Equipment in Skraypers(TM)
Table of Contents
- Armor . . . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/19/98) |
- Clothing . . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/17/98) |
- Computers and Communications . . . . . .
| (Last updated 8/17/98) |
- Medical . . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/17/98) |
- Sensors . . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/13/98) |
- Tools . . . . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/13/98) |
- Weapons . . . . . . . . . . . . . . . . . . . . . . .
| (Last updated 8/4/98) |
Armor
My MDC replacement rules are being used with the armors described below. This means that all attacks are divided into the damage categories of Normal (N), Extraordinary (E), Superhuman (SH) and Supernatural (SN). Similarly, all armors have an armor rating (AR) and an SDC total. Depending on the type and quality of armor and the damage category of the attack, strike rolls that are less than or equal (LTE) to the AR may either do no damage, partial damage or full damage to the armor, and powerful attacks may penetrate weaker armors and do damage to the wearer even when the strike roll is under the AR. For this reason, each armor has a table which lists the four damage categories and indicates what damage is taken by the armor (shown as an "A=" entry) and what damage is taken by the wearer (shown as a "W=" entry) if the strike roll is less than the AR.
- Skirmisher Light Combat Suit - These suits are produced by a number of black market factories and typically range widely in quality, so buyer beware. The primary characteristic of the Skirmisher suit is its piecemeal nature. It is not a full suit and cannot be environmentally sealed. It is primarily intended for use by Skraypers to provide that extra protection on top of any natural defenses without compromising flexibility and mobility. For that reason, they are available in custom color schemes, with any identifying patterns or symbols, either as personal touches or representing a group affiliation.
The Skirmisher starts with a full body suit of very tough synthetic ballistic fabric that is very resistant to cutting and piercing weapons, although its flexibility means that by itself it provides little protection against blunt trauma. On the plus side, it is insulated and resistant to energy attacks, designed to spread an incoming energy bolt across a wider area and partially dissipate it. The body suit by itself provides an AR of 12 against piercing and energy attacks, but not blunt weapons or fists. However, the body suit is just the base on to which advanced metallic, ceramic and/or plastic plates are added. In most cases, even the lightest Skirmisher armors will include plates protecting the upper torso and shoulders. Optional add-ons will protect the lower torso, head, legs and arms.
Armor Type |
SDC |
AR |
LTE AR vs N |
LTE AR vs E |
LTE AR vs SH |
LTE AR vs SN |
Cost |
Weight |
Prowl Penalty |
Notes |
Ballistic Body Suit |
70 |
12 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x1/4 |
A=x1 W=x1/2 |
1,000 |
5 lbs |
-0% |
AR does not count against blunt attacks, legally available for personal protection |
Body Suit and Upper Torso Plates |
100 |
13 |
A=x0 W=x0 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x0 |
1,500 |
8 lbs |
-0% |
The addition of plates makes it a combat suit, and wearing it is illegal under the Tarlok |
Body Suit, Upper and Lower Torso Plates |
110 |
14 |
A=x0 W=x0 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x0 |
1,800 |
10 lbs |
-5% |
Adding a basic helmet will add +5 SDC, +2 AR, +200 credits, and +2 pounds. Adding arm plates will add +5 SDC, +100 credits and +1 pound. Adding leg plates will add +5 SDC, +100 credits and +2 pounds. Adding both arm and leg plates will have those bonuses plus a +1 AR.
- Knightsbridge Professional Protective Suit - The respected and powerful Knightsbridge Security company is the world-wide primary supplier of police and security guardsmen uniforms and light armors. The Knightsbridge PPS is designed to look like a typical, one-piece full body suit uniform, either in the navy blue and white of police uniforms or the generic gray and black of most security guards uniforms.
The PPS is a full body suit of very tough synthetic ballistic fabric equivalent to that of the Skirmisher (above). It is very resistant to cutting and piercing weapons, although its flexibility means that by itself it provides little protection against blunt trauma. It is insulated and resistant to energy attacks, designed to spread an incoming energy bolt across a wider area and partially dissipate it. The body suit by itself provides an AR of 12 against piercing and energy attacks, but not blunt weapons or fists. Traditionally, neither police forces nor private security guards were allowed to add combat-quality plate armors onto the PPS, and that restriction is still the case under the Tarlok rule. However, police officers and security guards are allowed the option of adding a thick, padded vest of similar material that increases its overall toughness and provides protection against blunt weapons. Similarly, helmets are an acceptable addition.
