General Gear

Tools

Building and repairing items requires the right tools for the job. Tools must be bought separately for a specific skill (for example, an Armorer shop, a Disguise kit, a Nautical Mechanic facility, etc.). Shops and facilities are both stocked with standard spare parts. There are some guidelines to help you figure out when a kit, shop, or facility is necessary for a particular job (Crafting & Repairs). The gamemaster gets final say, though, and might even tell you that you need specific or unusual parts you have to get separately.

 
Type Avail Cost
Kit - 500
Shop 8 5.000
Facility 12 50.000

 

Tool Kit

A kit is portable and contains the basic gear to make standard repairs.

 

Tool Shop

A shop is transportable in the back of a van and contains more advanced tools for building and repairing.

 

Tool Facility

A facility needs a building and is immobile because of the bulky and heavy machines involved, but it can be used for very advanced constructions and modifications.

 

Electronics

Commlinks

Commlinks are universal communication devices; they’re used by everyone all the time. Commlinks are essentially the smartphones of the Swan Song World. Even the most basic of them includes AR Matrix browsing capability, multiple telephone and radio modes of real-time talk and text, music players, micro vid-projectors, touchscreen displays, built in high-resolution digital video and still image cameras, image/text and RFID tag scanners, built-in GPS guidance systems, chip players, credstick readers, retractable earbuds, voice-access dialing, textto-speech and speech-to-text technologies, and a shock and water resistant case. And all of this at an inexpensive price that a few decades ago would have seemed absurd.
  For commlink accessories see Accessories & Modifications.

 
Model Device Rating Avail Cost
ShinWare Link 1 2 100
Blueshark Emperor 2 4 700
Renkaru Sensei 3 6 1.000
TeleCom Elite 4 7 2.500
Mobius Ikon 5 10 3.000
Protheus Avalon 6 12 5.000
Mitsukaya Caliban 7 14 8.000
Sim module - - +100
w/ hot-sim - +4F +250

 

Sim Module

This commlink upgrade gives you the simsense experience, translating computer data into neural signals that allow you to directly experience simsense programs and augmented reality. A sim module must be accessed via a direct neural interface (trodes, datajack, or implanted commlink). Sim modules are a must-have for virtual reality of sorts, including VR clubs, VR games, simsense, and darker virtual pleasures. Sim modules can be modified for hot-sim, which opens up the full (and dangerous) range of VR experiences.

 

Form Factor

The form factor of a commlink is the physical shape of the device. The standard form factor for a commlink is a small, flat, rectangular object about fifteen centimeters or so long. Commlinks are also available in non-standard form factors at a slight premium. The most popular non-standard form factors include articles of clothing, pens, glasses, pocket and wrist watches, purses, hats (fedoras are in fashion for both genders), canes, knives, and small pistols.
  If you want a commlink in a non-standard form factor, add +2 to the commlink’s Availability and +20% to its cost. If you want to integrate a commlink into a weapon, add +4 to the commlink’s Availability and +50% to its cost—it’s a bit trickier to install a commlink into a weapon in such a way that it won’t be damaged by normal use. In either case, you still have to cover the cost of the form factor separately, if applicable.
  For examples of some non-standard form factors, check out the following!

 
Form Avail Cost
Non-standard Form Factor +2 +20%
Weapon Form Factor +4R +50%

 

Dongles

A dongle is a small device that attaches to a commlink’s universal data port and gives it extra functionality. Unless you’ve got a teeny little commlink, a dongle barely increases the size of the whole thing. A commlink can only use one dongle at a time.

 
Attack Dongle
This dongle doesn’t actually attack people, though that would be cool. It gives the commlink an Attack rating equal to its rating, providing some on-the-fly, quick attack resources. DemiGODs love corporate employees to use these, as they can provide more time for them to track down and punish intruders.

 
Cable Tap
This shady dongle has a small split ring that can be wrapped around a data cable, giving your commlink a direct connection to the devices on either side of the cable it’s clipped to.

 
Stealth Dongle
A stealth dongle gives the commlink a Sleaze rating based on the rating of the dongle, for those who want their quick actions to be more subtle, less brutal.

 
Stun Dongle
This dongle turns your commlink into a stun gun, though one that requires contact with the target to operate. It is a popular choice of civilians who want inconspicuous protection and a convenient carrying case. It packs three charges in its slim form factor.

 
Receiver
Just plug this dongle into your commlink and you get Noise Reduction 2 for your commlink and all slaved devices! Great for spam zones!

 
Dongle Avail Cost
Attack Dongle (Rating 1-6) (Rating x 2)R Rating x 3.000
Cable tap 8R 500
Stealth dongle (Rating 1-6) (Rating x 2)R Rating x 3.000
Stun dongle 6R 600
Receiver 3 400

 
WeaponAccReachDVARPAvailCost
Stun Dongle4-8 E (Strain)56R600

 

Cyberdecks

If you were a decker and someone swung a monofilament claymore at you, you’d protect your cyberdeck with your body, and not the other way around. This isn’t just because the things are fraggin’ expensive—cyberdecks (or decks) are a decker’s life’s blood, an all-in-one ticket to hacking the planet. The most common form of a deck is a smooth, flat, elongated rectangle, slim with plenty of display space for touch controls (similar to real world tablets), although they can take many forms. For more information about them, see Matrix Mechanics.
  All cyberdecks include illegal hot-sim modules right out of the box. For cyberdeck accessories see Accessories & Modifications.

 
Model Device Rating Attribute Array Programs Weight Avail Cost
TeleCom MCD-1 1 4, 3, 2, 1 1 2 3R 48.500
Micron Summit 4 1 4, 3, 3, 1 1 2 3R 58.000
Mictron eXperience 200 2 5, 4, 3, 2 2 2 6R 110.250
Mobius Chariot 2 5, 4, 4, 2 2 2 6R 123.000
Blueshark Navigator 3 6, 5, 4, 3 3 2 9R 205.750
Renkaru Tsurugi 3 6, 5, 5, 3 3 2 9R 214.125
TeleCom CIY-720 4 7, 6, 5, 4 4 2 12R 345.000
ShinWare Cyber-5 5 8, 7, 6, 5 5 2 15R 549.375
Mobius Excalibur 6 9, 8, 7, 6 6 2 18R 823.250

 

Form Factor

The standard cyberdeck form factor is a smooth, flat, elongated rectangle about twenty-five centimeters long, with plenty of display space for touch controls. Like commlinks, cyberdecks can also fit into non-standard form factors, following the same rules and costs for commlink form factors.

