Ships, vehicles, weapons, and armor are all covered in character creation. You'll find the basics there, but sooner or later you're going to come into credits, and want to spend them. There's a dizzying array of cyberware, magical items, schematics, and exotic weapons that you might want.
Below is my attempt at cataloguing the most common items I've run across, with explanations as to how they're used. The cyberware mostly comes from my sister Rava, who has every implant socketed, and is now talking about buying a new harness so she can socket more.
Why don't we start there, with Cyberware?
Cyberware
Harnesses
All cyberware requires a harness, which is wired to the target's nervous system. This harness contains a number of sockets, and also offers an internal software package that can link to all relevant systems. Your harness can use your comm to connect to Quantum, or add an augmented reality overlay to your vision if you have cybereyes.
Replacing a harness is a costly and risky procedure, with a high mortality rate. However, the Inuran Consortium has recently begun producing magitech harnesses that accelerate the recipient's healing, and have a dramatically lower mortality rate.
For anyone who can't afford an Inuran harness make sure you choose wisely. You're stuck with what you get.
NTM Borg Mk V
Sockets: 5
Base Systems: Comlink, GPS, Vital signs monitor
Cost: 150,000 credits
The NTM Borg is your bottom of the line harness, and also the most common. Very few can afford a higher end harness, and the Borg brings a lot to the table for the cost. You get all your basic systems, and five slots to work with. This will serve most mercs well, though most eye their better-equipped brethren with envy.
NTM Borg Mk VII
Sockets: 7
Base Systems: Replaceable Comlink, GPS, Vital signs monitor, Emergency beacon
Cost: 350,000 credits
The NTM Borg VII is laughingly referred to as the tank harness, because you can literally buy a tank for the same price. It brings two more sockets to the table, which is the real draw, but the replaceable comlink means that you can add any custom unit. If something new comes out that's better, you just add it into your rig, versus having last year's model...forever.
My favorite part is the emergency beacon. If you have the credits for a contract these things are amazing. When your vital signs go critical the harness will transmit your location, vitals, and threat assessment level to NTM Processing. If you are within range of a processing facility they'll dispatch a combat drone to your location to medivac you to the nearest hospital or medbay. This contract runs a hefty 50,000 credits, but is valid all over the sector.
Inuran Divinity Mk VII
Sockets: 7 Magitech
Base Systems: Replaceable Comlink, GPS, Healing Aura, Magic Dampeners
Limit: 4
Cost: 1,000,000 credits
The Divinity functions like a standard harness, but is forged from magical materials making it a true eldimagus. Your Divinity will develop its own personality, and gain power after you've been to a few Catalysts.
This harness is a recent addition to the Inuran catalogue, and they've yet to release a Mk V or Mk III so only the truly wealthy can afford this. It's worth it. The healing aura repairs both its own internal systems, and your body. It's slow, but a good night's sleep will heal all wounds.
My favorite part, though, is the magic dampeners. Your divinity adds one to the DT of any spell effecting you. This includes beneficial spells, but that seems like a small price to pay to foil enemy spellcasters. Were I a Magekiller I would kill mages all day for this harness.
Cybernetic Systems
Cyber-Senses
Required Sockets: 1
Cost: 50,000
Effect: Replaces target's ears and eyes with improved cybernetic versions. You can perceive in infrared, sonic, UV light. You gain edge on all perception checks, and cannot be surprised.
Stealth Generator
Required Sockets: 1
Cost: 50,000
Effect: Generates a field 3 milimeters from the target's body that bends light. This field grants the user edge on all stealth checks made while it is active, and can be toggled on and off at will.
Augmented Strength I
Required Sockets: 1
Cost: 50,000
Effect: +1 athletics, +1 strength. This bonus can exceed racial maximum
Augmented Strength II
Required Sockets: 2
Cost: 100,000
Effect: +2 athletics, +2 strength. This bonus can exceed racial maximum
Augmented Strength III
Required Sockets: 2
Cost: 150,000
Effect: +3 athletics, +3 strength. This bonus can exceed racial maximum
Augmented Reflexes I
Required Sockets: 1
Cost: 50,000
Effect: +1 dodge, + 1 agility. These bonuses can exceed normal maximums.
Augmented Reflexes II
Required Sockets: 2
Cost: 100,000
Effect: +1 dodge, + 2 agility. These bonuses can exceed normal maximums.
Augmented Reflexes III
Required Sockets: 2
Cost: 150,000
Effect: +2 dodge, + 2 agility. These bonuses can exceed normal maximums.
Reinforced Skeleton I
Required Sockets: 1
Cost: 50,000
Effect: +1 brace, + 1 fortitude. These bonuses may exceed normal maximums.
Reinforced Skeleton II
Required Sockets: 2
Cost: 100,000
Effect: +1 brace, + 2 fortitude. These bonuses may exceed normal maximums.
Reinforced Skeleton III
Required Sockets: 2
Cost: 150,000
Effect: +2 brace, + 2 fortitude. These bonuses may exceed normal maximums.