Armor Type |
SDC |
AR |
LTE AR vs N |
LTE AR vs E |
LTE AR vs SH |
LTE AR vs SN |
Cost |
Weight |
Prowl Penalty |
Notes |
Basic PPS Body Suit |
70 |
12 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x1/4 |
A=x1 W=x1/2 |
1,000 |
5 |
-0% |
AR does not count against blunt attacks, legally available for personal protection |
PPS Body Suit and Padded Vest |
90 |
13 |
A=x0 W=x0 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x1/4 |
1,500 |
12 lbs |
-5% |
The padded vest is less articulated than combat plates and imposes more restrictions on movement |
Adding a basic helmet will add +5 SDC, +2 AR, +200 credits, and +1 pound.
- Knightsbridge Riot Armor - While the police and private security forces are generally prohibited from wearing full combat armor, the Tarlok do allow Special Weapons and Tactics (SWAT) teams to use it. Only official police SWAT units, which are always under the administrative eye of an agent of the Bureau of Control and Registration, are allowed to use the riot armor. Once again, the Knightsbridge Security company is the major manufacturer, although there are a few small firms producing similar suits (which are generally 90% of the listed SDC for 75% of the listed cost, but do not include the special helmet).
The Knightsbridge Riot armor makes use of a ballistic fabric body suit, but it includes full combat steel and ceramic plates over the torso, arms, and legs, as well as a helmet with integrated electronics (see below). It is a full environmental suit, so when it is sealed even attacks with strike rolls over the AR will do only x1/2 damage to wearer with the other x1/2 damage going to the suit itself (and the damage done to the suit can be further reduced if the damage category is not supernatural).
Armor Type |
SDC |
AR |
LTE AR vs N |
LTE AR vs E |
LTE AR vs SH |
LTE AR vs SN |
Cost |
Weight |
Prowl Penalty |
Notes |
Riot Armor |
150 |
18 |
A=x0 W=x0 |
A=x0 W=x0 |
A=x1/2 W=x0 |
A=x1 W=x0 |
20,000 |
20 lbs |
-10% |
This armor is strictly illegal except for official SWAT teams. The price includes the Knightsbridge Combat Helmet described below, and is for SWAT teams. The price on the black market is at least 40,000 and often closer to 60,000 if it is available at all. |
- Knightsbridge Combat Helmet - Although the original design for the KCH was for integration with their riot armor product, they also produce more generic, non-environmentally sealed versions for use by police or security forces wearing only PPS armor. The standard KCH is made up of battle-quality steel and ceramics, with a transparent ceramic faceplate and integrated computer system. It includes a radio with 1 mile range and mini-cameras with telescopic, light amplification and thermo-imaging systems (see the section on Sensors for details). The standard KCH helmet costs 8,000 credits for police forces and licensed security firms, or 12,000 to 15,000 on the black market.
The faceplate is the true star of the KCH and its design is still one of Knightsbridge Security's biggest industrial secrets. It is one-way tinted, so that the wearer's face cannot be seen while the wearer has clear vision out, but it is photosensitive and will darken quickly enough to reduce by half the effects of any blinding flash. In addition, it has a thin film on the inner face which acts as a LCD display, allowing for the faceplate to also act as a Heads-Up Display (HUD). The computer is able to display data and even video on any portion of the faceplate, and can display the output of the integral sensor systems directly on the faceplate to provide the wearer with the telescopic, IR or thermal vision.
Clothing
One of the most useful items on Seeron, especially for Skraypers, is metafabric. Metafabric outfits generally cost three to four times as much as a similar standard outfit, but are very durable and offer great flexibility in color and appearance. A unique synthetic fabric, it was designed to be very tough and resistant to abrasion. However, much more important, is its ability to change its color, texture and, to a limited extent, its physical shape. A very basic appliance computer and touch sensitive pad is embedded in the cloth which uses a small electric charge to trigger the metamorphosis. Most metafabric outfits will come with a pre-programmed selection of colors and textures, with each tap on the touch pad signaling it to change to the next selection. More expensive items may even allow for minor changes in the shape, such as altering the collar or neckline, tightening or loosening its overall fit, or raising or lowering the hem line by a few inches. It is the perfect tool for Skraypers, who can be wearing a basic jumpsuit or other outfit while in their secret ID, and with a touch of a button transform it to their brightly colored costume.