 
Form Avail Cost
Non-standard Form Factor +3 +30%
Weapon Form Factor +6R +60%

 

Modules

A cyberdeck module is a prefabricated component that extends the capabilities of your deck. Each cyberdeck has one module slot inside its case. Inserting, removing, or swapping modules requires a Hardware + Logic [Mental] (1) Test and about half a minute of time (10 Combat Rounds). Modules aren’t as robust as your average deck and are vulnerable to Matrix damage. If your deck is ever bricked, any module in it becomes a useless hunk of slag, even if you repair the deck.
  For information on modules see Accessories & Modifications.

 

Rigger Command Consoles

A rigger command console, or RCC, is like a deck for controlling Drones (or other Vehicles and devices). It’s about the size of a briefcase. It can act like a commlink and has all the features of a commlink in addition to the cool drone stuff. The main purpose of the RCC is to create a PAN with your drones. This gives the standard master-slave benefits, but the RCC comes with some extra features.

 
For more information on RCCs see Rigger.

 
Console Device Rating Data Processing Firewall Weight Avail Cost
Scratch-Built Junk 1 3 2 2 2R 1.400
Radio Shack Remote Controller 2 3 3 2 6R 8.000
Blueshark DroneMaster 3 4 4 2 8R 16.000
MicTron TaskMaster 4 5 4 2 8R 32.000
Mobius Spider 4 4 5 2 8R 34.000
ShinWare Industrial Electronics 5 3 4 2 8R 64.000
Vulcan Liegelord 5 5 6 2 10R 66.000
Prometheon Poseidon 5 5 6 2 12R 68.000
Black Star Remote Commander 6 6 5 2 14R 75.000
Mitsukaya Drone Web 6 7 6 2 16R 95.000
S-K UberMensch 6 8 7 2 18R 140.000

 

NOISE REDUCTION & SHARING

Along with all the standard features of a commlink, rigger command consoles have Noise Reduction and Sharing ratings that you set when you boot the console. The Noise reduction rating is straight-up Noise Reduction, which is cumulative with other forms of Noise Reduction. The Sharing rating is the number of autosofts you can run on the RCC that simultaneously run on all slaved drones at the same time. One caveat: if a drone is running any of its own autosofts, it cannot benefit from the RCC’s autosofts.
  The total of both ratings cannot exceed the device rating of the RCC. You can adjust the values of these two special ratings with a Change Device Mode action. Yeah, that means if your RCC has a Device Rating of 1 it can only have one or the other feature running at a time.

 

DATA PROCESSING & FIREWALL

Rigger command consoles have the familiar Data Processing and Firewall ratings from both commlinks and cyberdecks, but they lean toward commlinks in their functionality since they are not designed for versatility and cannot be readjusted on the fly. Data Processing is used to determine Initiative when running in VR and acts as the Limit for all Command tests performed on the RCC. Firewall is used to defend against unwanted wireless intrusion onto the entire slaved drone network.

 

RFID Tags

These tiny computers (named after old-fashioned radio frequency identification tags) form an integral part of every product commercially available. Ranging in size from microscopic to slightly larger than a price tag, RFID tags have a stick-to-anything adhesive backing and can be tricky to spot. Tags are used for geo-tagging locations and objects, leaving a virtual AR message for anyone who comes by, employee tracking, access control, owner-contact information for everything from vehicles to pets, vehicle and weapon registration, and so on. They can also be used as tracking devices, periodically transmitting GPS data to the Matrix.
  RFID tags are devices that can hold one or more files, but not much else. The physical location of a tag can be found via the Matrix. Tag data can be erased with a tag eraser or programmed with an Edit File action. RFID tags have owners like all other devices, but unlike other devices a tag’s owner can be changed to “nobody.”

 
Model Device Rating Avail Cost
Standard Tag 1 - 1
Datachip 1 - 5
Security Tag 3 3 5
Sensor Tag 2 5 40
Stealth Tag 3 7R 10

 

Datachip

For occasions when you want to transfer data by physical means—like bringing the project specs on the competition’s new cyberdeck to Mr. Johnson in person at the meet—a datachip can hold enormous quantitites of data in a small finger-sized chip, accessible by any electronic device. Datachips have no wireless capability, so you need to plug them into a universal data connector (found on any device) if you want to read or write to them.

 

Security tags

Security-conscious megacorps often implant these security tags in their salarimen and valued citizens, either to monitor employee workplace productivity, grant and deny clearance and security access, or track employees in the case of abduction or extraction (or escape). These same tags are used on incarcerated and paroled criminals, and parents and schools also use them to track students. Security tags cannot be erased with a tag eraser due to EMP hardening. If a tag is implanted under the skin, an Extended Medicine + Logic [Mental] (10, 1 minute) Test is needed to remove it.
  Security Tags are often used to store your SIN if it gets implanted into your body.

 

Sensor tags

A sensor RFID tag can be equipped with a single sensor (sold separately) of up to Rating 2. It then records everything it can, to a maximum of 24 hours of time, at which point you can program it to either shut off or overwrite data older than 24 hours. Sensor tags are often used for diagnostic purposes in various devices, including cyberware.
  Wireless: You can monitor the data in real time, if you’re the tag’s owner. The tag still records the last 24 hours for you.

 

Stealth tags

A stealth tag always runs silent and has a Sleaze rating equal to its Device Rating. It’s disguised to not look like RFID tags, which gives it an additional +2 Concealability modifier. Stealth tags are often used as a backup for security tags by megacorps that are security conscious (and sneaky). They can be implanted the same way security tags can.

 

Communications & Countermeasures

Model Weight Avail Cost
Bug Scanner (Rating 1-6) 2 (Rating)R Rating x 100
Data tap 1 6R 300
Headjammer (Rating 1-6) 2 (Rating)R Rating x 150
Jammer, area (Rating 1-6) 2 (Rating x 3)F Rating x 200
Jammer, directional (Rating 1-6) 2 (Rating x 2)F Rating x 200
Micro-transceiver 1 2 100
Tag eraser 1 6R 450
White noise genrator (Rating 1-6) 2 Rating Rating x 50

 

Bug scanner

Also called a radio signal scanner, this device locates and locks in wireless devices within 20 meters. The scanner can also measure a signal’s strength and pinpoint its location. To operate a bug scanner, roll Electronics + Logic [Rating]. A device that is running silent (like a Stealth tag) can use its Logic + Sleaze to defend against the scan. If you get any net hits at all, you find the device.
  Wireless: You may substitute the scanner’s Rating for your Electronic Warfare skill when you use it.

