points per hour it's active.

    Shadow Cloak (TW): An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)

    Translator: Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator to teach the system new languages. (1 lb, 9,600 credits)

    Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. (3 lb, 2,600 credits)

    Triax T-100 Eagle Jet Pack Accessory: Specifically designed for military use, this Triax jet pack is made to fit onto the hardpoints of any suit of NGR military armor. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The stats for the flight system are Flight Pace 30, Climb 1. (35 lb, 600,000 credits)

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[b]Bio-Analysis Kit:[/b] Specially designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use; anyone with Knowledge (Science) gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb, 7,200 credits)

[b]Communicator: [/b]About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits, or 3,500 for one that can sustain minor Mega Damage)

[b]Communications Band (TW): [/b]With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)

[b]Computer, Field: [/b]A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 2,500 credits for Grade I, 5,000 credits for Grade II, 12,000 credits for Grade III, 28,000 credits for Grade IV).

[b]Cross: [/b]This is handheld and easily presented against supernatural evil. More often than not, the bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4, not Mega Damage). The listed price is for one made of silver; a wooden one is free or incidentally cheap. (1 lb, 200 credits)

[b]Dosimeter: [/b]Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. As well, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20. (1 lb, 200 credits)

[b]Energy Field Generator (TW): [/b]For those who prefer to travel along ley lines, this system is a fine survival item. Two small TW- converted field generators serve as the key components; when set up on a ley line, the system creates a force bubble that provides both armored shelter and environmental protection over a Large Burst Template. A barrier of Toughness 22 (12 M.D.C.) arises, and occupants enjoy environmental protection against extreme temperatures and the general elements. While in operation, the generators also provide outlets to power and recharge regular electronic devices and E-clips. The system requires a ley line to function; no personal energy is used. (60 lbs, 90,000 credits)

[b]Falcon 300 Jet Pack: [/b]Specially designed to work with the T-43 Explorer body armor (though a skilled mechanic could make it work for almost any suit of armor), this jet pack is well-liked by mercenaries, messengers, and homesteaders alike. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours (requiring 1d6 hours to cool down). The stats for the flight system are Flight Pace 20, Climb 0. (35 lb, 400,000 credits)

[b]Holo-Display Communicator: [/b]Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300 mile range. (2 lb, 10,000 credits)

[b]Infrared Distancing Binoculars: [/b]High-powered, with two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

[b]IRMSS—Internal Robot Medical Surgeon System: [/b]For those times when there’s no medic or doctor around, this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device— the size of a handheld shopping scanner— is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. (2 lbs, 42,000 credits)

[b]Jammer Pistol (TW): [/b]A special energy disruption pistol designed to cause small mundane technology to fail temporarily. The wielder uses either his Shooting or arcane skill to target a technological device no larger than a rifle (−4 Called Shot penalty for any hand-held item targeted). On a successful hit, the device won’t work for one round; it fails to operate for three rounds on a raise. TW Jammer Pistols have a range of 12/24/48 and 10 shots before they must be reloaded, requiring 2 PPE. (.5 lb, 75,000 credits)

[b]Magic Optic System (TW): [/b]Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)

[b]NG-S2 Survival Pack:[/b]
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits) 
[list][*]One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%. 
[*]One sleeping bag, also insulated.
[*]One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
[*]One biometric compass/inertial mapper.
[*]Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
[*]One short-range radio, five-mile range.
[*]One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
[*]One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
[*]Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
[*]One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
[*]One survival knife, one small hatchet, and one wooden cross.
[*]Four signal flares.
[*]One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
[*]One bar of soap and a sterilized cloth.
[*]One canteen.
[*]Two weeks worth of minimal sustenance survival rations in sealed pouches.[/list]

[b]Psionic Mind Shield (TW): [/b]Usually embedded within a helmet, this apparatus provides +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers. Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy. The system costs 3 Power Points per hour it's active.

[b]Shadow Cloak (TW): [/b]An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)

[b]Translator: [/b]Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator to teach the system new languages. (1 lb, 9,600 credits)

[b]Trauma Kit: [/b]A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. (3 lb, 2,600 credits)

[b]Triax T-100 Eagle Jet Pack Accessory: [/b]Specifically designed for military use, this Triax jet pack is made to fit onto the hardpoints of any suit of NGR military armor. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The stats for the flight system are Flight Pace 30, Climb 1. (35 lb, 600,000 credits)
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
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• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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High Command
The Savage Inquisition
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Joined: Sun Jun 12, 2016 6:10 am

Re: Basic Gear List (Players Guide)

Post by High Command »

Telescopic Scope: This may be mounted on rifles or larger weapons. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium or Long Range. In addition, the scope adds +2 to Notice rolls made to view things at a distance. Can be installed on a rifle with a repair roll. (1 lb, 1000 credits)
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[b]Telescopic Scope[/b]: This may be mounted on rifles or larger weapons. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium or Long Range. In addition, the scope adds +2 to Notice rolls made to view things at a distance. (1 lb)
Wilks Integrated Optics Gun Sight
Image
This may be mounted on rifles or larger weapons. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium or Long Range. The scope also includes Low Light and Night Vision, which can activated as a free action and eliminates all illumination penalties. In addition, the scope adds +2 to Notice rolls made to view things at a distance. Can be installed on a rifle with a repair roll. (1 lb, 4000 credits)
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[b]Wilks Integrated Optics Gun Sight[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703081458-1aef1c16.png[/img]
This may be mounted on rifles or larger weapons. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium or Long Range. The scope also includes Low Light and Night Vision, which can activated as a free action and eliminates all illumination penalties. In addition, the scope adds +2 to Notice rolls made to view things at a distance. (1 lb)
Crystal Communicator: About the size of a 21st Century mobile phone, this enchanted item has a five-mile range and allows the bearer to communicate telepathically with other such units which are attuned together (takes 2 minutes and a spirit roll; maximum of 7 other units). (1 oz, 43,500 for one that can sustain minor Mega Damage)
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[b]Crystal Communicator[/b]: About the size of a 21st Century mobile phone, this enchanted item has a five-mile range and allows the bearer to communicate telepathically with other such units which are attuned together (takes 2 minutes and a spirit roll; maximum of 7 other units). (1 oz, 43,500 for one that can sustain minor Mega Damage)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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