Computers and Communications
Communicators
Although the vast majority of adults will have a personal datacomp, with its full computer capabilities and visual user interface, many families cannot afford them for every family member, especially since the war. Children are often given much cheaper portable radios that offer audio communications, time and date, and time alarm functions. They typically cost between 25 and 100 credits, and have a range of 1 mile, sufficient for use anywhere within city bounds.
Datacomps
The basic personal hand-portable computer is referred to as a datacomp. There are a wide variety of datacomps, both in terms of features and cost, from a half dozen major manufacturers, but unless otherwise specified, all datacomps have the following features.
Standard Features
- Either a holographic projector or a flat panel screen with a video camera
- A data cube port to allow direct access to a portable data cube (ie, a floppy disk drive)
- A radio transmitter with a range of at least 1 mile, and the ability to either broadcast directly to nearby receivers, for example allowing a clear channel or encrypted broadcast to strike team members, or to connect to the closest public relay station, which allows you to place vid-calls to anywhere in the world
- A global positioning receiver
- A class three battery capable of powering it in standby mode for at least 16 days, or 1 day of constant use
- Software including basic user and network security, accessing the GDN for news and other public media channels, a video phone and answering machine, video and audio recorder/editor/player, address book, personal scheduler, a word processor, personal finance manager, a basic reference library and a global map capable of providing directions to a destination
The following are some of the most popular models of datacomps currently on the market.
- Byanis Industries' Personal Communicator - A low-end datacomp that is primarily intended to be used as a portable vid-phone, but still has all the basic features. It looks like a Bic lighter, about 3 to 4 inches long and less than an inch square in cross section. It's end includes a mini holo projector, but it is of relatively low quality and is most useful for video displays, since in order to make use of a holo keyboard you would either need to set it down or only use one hand. Its radio transmitter only has a range of about a mile, so it is only usable within city bounds. The Byanis P.C. costs 250 credits.
- Teliamon Electronics' Neomar Datacomp - A mid-range datacomp, and common among the middle-class, the Neomar is a 2 inch diameter cylinder about half of an inch thick. It is sold in a couple of different cases, including as a wrist band, pin and necklace, and the outer casing can be in a variety of colors and shapes. Its primary user interface is a holographic projector, which can also be used to generate a holo keyboard. It includes a transmitter with a 10 to 20 mile range, sufficient for use in most areas of the planet although it may lose contact when way out in the sticks. It also has the standard software packages plus some extra family oriented programs and games. It normally costs 700 credits, but it is also available in more expensive cases like lockets and other jewelry, which will up the price.
- Mithnarak Data Corporation's Personal DataPro III - A top of the line datacomp, a favorite of businessmen, it is approximately 7 inches by 3 inches by 1 inch and weighs less than 2 pounds. The case is divided into two pieces attached by a flat panel display, which is stored rolled up inside one half. By pulling the two halves of the case apart the screen is extended and exposed for use. The screen can be extended a maximum of 10 inches, though for convenience it is often not exposed any more than needed. It includes all the basic features plus a 100 mile transmitter, a laser comm port, a double duration battery, business and investment financial programs, and advanced security programs for both limiting access to the computer and also integrated remote management of security systems at a home or office. It costs 1,200 credits.
Mini Computer Cores
The mini computer usually fills the role of the central computer in a home or small business office. The standard home computer is powerful enough for 10 to 20 people to use it simultaneously without any performance degredation. Slightly larger and more powerful business versions might support 100 to 200 simultaneous users. Each user requires their own user interface, whether flat panel or holo projector, but they all access the same computer. Generally, assume that there will be at least an audio sensor in every room, allowing voice commands to turn on and off lights, music, appliances, etc. In most rooms, but not necessarily all, there will also be at least one display panel or holo projector.
The mini computer will usually also fill the roll of master security system in charge of the building's locks, sensors and defenses, as well as acting as the gateway and security firewall for access to and from the GDN.