 

Data Tap

You use this hacking tool by attaching it to a data cable. Once it’s clamped onto the cable, you can use it via universal data connector. Any device directly connected to the data tap also has a direct connection with the devices on either end of the cable and vice versa. The tap can be removed without damaging the cable.
  Wireless: The data-tap can be wirelessly commanded to self-destruct as a Free Action, immediately and instantly severing the direct connection. This does not harm the cable.

 

Headjammer

The headjammer is used by security personnel to neutralize implanted commlinks. When it’s attached to your head (or other body part) and activated, it works in the same way as any other jammer, with its effects limited to you and your augmentations. Removing a headjammer from someone without the proper key requires a Hardware + Logic [Mental] or a Locksmith + Agility [Physical] (8, 1 Complex Action) Extended Test. Removing a Headjammer from yourself without the proper key is an Escape Artist + Agility [Physical] (4) Test, requiring a Complex Action.

 

Jammer

This device floods the airwaves with electromagnetic jamming signals to block out wireless and radio communication. The jammer generates noise equal to its Device Rating. The area jammer affects a spherical area—its rating is reduced by 1 for every 5 meters from the center (similar to the blast rules for grenades). The directional jammer affects a conical area with a 30-degree spread—its rating is reduced by 1 for every 20 meters from the center. The jammer only affects devices (and personas on those devices) that are within the jamming area, but it affects all of them. Walls and other obstacles may prevent the jamming signal from spreading or reduce its effect (gamemaster’s discretion).
  Wireless: You can set your jammer to not interfere with devices and personas you designate.

 

Micro-transceiver

This classic short-range communicator has been favored by professional operatives since the old days. It doesn’t do anything special, it just lets you communicate by voice with other micro-transceivers and commlinks that you (and the other person) choose, within a kilometer. The micro-transceiver consists of an ear bud and an adhesive subvocal microphone, both of which are commonly available in hard-to-spot designs.
  Wireless: The micro-transceiver’s range becomes planetwide.

 

Tag eraser

This handheld device creates a strong electromagnetic field perfect for burning out RFID tags and other unshielded electronics. It is probably strong enough to destroy a commlink, and you might want to keep it away from your cyberdeck just in case. When you bring the eraser within 5 millimeters of an electronic device and push the button, the device takes 10 Matrix damage (resisted normally). The extremely short range makes it hard to use on targets like vehicles, most drones, maglocks, and cyberware (and by the time you open them up to get at the electronics, you’ve already done plenty of damage). The tag eraser has one charge but can be fully recharged at a power point in 10 seconds.
  Wireless: The tag eraser recharges fully in an hour by induction.

 

White noise generator

This device creates a field of random noise, masking the sounds within its area and preventing direct audio surveillance. All Perception Tests to overhear a conversation within (Rating) meters of a white noise generator receive a negative dice pool modifier equal to the generator’s Rating. If more than one generator is in use, only count the highest rating. A white noise generator is redundant in a noisy environment (such as a nightclub or a firefight) and does not help to curtail video surveillance or jam wireless signals.
  Wireless: The white noise generator’s effective radius is tripled.

 

Software

Software can be purchased as an online download or less commonly on chip from physical stores. Datasofts, mapsofts, shopsofts, and tutorsofts can be easily stored and accessed on a commlink, dataterminal, or cyberdeck.

 
Model Avail Cost
Agent (Rating 1-3) Rating x 3 Rating x 1.000
Agent (Rating 4-6) Rating x 3 Rating x 2.000
Autosoft Rating x 2 Rating x 500
Cybeprogram, common use - 80
Cyberprogram, hacking 6R 250
Datasoft 4 120
Mapsoft 4 100
Shopsoft 4 150
Tutorsoft (Rating 1-6) Rating Rating x 400

 

Agents and cyberprograms

These are used in cyberdecks and are explained in Matrix Mechanics, Programs.

 

Autosofts

For information on these programs for drones, see Vehicles & Drones.

 

Datasofts

Datasofts encompass a wide variety of information files, databases containing information on everything from hydraulic fracturing to 18th century romantic poetry. An appropriate datasoft gives you a +1 bonus to your Mental limit on related Knowledge Skill Tests.

 

Mapsoft

Mapsoft programs feature detailed information about a particular area, from streets to business/residential listings to topographical, census, GPS and environmental data. An interactive interface allows you to quickly determine the best routes and directions, locate the nearest spot of your choice, or create your own customized maps. If a wireless link is maintained, the map automatically self-updates with the latest data from GridGuide. Of course, this feature also means that the mapsoft can be used to track your location. At the gamemaster’s discretion, mapsofts provide a +1 limit bonus to Navigation Tests made to navigate the area they cover.

 

Shopsofts

Shopping apps like Clothes Horse, Caveat Emptour, and Guns Near Me provide pricing breakdowns and user reviews for comparison shopping purposes, both for standard goods and black market purchases. Shopsofts self-update regularly to stay current. An appropriate shopsoft—one exists for each type of product like electronics, firearms, melee weapons, armor, et cetera—provides a +1 bonus to your Social limit for all Availability and Negotiation tests you make to buy and sell those items.

 

Tutorsofts

These virtual private tutors aid you in learning a specific skill. The tutorsoft makes Instruction Tests with a dice pool equal to its Rating x 2. Tutorsofts cannot teach skills based on Biotics or Resonance.

 

Skillsofts

A skillsoft program is a recorded skill—digital knowledge and muscle memory. When used in conjunction with the proper augmentations (a skilljack for knowsofts and linguasofts, and a skillwire system for activesofts) skillsofts let you know and do things you’ve never otherwise learned. Even kung fu.
  Skillsofts aren’t educational tools; you can’t actually learn from them. They’re highly favored by corporations interested in a cheaper labor force (when the difference between a skilled and unskilled worker can be as simple as slotting a chip, the difference in salary is smaller). When a skill test is called for, the character may use the skillsoft rating in place of the skill. Downside: tests made with a skillsoft may not be boosted with Karma in any way.

 
Model Avail Cost
Activesofts (Rating 1–6) 8 Rating x 5.000
Knowsofts (Rating 1–6) 4 Rating x 2.000
Linguasofts (Rating 1–6) 1 Rating x 1.000

 

Activesofts

Activesofts replace physical active skills, basically every Active skill that isn’t based on Biotics or Resonance. A skillwire system is needed to translate the ‘softs into usable muscle memory. There’s a limit to the number of skills you can use at once, based on your skillwire’s rating.

