Equipment

Equipment #

Characters have space for ten items on their person, representing bags, pockets, webbing, belts, holsters, etc. Each item occupies one space, unless noted.

An item’s Tech is the minimum Tech rank at which it is commonly available. If an item has a Legality rating, it is the maximum Authority at which it is commonly available. An item may be available outside of these bounds, but it will be hard to find and at least twice as expensive. A character may spend their weekly action to throw to find a supplier. Failed attempts to seek illegal goods will likely mean attention from law enforcement or underworld organizations.

Kits #

Kits are self-contained collections of related items and take up three item spaces. Kits contain the necessary tools and supplies for their related skills. When a player rolls a task throw but lacks the corresponding kit, the referee may impose disadvantage on the throw, or worse. Each time a kit is used, fill in one of its spaces. When all three spaces are filled, the kit is used up and needs to be replaced.

Name Cost Tech Class Legality Notes
Mechanical Kit 10cc 2 6 Spanners, multitools, wrenches, duct tape, disposable welding torches…
Survival Kit 10cc 3 6 Coils of rope & pitons, torches, extreme weather gear, collapsible shelters…
Medical Kit 15cc 3 6 Crash hypos, bandages, scalpels, disinfectant, flesh regrowth gel packs…
Field Tech Kit 20cc 5 6 Tachyon relay cables, infraspace multimeters, replacement graviton plugs…

Guns #

Name Cost Tech Class Legality Notes
Pistol 5cc 2 4 Concealable
Stealth pistol 40cc 4 2 Concealable, unscannable. Shoots as pistol.
Scattergun 10cc 2 4 armor counts double vs. scatterguns
Carbine 15cc 3 3
Long Rifle 15cc 3 3
Lasergun 200cc 5 1 includes large backpack power source. Takes up five slots. Ignores armor.

Melee Weapons #

Name Cost Tech Class Legality Notes
Improvised weapon 0cc 1 4 Medium, Breaks when doubles are rolled on an attack throw.
Knife 1cc 1 5 Concealable, Short
Sword / Mace / Hand Axe 5cc 1 3 Medium
Spear / Halberd / Glaive 5cc 1 3 Long

Armor & Clothing #

Name Cost Tech Class Legality Notes
Light Armor 3cc 1 5 Armor 4
Concealed Armor 6cc 4 3 Armor 4 Integrated into a garment, add the cost of the outfit.
Combat Armor 10cc 4 2 Armor 7
Power Armor 500cc 5 1 Armor 12. Integrated vacc-suit. Grants skills Strength 4 and Agility 4 to the wearer.
Wardrobe of inexpensive clothes 1cc 1 6
Outfit of fashionable clothes 1cc 1 6
Outfit of luxury clothes 10cc 1 6

General Items #

Name Cost Tech Class Legality Notes
Vacc Suit 20cc 4 6 Protection from vacuum, corrosive environments, radiation, etc. along with 3 hours integrated oxygen supply.
SCUBA Gear 5cc 3 6 Wetsuit, fins, weight belt, oxygen supply
Multispectrum goggles 5cc 3 6 Light intensifier, infrared, ultraviolet, and field radiation modes
Terminal 3cc 3 6 A small personal computer that can connect to local communications networks.
Emergency displacer 100cc 6 2 Concealable, worn on a belt or cross-body strap. Instantly displaces the wearer to another pre-set location on the same continent or a ship in low orbit. When used, throw 3d6. On triple ones, die in a displacement miscalculation.
Hullmelt Charge 10cc 4 1 The size of your hand. Set the timer and melt a hole in just about anything, half a meter deep and wide enough to crawl through.

Vehicles #

Name Cost Tech Class Legality Notes
Pack animal with cart 3cc 1 6 Pack animals vary widely from world to world, from the common Aurochs to the bird-like Kokoro to the enormous shlepslugs of Glep.
Roadcar 20cc 2 6 Four wheels and an electric engine
Grav Bike 50cc 5 6 An antigrav bike for one driver and up to one passenger. Hovers up to a few meters off the ground.
Grav Skiff 100cc 5 6 An open-topped antigrav skiff with a cargo bed large enough for one container.
Grav Tank 500cc 5 1 An armored antigrav combat vehicle with a laser turret.