Standard Features
- Able to provide full processing power to a large number of simultaneous users
- Ability to be connected to many holographic projectors and/or flat panel screen
- A data cube port to allow direct access to a portable data cube (ie, a floppy disk drive)
- A laser comm port for line-of-sight and fiber optic connections
- A connection to building power with a class five battery backup capable of powering it for at least 1 day of active use
- Software including basic user, network and building security, management of appliances and utilities around the building, accessing the GDN for news and other public media channels, a video phone and answering machine, video and audio recorder/editor/player, multiple user address books and personal schedulers, a word processor, and a basic reference library
One very popular product which is available as an add-on to almost any mini-computer is the Holovista suite. It includes some specially designed holo projectors and large panels capable of 3-D imaging that can allow one wall or an entire room, including floor and ceiling, to portray a realistic illusion of any desired view, enviornment or setting, from outer space to deepest jungle to bottom of a mystical ocean. The illusion can include appropriate sounds, scents and even air movement such as gentle breezes. The range of Holovista products starts at 1,000 credits for one wall or 2,000 credits for an entire room capable of presenting a decent illusion, and goes to 10,000 credits or more for the most extravagent and realistic systems.
The following are some of the most popular models of mini computer cores currently on the market.
- Teliamon Electronics' Petirnal Mini - Possibly the most common home computer core is the Petirnal. It costs 2,000 credits plus the cost of the flat panels and holo projectors, which are usually 200 to 300 each. It is capable of maintaining at least 10 simultaneous users without degredation, and includes all the standard features plus a decent personal home finance package, a good education package, and a good games/entertainment package.
- Mithnarak Data Corporation's Mini-Core VIII - This computer is aimed at the upper-middle class home. It costs 4,000 credits plus the cost of the flat panels and holo projectors, which are usually 200 to 300 each. It is capable of maintaining at least 20 simultaneous users, and includes all the standard features plus an enhanced audio/video upgrade, a very good personal home finance and investment package, an excellent education package, and a good games/entertainment package. It also comes with Personal Best, an award winning computer generated image package intended for use with the vid-phone. If you receive a call when you are not looking your best, it will replace your real image with a computer generated version of you, dressed in nice clothes with combed hair, etc.
- A.D.L. Inc's Business 750 - A small business computer, it costs 10,000 credits plus the cost of flat panels and holo projectors, which are usually 150 to 500 each, depending on size and purpose. It is capable of maintaining at least 100 simultaneous users and includes all the standard features plus good business accounting and investment, project management, inventory and payroll packages, plus a decent legal package.
- Mithnarak Data Corporation's Mini-Core II - A top selling business product, it costs 14,000 credits plus the cost of the flat panels and holo projectors, which are usually 150 to 500 each, depending on size and purpose. It is capable of maintaining at least 150 simultaneous users, and includes all the standard features plus a radio transmitter with 1,000 feet range, an excellent business accounting and investment package, good project management, inventory, payroll and legal packages. It also includes security upgrades for improved management of building security as well as some specialized protection programs which impose a -15% penalty to attempts to hack into it or make unauthorized changes if it is compromised.
Medical
Medical Tools
- Hypodermic Spray - A device the size of a standard hypodermic needle that can inject drugs using compressed air without actually needing to pierce the skin. The drug must be bought separately. The hypo costs 100 credits.
- Skinpatch - A self-adhesive sterile patch with anti-biotic properties that can be applied to any wound to hold the skin together and speed the healing process. When used on wounds caused by cutting weapons, it will increase the healing rate by 2 SDC or 1 HP per day. The patch will stay on without needing replacement until the wound is healed. Each skinpatch costs 1 credit.
- First Aid Medkit - A basic emergency first aid kit that fits in a case that is usually about 6 inches by 8 inches by 4 inches. It includes sterile bandages, antiseptic spray, medical tape, a thermometer, a dozen skinpatches, 250 high-potency pain relief pills, 10 stimulant vapor capsules and 100 stimulant pills. Cost is 50 credits.
- Paramedic Medkit - A larger, more complete medical kit, which includes four times as many sterile bandages and twice as much of everything else in the first aid kit's inventory, plus other trauma items such as three folding extendable splints, tourniquets, needles and sutures for stitches, local anesthetics, a stethescope, a scalpel, etc. It also includes a hypo spray and organized pockets able to hold up to four dozen drug doses, of which at least 6 come pre-filled with quick-clot, 6 with stimulants, 6 with tranquilizers, and 1 with cellgen. Of course, if needed, additional doses of drugs can be stored loose in the bag. Cost is 500 credits.
- BioScanner - A hand held unit about the size of a large TV remote control, it has a variety of sensors that allow it to be used at a range of a few feet to take the subject's temperature, pulse and blood pressure. It can also perform most of the functions of an Earth x-ray or MRI, particularly detecting missing or damaged organs, cracked or broken bones, cybernetic implants, etc. It's built in computer can diagnose most purely physical traumas with a skill of 90%. Illnesses and biochemical problems are beyond its scope. It costs 2,500 credits.