 

Knowsofts

Knowsofts replicate Knowledge skills, actively overwriting the user’s knowledge with their own data. Knowsofts must be accessed with a skilljack, and the number you can use at once is limited by the skilljack.

 

Linguasofts

Linguasofts replicate language skills, allowing a user to speak a foreign language by automatically translating signals from the speech cortex, although chipped speech can be awkward and stilted— then again, so can anyone speaking a language that’s not their native tongue. Linguasofts must be accessed with a skilljack, which limits how many skillsofts you can use at a time.

 

ID & Credit

IDs and credsticks are discussed in more detail under SIN.

 
Model Avail Max Value Cost
Credstick, Standard - 5.000 5
Credstick, Silver - 20.000 20
Credstick, Gold 5 100.000 100
Credstick, Platinum 10 500.000 500
Credstick, Ebony 20 1.000.000 1.000
Fake SIN (Rating 1-6) (Rating x3)F - Rating x 2.500
Fake License (Rating 1-6) Special - Special

 

Certified credstick

Cash for the late 21st century. A certified credstick is not registered to any specific person — the electronic funds encoded on it belong to the holder, requiring no special ID or authorization to use. The bad news is that you can be physically mugged, any money you have on your credstick jacked and rolled. The good news is that certified credsticks are completely untraceable. They’re not even wireless—you have to slot them into a universal data connector to transfer cash onto or off of them. This makes them enduringly popular with Crossers and the Mr. Johnsons who love to hire them.
  Each type of credstick can only hold up to a certain amount of money, listed on the table. This is the maximum amount it can carry, not the amount it always has on it—so don’t get excited when you see a gold credstick until you’ve slotted it and checked its balance.

 

Credit account

A credit account is an online banking account that can be accessed at any time via your commlink. Transactions require passcode or biometric verification to be authorized. The good news is no one can (physically) steal your bank account, and hacking credit accounts often requires a run to Omnicred or something equally suicidal. The bad news is that digital transactions leave a “paper trail” that, while it can be hidden or concealed, is entirely too traceable for serious criminal activities. Each account must be registered to a particular SIN, unless the account is handled by an anonymous underworld banking service (with its own risks and complications). The cost of banking services is included in your lifestyle costs if you’ve got a Low Lifestyle or better—otherwise you’ll need to keep all your money on credsticks.

 

Fake system identification number (SIN)

In the World of Swan Song, you’re just a number. A SIN is what makes a mere body into a real person. Solid citizens receive their SINs at birth and carry them until they die. Not having a SIN means living outside the system, living with restricted or non-existent civil rights. Crossers by default are SINless—they have a SIN only if they have the SINner quality. Most Crossers don’t have one, either because they were unfortunate enough to be born poor, or because they lost it or ditched it somewhere along the way. SINs are digital, not physical objects. They exist on your commlink or are stored on a SIN-Tag that has been injected into your body (for more information on SINs see SIN).
  Getting by without a SIN can be a pain, so most Crossers settle for the next best thing: a fake. High quality fakes are difficult for The Man to spot; low quality fakes are … less good. The rating of the fake SIN is used in tests against verification systems. Just like a real SIN, anytime you use a fake SIN for legitimate activity, you leave a datatrail in your wake. The fact that criminal activities can be tracked to fake SINs makes fake SINs inherently disposable. Most Crossers operate two or more fake SINs at a time, one for legal activity like paying rent and going shopping, another for shadier activity, and possibly a third to be used only when it’s time to get the hell outta Dodge.

 

Fake license

For those who can’t or won’t go through the standard legal channels, fake licenses are available for all kinds of restricted items and activities. Items with no letter next to their availability don’t require licenses. Items that are Forbidden have no license available. Licenses, therefore, are for Restricted items. Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), use of Biotics, and any Restricted gear or augmentations, etc. Just as SINs essentially exist on your commlink or tag, fake licenses exist on your SIN and are linked to it.
  When you buy a fake concealed-carry license, you don’t buy it for Murderman the professional Crosser, you buy it for John Doe, one of Murderman’s fake SINs. Each license must be assigned to a particular (fake) SIN of the player’s choosing. Use the fake license’s rating against verification systems.

 
Example Licenses
Many things in the world of Swan Song need a license. Here are some of the most commonly required licenses for Crossers:
 
License Avail Cost
Possession of a Archaic Weapons (by Type) (Rating x 2)F Rating x 100
Concealed Carry of a Archaic Weapons (by Type) (Rating x 2)F Rating x 50
Possession of a Firearm (by Type) (Rating x 3)F Rating x 200
Concealed Carry of a Firearm (by Type) (Rating x 3)F Rating x 100
Restricted Device / Gear (per Item) (Rating x 2)F Rating x 50
Driving (Ground) (Rating x 1)F Rating x 100
Driving (Water) (Rating x 2)F Rating x 200
Driving (Air) (Rating x 3)F Rating x 300
Driving (Space) (Rating x 3)F Rating x 400
Cybernetic Combat Enhancement (Augmentations) (Rating x 3)F Rating x 200
Technomancer Registration (Rating x 3)F Rating x 100
Technomancy Usage (Rating x 3)F Rating x 200
Biotic User Registration (Rating x 3)F Rating x 100
Biotic Power Usage (Rating x 3)F Rating x 200
Security Service (Rating x 4)F Rating x 1.000
Law-Keeping Certificate (Bounty Hunter) (Rating x 3)F Rating x 500

 

Sensory Devices

Optical & Image Devices

From wiz shades to bulky goggles, basic vision enhancers are available in several forms.
  Image Devices: All such devices have—and by default use—wireless capability, although you can use a universal data cable for most of them. Each device has a Capacity that allows you to add vision enhancements (see Accessories & Modifications). Some of these devices are worn, while others are external sensor devices or even attached to weapons.
  Optical Devices: These devices use optical technology (glass bending or reflecting light), not electronics, to function. They have many uses, one of the most dramatic of which is that they enable a biotic to obtain line of sight for invoking powers from cover, something that can’t be accomplished with electronic devices. Invocations targeted through optics this way suffers a –3 dice pool modifier. Optical devices can’t take vision enhancements.