- Automed - A much more powerful version of the bioscanner, this is a full sized bed which the subject must lie on. Its sensors have all the abilities of the portable bioscanner, but also can monitor brain waves, scan at the sub-cellular, molecular and genetic levels, perform many chemical identifications without requiring any physical samples, and generally provide diagnostic capabilities exceeding any Earth medical lab in a space the size of twin sized bed. It has a 95% diagnosis skill, although their diagnoses are rarely accepted on their own merit, but are generally used to provide the raw data for a doctor and then its diagnosis is compared to the doctor's as a second opinion and sanity check. However, in addition to its diagnostic functions, it can also administer medicines at appropriate rates and intervals, and perform emergency resuscitation. An automed starts at 100,000 credits and go up from there, with most running closer to 200,000 credits.
Drugs
- Boosters - There are wide variety of drugs that were developed early in the Seeronian space age, and re-engineered in the military build-up in preparation for the Tarlok invasion, that are intended to artificially increase the user's mental or physical abilities. They were originally strictly regulated and primarily limited to the military, and since the Tarlok occupation are completely illegal. However, there are black market drug labs that are still producing them. They are available for hypo sprays, in which case the effects start in 2d4 rounds, but can also be bought as pills, although the pills will take 4d6 minutes for the effects to start. Each dose costs a minimum of 50 credits, although if you are not a "regular", most black marketeers will charge around 100 credits.
There are five primary subcategories of boosters. One increase IQ, one increases ME, one increases MA, one increases both PS and PE, and one increases PP and SPD. In each case, one dose adds 1d4 to the affected attribute(s), with all applicable bonuses including skill bonuses for IQ, extra HP from PE, etc. Each dose lasts 4d6 x10 minutes, but any dice that is a 6 should be rerolled a single time and the sum of both rolls should be included in determining the total duration. After the dose wears off, the affected attribute(s) don't just return to normal, but are further reduced by the same amount that they were increased by under the drug's influence, and the penalty lasts for the same duration that the original increase lasted.
If more than one dose (of any type) is taken at the same time, or a new dose (of any type) is taken before the increases from the old dose wears off, then the character must make a save versus poison and must roll a 15 or higher. Do not use any extra saving throw bonuses that have been gained due to boosted PE, however. If the save is made, the new dose takes effect, but if the save is failed, the new dose plus all doses that are currently in effect are immediately cancelled and start giving the normal attribute penalties for the full penalty duration.
Although they are not physically long-term addictive, they can be considered to have a degree of short-term psychological addiction. In affect, they provide you with an increased ability for a few hours and then takes it away and reduces you below even your natural ability. That can cause many individuals to want to take a new hit, just to counter the penalty from the first hit. It can also cause inferiority complexes, depression and dissatisfaction with the character's own normal abilities and limitations. For example, even a character with a good IQ of 13 or 14 who spends a few hours with an IQ of 16 to 18, or possibly higher with multiple doses, will feel like things just make more sense while he is on the drug, and might start to believe that he is "stupid" when not boosted. Characters should make a saving throw and roll a 12 or higher, using their normal unmodified ME bonuses, each time they take a booster. If successful, they deal with the downer and aftereffects acceptably. If unsuccessful, they should give serious consideration to taking a new dose to counter the downer (effectively just delaying it), although they can still be reasoned with and possibly convinced not to do so. However, if the roll was failed, they will at least become depressed if they can't get a new dose or are convinced by friends not to do so.
- Cellgen - Cellgen is truly a wonder drug, one of the greatest advancements in medicine in centuries, and it is possible only due to the complex bio compounds that can be produced in zero gee environments. Once injected, it helps cells to repair themselves and to safely reproduce healthy new cells at speeds greater than any cancer. For all intents and purposes, it will double the rate of healing, whether it is the natural healing or even the already-accelerated healing under good medical care, and prevents almost all forms of infection. In addition, if you make a poison save vs a target number of 12, the rate of healing for that day is actually tripled, not doubled, with a new save each day that cellgen is used. Multiple doses of cellgen in any given 24 hour period have no effect, but a new dose must be applied each day for the benefits to continue. Each dose costs 100 credits.
Note: There are a number of specialized versions of cellgen used for specific purposes. A slightly modified version of cellgen, combined with specialized electrotherapy, can even allow nerves to regenerate, and is a major reason why Seeronian medicine can successfully reattach limbs (original or cloned) and treat paralysis caused by spinal cord injuries. Another version is dedicated to fighting the effects of radiation on living tissue, effectively providing a short duration (a few weeks) immunization to low- and mid-level radiation exposure, or repairing damage already done by radiation.
- Quick-Clot - A critical new drug, once injected into the subject it causes any bleeding injury to clot and stop bleeding within 2d4 rounds. For game purposes, assume that any continuing damage due to blood loss stops the round after the drug is administered, although it will still take a few more rounds for the blood flow to completely stop. Obviously, this drug can be dangerous if used too often. For each dose after the first in any given day, roll a saving throw versus poison. If the total is equal to or greater than 16, there is no effect. If roll is between 15 and 2x the number of doses taken that day, the subject's PE is halved for 2d4 x 12 hours. If the roll is under 2x the number of doses taken that day, the subject's heart stops and he dies unless he receives immediate care in a high tech hospital. Each dose costs 25 credits, although medical institutions may get a significant volume discount.
- Tranquilizers - There are a variety of drugs that are intended to put their subjects to sleep. Generally, the subject can make a saving throw vs poison with a target number of 16. A successful save means the character is -5% on all skills and -1 combat bonuses for 2d3 hours. A failed save means the character falls asleep. They cannot be awakened by either shaking or noises for at least 120 minutes minus the saving throw's total x 10 minutes. However, after the initial period, they will contine to sleep for 3d4 additional hours if undisturbed but can be awakened normally. This is a prescription drug and each dose costs 10 credits.
- Truth Serums - There are a variety of drugs that can be used to force someone to speak truthfully. Generally, the more potent the drug and the harder it is to resist, the shorter the useful interrogation period is, usually because the stronger drugs will tend to make the subject incoherent, unconscious or deceased within minutes. The table below shows the typical cost, saving throw, effective duration, and side effects of various types of truth drugs. Drugs with an asterisk (*) are considered highly restricted and illegal under most circumstances, though the BCR obviously bends that rule as needed. Assume that each question takes at minimum of 1 round to ask and answer, although longer questions and/or answers are quite possible so it is best to roleplay it to get some feel for the timing. Note that the saving throw should be rerolled for each question, although the same questions can be asked more than once. If the saving throw is made for any given question, the subject can either refuse to answer or give a false answer. If the saving throw is failed, the subject must answer, at least partially, and it must be truthful. In my game, this is an opportunity for good roleplaying. If the saving throw is failed, the subject can still try to misconstrue or misdirect the questioner, but it must be roleplayed and any misdirection must be reasonable within the bounds of the question asked, and not just a blatant attempt to circumvent the failed die roll. If the GM feels a player is not reasonably roleplaying the scene, he can decide that the questioner always gets the simplest truthful answer when a save is failed.
Cost per Dose |
Save vs Poison Needs to Equal |
Effective Period of Questioning |
Side Effects During the Duration |
Side Effects After the Duration |
100 |
8 |
2d4x10 minutes |
-10% all skills, -1 attack per round, -2 combat bonuses |
poison save vs 12 or go unconscious |
300 |
10 |
4d6 minutes |
-15% all skills, -2 attacks per round, no combat bonuses, and is sick to the stomach |
make a poison save vs 16 or go unconscious, if successful then remain at -15% all skills, -2 attacks per round, no combat bonuses, and is sick to the stomach for 2d4 hours |
1,000 (*) |
14 |
3d4 minutes |
-20% skills, only 1 action per round, no combat bonuses |
make a poison save vs 18 or go unconscious, if successful then become incoherent and be at at -50% skills, only 1 action per round, no combat bonuses and a -2 penalty on all combat rolls for 4d6 x10 minutes |
5,000 (*) |
16 |
3d6 rounds |
-15% skills, x1/2 actions per round, no combat bonuses |
make a poison save vs 20 or go unconscious, if successful then become incoherent and be at at -50% skills, only 1 action per round, no combat bonuses and a -2 penalty on all combat rolls for 2d4 hours |
15,000 (*) |
18 |
2d4 rounds |
-25% skills, 1 action per round, no combat bonuses |
make a poison save vs 22 or go unconscious, if successful then become incoherent and be at at -50% skills, only 1 action per round, no combat bonuses and a -2 penalty on all combat rolls for 2d4 hours |
- Stimulants - Available in pills, hypo sprays and breakable vapor capsules for holding under a subject's nose. The pills are used to fend off sleep or fatigue. One dose will allow you to double the time you can go without needing to rest, however additional doses have only an additional 10% effect and if you exceed three doses in a row you must roll a poison saving throw vs a target of 16 to get any extra benefit. The hypo spray and vapor capsule versions of stimulants are usually used to revive unconscious or disoriented characters, but also count as having taken one pill. With the hypo and vapor capsule doses, the subject can make a saving throw vs poison against a target number of 6 in order to awaken. The target number can be increased to 12, 14 or even 16 if the subject is still under the direct continuing influence of some other agent. Each hypo or vapor capsule dose costs 5 credits, while the weaker pills are available in bottles of 100 pills for 5 credits.