 
Device Weight Avail Cost
Binoculars (Capacity 1–3) 1 - Capacity x 50
Binoculars, Optical 1 - 40
Camera (Capacity 1–6) 1 - Capacity x 100
Micro–Camera (Capacity 1) - - 120
Contacts (Capacity 1–3) - 6 Capacity x 200
Glasses (Capacity 1–4) - - Capacity x 100
Goggles (Capacity 1–6) 1 - Capacity x 50
Endoscope 1/meter 8 250
Imaging Scopes (Capacity 3) 1 2 300
Periscope 2 3 50
Periscope Cam (Capacity 1-3) 2 10R Capacity x 600
Monocle (Capacity 1–4) - - Capacity x 120

 

Binoculars

Typically handheld, binoculars come with built-in vision magnification. Binoculars are available in optical (which can’t take additional vision enhancements) and electronic versions (which can take vision enhancements).

 

Camera

A common visual device, cameras can capture still photos, video, and trideo, including sound. Cameras may also be upgraded with vision enhancements and audio enhancements. A micro version is available with a Capacity 1.

 

Contacts

The most recent display devices are worn directly on the eyes. They are nearly undetectable, but they offer a bit of space for enhancements. Contacts have to be wireless; they don’t have room for a universal data connector.

 

Endoscope

This fiber-optic cable is at least 1 meter long, with the first 20 centimeters on either side made up of myomeric rope (p. 449) and an optical lens. It allows the user to look around corners, under door slits, or into narrow spaces. It is available in any number of lengths, although longer segments can be unwieldy.

 

Glasses

Glasses are lenses contained in lightweight frames worn on the bridge of the nose; numerous cosmetic styles are available, and vision-enhancement-equipped glasses are hard to distinguish from prescription glasses or sunglasses at a glance.

 

Goggles

Relatively large and bulky, goggles are strapped to the head, making them difficult to dislodge. Goggles have the potential to install a wide array of vision enhancements.

 

Imaging Scopes

These are vision enhancers and display devices that are usually top-mounted on weapons (see Accessories & Modifications, Firearms).

 

Monocle

A monocle is worn on a headband or helmet with a flip-down arm, or (for the old-fashioned look) on a chain.

 

Periscope

An L-shaped tube with two mirrors, the periscope allows the user to look, shoot, or invoke powers around corners.

 

Periscope Cam

An inexpensive, hand-held sensor package used to look around corners or over top of obstacles. Image link is standard and it comes with limited upgrading capabilities. It can be accessed wirelessly or viewed directly through a small viewfinder at the base.
 

Audio Devices

There are several common types of audio devices. Each device has a Capacity that allows you to add audio enhancements (see Accessories & Modifications).

 
Device Weight Avail Cost
Directional mic (Capacity 1-6) 1 4 Capacity x 50
Ear buds (Capacity 1-3) - - Capacity x 50
Headphones (Capacity 1-6) 1 - Capacity x 50
Laser mic (Capacity 1-6) 1 6R Capacity x 100
Omni-directional mic (Capacity 1-6) 1 - Capacity x 50

 

Directional microphone

This lets you listen in on distant conversations. Solid objects or loud sounds along the line of eavesdropping interfere, of course. It’s as if you’re up to one hundred meters closer to whatever you’re pointing the mic at.
 

Ear buds

These ergonomic ear plugs are hard to spot and harder still to differentiate from the standard kind that comes with every music player and commlink.
 

Headphones

A full headset with an adjustable headband strap, or attached to a headphone. Earbuds are harder to spot, but headphones pack more capacity.
 

Laser microphone

This sophisticated sensor bounces a laser beam against a solid object like a windowpane, reads the vibrations on the surface, and translates them into the sounds that are occurring on the other side of the surface. Maximum range is 100 meters. A laser microphone cannot fit the spatial recognizer audio enhancement.

 

Omni-directional microphone

A standard omnidirectional audio pickup and recorder. Usually incorporated into, connected to, or wirelessly linked with a commlink or other recording device. Micro versions (Weight 0) are available at Capacity 1 only and have a Maximum Range of only 5 meters.

 

Sensors

Sensors are found almost everywhere. Cheaply produced by the billions, miniaturization and integration have made sensors both located everywhere and hard to spot. You can put sensors in just about everything, and lots of people do. Your can of FizzyGoo is watching you and reporting back to marketing. You can play the sensor game, too.
  Sensors need to be placed in a housing or case of some sort, or built into another device. Sensors can record data themselves or forward it wirelessly in real-time or as files to other devices. Sensors are available in seven ratings (2–8) and two types: single and array. When you use the sensor array for Perception Tests, you may use your Electronics skill in place of your Perception skill, and you may use the sensor’s Rating as your limit.

 
Device Weight Capacity Avail Cost
Handheld Housing 1 1-3 - Capacity x 100
Wall-Mounted Housing 2 1-6 - Capacity x 250
Sensor Array (2-8) - 6 7 Rating x 1.000
Single Sensor (2-8) - 1 5 Rating x 1.00

 

Sensor array

This sensor package includes up to eight functions listed under Sensor Functions.

 

Single sensor

This is a sensor that can do only one function listed under Sensor Functions.

 

Housings

Sensors can be put into devices that have capacity. Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats). What you can put your sensor in is limited by the Rating of the sensor.

 
Sensor Housing Max Sensor Rating
RFID, audio or visual device, headware 2
Handheld device, small (or smaller) drone 3
Wall-mounted Device, medium drone 4
Large drone, cyberlimb 5
Motorcycle 6
Vehicle (larger than a motorcycle) 7
Buildings, airports, etc. 8

 

Sensor Functions

All of the functions you can choose for your sensor(s) are listed on the Sensor Functions table. If a function has the same name as an imaging or audio device, it’s the same as its description in those sections, with a Capacity equal to its Rating, and thus is not described here.

 
Sensor Function Max Range
Atmosphere sensor -
Camera -
Cyberware scanner 15 meters
Directional microphone -
Geiger counter -
Laser microphone 100 meters
Laser range finder 1.000 meters
MAD scanner 5 meters
Motion sensor 25 meters
Olfactory sensor -
Omni-directional microphone -
Radio signal scanner 20 meters
Ultrasound 50 meters
Vision magnification -

 

Atmosphere sensor

Weather forecasts are notoriously untrustworthy (thanks to pollution, Biotic storms, and other factors), but atmospheric sensors can keep you from getting caught in the rain with up-to-the second analysis of what’s happening in the air around you.

 

Cyberware scanner

This millimeter-wave scanner is primarily intended to detect cyber-implants but can be used to identify other contraband as well. Maximum range 15 meters.

 

Geiger counter

This sensor picks up the amount of radioactivity surrounding it.

 

Laser range finder

This simple sensor emits a laser beam that is reflected off a target’s surface and picked up by a detector to calculate the exact distance to the target. MAD scanner: The MAD (Magnetic Anomaly Detection) scanner is used to detect weapons and concentrations of metal. It has a maximum range of 5 meters.

 

Motion sensor

This sensor uses a mix of ultrasound and low-power infrared to detect motion and drastic changes in the ambient temperature. Maximum range is 25 meters.

 

Olfactory scanner

The olfactory sensor picks up and analyzes the molecules in the air. It works in the same way as the olfactory booster cyberware.

 

Radio signal scanner

This can be used as a bug scanner.

 

Ultrasound

The ultrasound accessory consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to “see” textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), it can’t handle colors or brightness. It also can’t penetrate materials like glass that would be transparent to optical sensors.
  You can set it to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).

 

Vision magnification

This zoom function digitally magnifies vision by up to 50 times, allowing distant targets to be seen clearly assuming a clear line of sight.

 

Security Devices

For more details on how security devices are used, see New World Security.
 
Security Device Avail Cost
Key/combination lock (Rating 1-6) Rating Rating x 10
Maglock Rating Rating x 100
Keypad or card reader - +50
Anti-tamper circuits (Rating 1-4) +Rating +(Rating x 250)
Biometric reader +4 +200
Restraint Weight Avail Cost
Metal 1 - 20
Plasteel - 6R 50
Plastic (per 10) - - 5
Containment manacles 2 6R 250

 

Key lock

Even in the wireless world, there are still some mechanical key locks and combination locks around. Some of them are old infrastructure that is still in place to save money, others for nostalgia, still others because modern burglars don’t expect them. For more details, see New World Security.

 

Maglock

Maglocks are electronic locks with a variety of access control options, from biometrics, to keycards, to passcards. For more information about maglocks and their options, see Maglocks, (New World Security).

 

Restraints

Standard metal restraints (Armor 16, Structure 2) come with a mechanical or a wireless-controlled lock. Modern plasteel restraints (Armor 20, Structure 2) are flash-fused and remain in place until the subject is cut free. Disposable plastic straps (Armor 6, Structure 1) are lightweight and easy to carry in bundles. Containment manacles are metal (Armor 16, Structure 2) and attached to a prisoner’s wrists or ankles to prevent her from moving faster than a shuffle or extending a cyber-implant weapon.

 

Breaking & Entering

Rules for typical security devices and how to break them can be found under New World Security. Most of the gear you’d expect to find here but isn’t can be covered with the appropriate tools.

 
Gear Weight Avail Cost
Autopicker (Rating 1-6) 1 8R Rating x 500
Cellular glove molder (Rating 1-4) 6 12F Rating x 500
Chisel/crowbar 3 - 20
Keycard copier (Rating 1-6) 4 8F Rating x 600
Lockpick set 1 4R 250
Maglock passkey (Rating 1-4) - (Rating x 3)F Rating x 2.000
Miniwelder 3 2 250
Miniwelder fuel canister 1 2 80
Monofilament chainsaw 5 8 500
Sequencer (Rating 1-6) 1 (Rating x 3)F Rating x 250

 

Autopicker

This lockpick gun is a quick and effective way of bypassing mechanical locks. The autopicker’s rating is added to your limit when picking a mechanical lock.
  Wireless: Having access to a huge online database of mechanical locks lets you add the autopicker’s rating as a dice pool modifier to your test when picking a mechanical lock.

 

Cellular glove molder

This device will take a finger or palm print and mold a “sleeve” you can wear to mimic the print to fool some biometric locks.

 

Chisel/crowbar

The chisel (or crowbar if you prefer) doubles your effective Strength when you’re forcing a door or container.

 

Keycard copier

The keycard copier allows the user to copy a (stolen) keycard in seconds. A new keycard can then be manufactured with a Hardware kit, about ten minutes, and a Hardware + Logic [Mental] (2) Test. When used, the forged keycard uses its Rating x 2 in an Opposed Test against the Maglock Rating x 2. Some security systems may note the unusual usage of duplicate keys, like when “Dr. Scientist” accesses a lab that she just accessed and hasn’t left yet.

 

Lockpick set

These mechanical burglary devices have undergone only slight improvements in the last several centuries. They are necessary tools for picking locks.

 

Maglock passkey

This maglock “skeleton key” can be inserted into any cardreader’s maglock, cleverly fooling it into believing that a legitimate passkey has been swiped.
  Wireless: The passkey receives a +1 bonus to its Rating.

 

Miniwelder

This portable device creates a small electric arc to melt metals, either to cut through metal or to weld it together. Its power supply allows it to operate for 30 minutes. While creating an intense heat, the arc is much too small to make a good weapon (it would be like trying to stab someone with a lighter). The miniwelder has a Damage Value of 25E when used to cut through barriers.

 

Monofilament chainsaw

The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8K.

 

Sequencer

An electronic device requried to defeat keypad-maglocks.
  Wireless: The sequencer receives a +1 bonus to its Rating.

 

Battering Rams

Sometimes, when a maglock pass key or a lock pick just can’t get the job done, a more robust method becomes necessary. Popular with entry teams, battering rams range from hunks of metal to high-tech wireless devices. Battering rams are not recommended for use as a melee weapon but can be used as such (use Exotic Melee Weapon (Battering Rams) skill, assuming you had the foresight to select it). For normal use, battering rams require a Strength + Agility Test to determine hits, which is added to the damage and then resisted by the object’s Body + Armor.

 
Device Acc Reach DV ARP Weight Avail Cost
Standard Ram 4 - (Str + 2)K 1 6 10R 2.000
Fluid-Motion Ram 5 1 (Str + 3)K 1 7 10R 3.500
Pneumatic Ram 6 - 16K 4 8 18R 10.000
Shock Ram 4 1 (Str + 2)K + 12E 3 6 10R 15.000

 

Standard Ram

A metal tube weighing approximately 20 kilograms with a blunted end and handles along the sides, this is a no-frills entry tool that relies on the user’s Strength for breaching. The standard ram is normally used by one individual, but heavier versions are available and can be used by two average humans.