Sensors
Personal sensors most often take the form of goggles, cameras or combat helmet HUDs (heads up display). Multiple sensors can be incorporated into one device, but at an increased cost. Add up the cost of each component and then increase it by 50%.
- Infrared - Infrared sensors work by converting infrared radiation to a visible image, but require a source of IR light, whether a portable or gun-mounted IR flashlight or a vehicle-mounted IR spotlight. The IR light will be invisible to normal sight, but can be seen by anyone else with IR capability. Costs range from 150 to 200 credits for cameras, 500 to 1,000 credits for goggles, and 1,000 to 1,500 credits for HUDs. Most goggles will come with a small IR flashlight built in, with typical stats being a 20' diameter at a 50' maximum range, but they can be used with much larger hand-held or vehicle mounted IR spotlights that range in cost from 50 to 250 credits.
- Light Intensification - Light intensifiers will pick up and amplify any available background light. Under one or more full moons on a clear night, the goggles provide vision equivalent to high noon. On overcast nights, vision is about equivalent to dusk. As a general rule for combat, unless there is no light at all, any combat penalties due to darkness are halved. Cost ranges from 100 to 150 credits for cameras, 300 to 500 credits for goggles, and 400 to 600 credits for HUDs.
- Telescopic - Telescopic sights function like electronic range finders and binoculars. They provide an extremely sharp image and magnification up to x100 with no perceptible loss of resolution. They can include active or passive range finding, though only the most expensive will have both. Active range finding uses a laser to determine the distance to the target, while passive makes use of a very accurate calculation based upon the difference in images seen by the main sensor and a second mini-sensor (which is as far from the main sensor as possible in the device's casing). Costs range from 150 to 300 credits for cameras, 500 to 1,000 credits for goggles, and 1,000 to 2,000 credits for HUDs.
- Thermo-Imaging - Thermo-imaging is the process of detecting the heat being radiated by every object and converting it to a visible image. Most objects will generally have a very similar temperature, providing a gray backround with little detail against which hot objects will stand out in stark detail. People in particular are very easy to spot in thermo-imagers, as are weapons that have recently fired and vehicle engines that are, or have been recently, running. Cameras cost 150 to 300 credits, while goggles run 700 to 1,200 credits, and HUDs are 1,000 to 1,500 credits.
For a lot more details about both surveillance and counter-surveillance devices, check out my page on espionage in Skraypers.
Tools
- Cutting Torch - A powerful but very short range laser used for cutting or welding metals, it can be attached to a power generator or run off of a class five battery that will power it for 10 minutes of continuous use. It can be used as a weapon doing 6d6 damage, but it has a range of just 2' and can only be used for up to four single attacks per round with no strike bonuses except from PP, and has a further -2 strike penalty. Typical costs will be around 300 credits.
- Flashlight - A full sized flashlight projects a beam that is 30' wide at 100' range, while mini-lights have 1/5 the diameter at 1/3 the range. Cost is 10 credits for either size. Full size uses a class three battery, while the mini-light uses a class two battery.
Weapons
Palladium Books, Rifts and Megaverse are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Skraypers, Bio-Freak, Tarlok, Shertar, Dreadmasters, Dreadlor, Talus, Seerman, Seleniak, Glinerach, Nazeer, Lashreg, Klied, Nikari, Girder Rats, Blhaze, Rithe, Tandori, Charizolon, and Seeron are trademarks (TM) owned and licensed by Kevin Siembieda and Palladium Books Inc.
This page is copyright © 1998 by Jim Stoner
Last Modified August 20, 1998