 

Fluid-Motion Ram

The same as the standard battering ram, but it includes an internal ten-liter liquid reservoir. When used, the ram is swung backwards and then forward to strike the target. On impact the internal fluid in the ram creates extra momentum that increases the impact damage. Very useful against more durable doors, but using it requires two average-size Humans or one average-size Korrug.
  Special: Strength Rating to be used is (combined Strength of all users) / (number of users)
 

Pneumatic Ram

Also known as the P-Ram, a pneumatic ram’s breaching power comes from a large, battery-powered pneumatic piston. A P-Ram is too large and heavy to be swung. The quad-legged device is securely positioned at the door or barrier before operation and triggered by a touch pad or wirelessly. Its power comes at the expense of mobility; it requires a four-person team of average humans to deploy.

 

Shock Ram

Users call it the Shock Knocker. It’s a shock ram is designed to disable electronic locks or defenses when it breaches a door or barrier. Four large conductive spikes protrude from the ram’s head that penetrates the barrier to deliver the charge. A human in contact with the barrier or the spikes must resist shock damage per normal rules. Shock rams can be wirelessly discharged. Though an effective breaching tool, a shock ram requires frequent maintenance and constant monitoring, as repeated use can damage the mechanism and insulating protective casing. A glitch on a use test results in the batteries failing; a critical glitch results in a shock to the operator.

 

Industrial Chemicals

If you’re looking for toxins and drugs, you should go to Drugs & Toxins.

 
Chemicals Avail Cost
Glue Solvent 2 90
Glue Sprayer 2 150
Thermite Burning Bar 16R 500
Ultra-Glide Lubricant 12 30

 

Glue solvent

This spray can has enough solvent to dissolve about a square meter of fast-drying aerosol superglue.

 

Glue sprayer

This fast-drying aerosol superglue allows you to quickly glue two rigid surfaces together, and holds enough for about a square meter of glue (enough to glue an exterior door or picture window shut). The glue takes 1 Combat Round to harden. The glue has Body and Strength Ratings of 5 for the purpose of trying to force it (an Opposed Body + Strength Test).
 

Thermite burning bar

Thermite gel is an incendiary material that burns at extremely high temperatures. It is applied with the help of a burning bar—a rod of thermite and oxygen mounted on a handle and in a frame—that can be used to melt holes in iron, steel, and even plasteel. The thermite burning bar inflicts Fire Damage with a DV of 30. It has to be set carefully, so a thermite bar can’t be used as a weapon (unless your target is tied up or unconscious or something, in which case, wow, ouch).
  Wireless: The burning bar can be activated wirelessly.

 

Ultra-Glide Industrial Lubricant

AmpetaChem initially intended to develop an innovative industrial-grade degreaser. On paper and in computer modeling, that’s exactly what they did. But when they tested their creation, they discovered the viscous liquid not only didn’t remove grease, it was itself almost impossible to remove without specialized solvents. More importantly, any surface coated with their experimental cleaner became for all practical intents and purposes friction-free. AmpetaChem wasted no time in rebranding their failed cleaner as an industrial lubricant. Though chemically improbable, Ultra-Glide works—the coating produces a zero-friction surface that all but eliminates wear and heat in machinery. Sold to consumers in jugs and spray cans, Ultra-Glide is popular with security providers who use it to coat approaches to potential breach points. It can also be used in squirt weapons or in standard paint grenades (applicable skill tests apply). To move across a surface (per meter) coated with Ultra-Glide requires an Acrobatics + Agility (3) [Physical] Test, or an Agility (4) Test to hold on to an Ultra-Glide coated item.

 

Survival Gear

Common survival gear includes the following:

 
Gear Weight Avail Cost
Chemsuit (Rating 1-6) 1 Rating x 2 Rating x 150
Climbing gear 1 - 200
Diving gear 1 6 2.000
Flashlight 0,5 - 25
Gas mask 0,5 - 200
Gecko tape gloves 0,5 12 250
Hazmat suit 1 8 3.000
Light stick 0,5 - 25
Magnesium torch 0,5 - 5
Micro flare launcher 1 - 175
Micro flares 0,1 - 25
Rappelling gloves 0,5 - 50
Respirator (Rating 1-6) 1 - Rating x 50
Survival Kit 2 4 200

 

Chemsuit

This impermeable coverall is worn over clothes or armor and provides chemical protection equal to its Rating. It is not to be confused with a full hazmat suit, as it is not vacuum sealed. If a chemsuit is worn on top of chemical-resistant armor, only the highest chemical protection rating applies.

 

Climbing gear

This is a backpack full of rope (400-kilo test), an ascent/descent harness, gloves, carabiners, crampons, and so forth needed for assisted climbing.

 

Diving gear

Underwater diving equipment, including a diving suit, partial facemask with snorkel, breathing regulator, an air tank with 2 hours of air, and an inflatable vest for quick returns to the surface. The regulator and air tank protect against inhalation toxins just like a gas mask. The wet suit provides Rating 1 resistance to Cold damage. Wireless signals don’t work very well underwater, but the wireless systems in the diving gear help with prep and maintenance.

 

Flashlight

Most flashlights are long lasting and super bright. Durability and brightness depend on the size—the bulkier, the better. Flashlights are also available in low-light and infrared versions, reducing visibility modifiers for low-light and thermographic vision, respectively. A flashlight can also be mounted to a weapon’s top or under-barrel mount.

 

Gas mask

This air-supplied re-breather completely covers your face and gives you immunity to inhalation-vector toxin attacks (Toxins, Drugs, and BTLs). It comes with a one-hour clean-air supply (replacements cost 40 NuCred) and can be attached to larger air tanks. It cannot be combined with a regular respirator.
  Wireless: The gas mask analyzes and gives you information about the surrounding air that you’re not breathing.

 

Gecko tape gloves

The outer layer of these gloves is made of a special dry adhesive that incorporates millions of fine microscopic hairs that bond to other surfaces. Individually, these bonding forces are tiny, but combined they’re strong enough to attach a troll, upside down, to the ceiling. Gecko tape gloves come as a set that includes gloves, kneepads, and slip-on-soles. You get to use assisted climbing when you’re wearing the set. Gecko tape gloves are useless when they’re wet.
  Wireless: The adhesive outer layer can be temporarily neutralized with a wireless signal, useful for getting the gloves on and off without getting them stuck to yourself or each other.

 

Hazmat suit

The hazmat suit covers your whole body and includes an internal air tank with four hours of air. As long as it’s not damaged, it provides you with a chemical seal and protects you from contact and inhalation vector toxin attacks (Toxins, Drugs, and BTLs). Many hazmat suits come standard with a Geiger counter.
  Wireless: The suit analyzes and transmits information about the environment that you’re not touching or breathing.

 

Light stick

Bend, snap, and shake it to produce three hours of soft chemical illumination that covers a ten-meter radius.

 

Magnesium torch

Strike and activate for five minutes of bright torchlight.

 

Micro flare launcher

The flare launcher can shoot colored flares about 200 meters into the air, illuminating an area the size of a city block for a couple of minutes and negating the modifier for poor or low lighting. If you shoot it at someone, use the Exotic Ranged Weapon skill; the micro flare deals 5 Fire damage.

 

Rappelling gloves

These gloves are made of a special fabric that allows you to get a tighter grip on a grapple line, giving you a +2 dice pool bonus on all tests to hold your grip on the line. These gloves are necessary in order to use ultrathin microwire without gruesomely slicing your hands apart as you slide down it.

 

Respirator

A respirator is a filter-mask worn over the mouth and nose that protects against inhalation-vector toxins (Toxins, Drugs, and BTLs). The respirator adds its rating to toxin resistance tests against inhalation-vector toxins.

 

Survival kit

An assortment of survival gear in a rugged bag. Includes a knife, lighter, matches, compass, lightweight thermal blanket, several days’ worth of ration bars, a water-purification unit, and more. A good item to consider for your go-bag.

 

Grapple Gun

This gun can shoot a grappling hook and attached rope, using Light Crossbow ranges. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Archery skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.

 
Gear Weight Avail Cost
Grapple gun 2 8R 500
Standard rope 1 - 50 per 100m
Microwire 0,5 4 50 per 100m
Myomeric rope 1 10 200 per 100m
Stealth rope 1 8F 85 per 100m
Catalyst Stick 1 8F 120

 

Microwire

This micro rope is made of an extremely thin (nearly monofilament) and resilient fiber; a great length of it can be stored in a very small compartment, and it is very difficult to see. The downside is that it can only be grabbed with special protective rappelling gloves without slicing straight through the climber’s hands, inflicting 8K damage with an ARP of 8.

 

Myomeric rope

Made of a special myomeric fiber, this rope’s movement can be controlled remotely (over a maximum length of thirty meters). For example, the controller can wind it like a snake to reach around an obstacle or tie to a ledge. The rope moves at a rate of two meters per Combat Round.

 

Stealth rope & Catalyst Stick

When stealth rope is touched with the catalyst stick, the chemical reaction that is triggered crumbles the rope to dust within seconds, leaving almost no trace. The catalyst stick is reusable.

 

HealthTech

For rules on healing see Healing.
 
Gear Weight Avail Cost
Biomonitor - 3 300
Disposable Syringe - 3 10
Medkit (Rating 1-6) 1 / 2 Rating Rating x 250
Medkit Supplies - - 100

 

Biomonitor

This compact device measures life signs—heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing or commlinks.
  Wireless: The biomonitor shares information with other wireless devices you designate and can auto-alert DocWagon or another ambulance service if your life signs reach certain thresholds.

 

Disposable syringe

Made of plastic with a metal needle, syringes are intended for a single use. Syringes can be used to apply injection-vector toxins. An uncooperative victim might need to be immobilized or at least grappled first.

 

Medkit

The medkit includes drug supplies, bandages, tools, and a (talkative) doctor expert system that can advise the user on techniques to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for the treating of shock, handling blood loss, and of course performing resuscitations). Add the medkit’s rating to your limit on First Aid tests. A medkit of Rating 3 or lower fits in a pocket; at Rating 4+ it’s a handheld case. The medkit needs to be restocked after every (Rating) uses.
  Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.

 

Slap Patches

Slap patches are adhesive dermal drug dispensers that allow continual, safe administration of necessary chemicals. They are applied directly to the patient’s skin.
  Applying a slap patch to an unwilling patient requires a successful melee attack (which deals no damage), which may be tricky if your target doesn’t have much exposed skin (Called Shots).

 
Patch Avail Cost
Antidote patch (Rating 1-6) Rating Rating x 50
Chem patch 6 200
Stim patch (Rating 1-6) Rating x 2 Rating x 25
Tranq patch (Rating 1-10) Rating x 2 Rating x 20
Trauma patch 6 500

 

Antidote patch

Add the rating of an antidote patch to any toxin resistance tests made within twenty minutes after it has been applied. The window to apply an antidote patch after being poisoned is often very narrow, depending on the toxin (Toxins, Drugs, and BTLs).

 

Chem patch

This is a “blank” patch. You can add one dose of a chemical or toxin (see Drugs & Toxins) to it, and then apply it later to a patient (or yourself).

 

Stim patch

This patch removes a number of Strain equal to its Rating. This effect lasts for (Rating x 10) minutes—after that period of time, the patient takes (Rating + 1) unresisted Strain (which may be well become physical overflow by that point). While a stimulant patch is in effect, the character is unable to rest. Frequent use of stimulant patches may require Addiction Tests. Treat it as Addiction Rating 2, Addiction Threshold 1.

 

Tranq patch

This patch inflicts Strain equal to its rating, resisted with only Body.

 

Trauma patch

If placed on a dying patient, it allows her to make an immediate stabilization test (Physical Damage Overflow) using her Body instead of First Aid or Medicine.
  Wireless: Instead of making a test, the patient is automatically stabilized immediately.

 

Contracts

DocWagon Contract

Don’t leave home without it! DocWagon offers firstclass emergency medical care on a twenty-four-hour basis, and they come to you! Four contract service levels are available: basic, silver, gold, and platinum. A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards, spiders, and biotics) and comes with a biomonitor RFID tag implant or wristband that can be activated to call for help and then to serve as a homing beacon for DocWagon armed ambulances and fast-response choppers in the area. Rupture of the band will also alert DocWagon representatives.
  Upon receiving a call from a contract-holder, DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the emergency medical care is free. Resuscitation service carries a high premium (5,000 NuCred), as does High Threat Response (HTR) service (5.000 NuCred). In the latter case, the client or their next of kin is expected to pay medical bills up to and including death compensation for DocWagon employees (20.000 NuCred per cold body).
  Silver service includes one free resuscitation per year, a fifty percent reduction on HTR service charges, and a ten percent discount on extended care. Gold service includes four free resuscitations per year and a fifty percent discount on extended care. There is no charge for HTR services, but employee death compensation still applies. Platinum subscribers are entitled to five free resuscitations a year and do not have to pay for HTR services or death compensation.
  Doc Wagon does not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

 
Contract Cost
Basic 5.000 per year
Silver 25.000 per year
Gold 50.000 per year
Platinum 100.000 per year


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