Active Targeting I
Required Sockets: 1
Cost: 50,000
Effect: +2 accuracy with linked weapon
Active Targeting II
Required Sockets: 1
Cost: 100,000
Effect: +3 accuracy with linked weapon
Active Targeting III
Required Sockets: 1
Cost: 150,000
Effect: +4 accuracy with linked weapon
Internal Comlink
Required Sockets: 0
Cost: 10,000
Effect: Allows basic communication via Quantum, and provides access to the galactic net.
Inuran Personal Assistant Comlink
Required Sockets: 0
Cost: 30,000
Effect: Allows basic communication via Quantum, access to the galactic net, and so much more. The PA responds to thoughts, and can do anything from shop to run basic research tasks into reports.
Kinetic Weapons & Ammo
I took a lot of flack for not including traditional slug throwing weapons in my listed equipment for starting adventurers, so allow me to rectify that here. My reliance on magic shouldn't prevent the aspiring merc from picking up any of these weapons. If you have a true mage friend they might even be able to summon you some additional ammo.
Slug Throwing Weapons
Harry's Slugpistol Mk III, Hold out/pocket-pistol
Damage: 3
Accuracy: 0
Limit: 1
Range: 8
Ammunition: 8 round magazine
Defense: Dodge
Cost: 200 Credits
Harry's Slugpistol Mk V, Defensive Sidearm
Damage: 3
Accuracy: 0
Limit: 1
Range: 8
Ammunition: 15 round magazine
Defense: Dodge
Cost: 300 Credits
Harry's Slugpistol Mk VII, Tactical
Damage: 4
Accuracy: 0
Limit: 1
Range: 8
Ammunition: 8 round magazine
Defense: Dodge
Cost: 800 Credits
Harry's Slugrifle Mk III
Damage: 6
Accuracy: 1
Limit: 1
Range: 20
Ammunition: 10 round magazine
Defense: Dodge
Cost: 1,200 Credits
Harry's Pump Action Shotgun Mk V
Damage: 8
Accuracy: 0
Limit: 1
Range: 8
Ammunition: 6 rounds
Defense: Dodge
Cost: 1,000 Credits
Grenades
Grenades deal damage to a 3x3 area. Grenades fired from a launcher have 2x range, no acc bonus/penalty.
Flash Grenade
Cost: 150
Effect: Emit's a blinding flash that effects nearly all sensors. Roll ranged + agility. If your successes succeed the target's skepticism they are blinded and have a +2 DT to all actions requiring sight. The effect lasts for a number of rounds equal to the extra successes rolled.
Flashbang
Cost: 250
Effect: As flash grenade, but adds a deafening explosion that also applies the +2 penalty to any checks requiring sound.
Smoke Grenade
Cost: 25
Effect: Blinds all target within the 3 x 3 area, giving anyone effected a +2 DT to all sight based checks. This smoke persists for 10 rounds.
Dispersal Grenade
Cost: 25
Effect: Unleashes a blast of air to clear a target area of toxins.
EMP Grenade
Cost: 500
Effect: Inflicts 10 damage + successes rolled on any electronic systems. Most systems have less than 10 hit points.
Frag Grenade
Cost: 75
Effect: +2 accuracy. Inflicts 4 damage to all targets.
Plasma Grenade
Cost: 250
Effect: -1 accuracy, +1 armor penetration. Inflicts 5 damage to all targets.
Additional Items & Equipment
NTM Med-Scan
Cost: 100
Description: Auto-diagnoses standard injuries and illnesses, and adds +1 to First Aid check.
Stim
Cost: 50
Description: An injectable medicine containing painkillers and healing nano-bots to promote regeneration. Stim, Medpatch, Medkit can only be used number of times equal to Fortitude before resting.
Heals 5 + 1 HP for each success on a first aid roll. -2 to physical checks 1 min.
Medpatch
Cost: 150
Description: A kit containing medicine, painkillers and healing nano-bots to promote regeneration. Larger than Medpatch. Larger than stims. Stim, Medpatch, Medkit can only be used number of times equal to Fortitude before resting.
Heals 10 + 2 HP for each success on a first aid check. -2 to physical rolls 1 min.
Medkit
Cost: 500
Description: A kit containing medicine, painkillers and healing nano-bots to promote regeneration. Larger than Medpatch.
Heals 15 + 2 HP for each success on a first aid check. -2 to physical rolls 1 min. Stim, Medpatch, Medkit can only be used number of times equal to Fortitude before resting.
Medical Pod
Cost: 50,000
Description: Heals 10 HP per hour in pod.
Rejuvenation Pod
Cost: 150,000
Description: Heals 10 HP per minute
Light Drone
Cost: 25
Description: Emits soft light from the entire body, and goes where verbally directed. Can be tied to a comlink and given commands electronically.
Thigh Pack
Cost: 5
Description: Small pack that just holds the essentials. Dimensions: 28cm x 22cm x 22cm. Pack is divided into multiple pockets to organize stored items such as knives, ammunition/magazines, flashlight and pogey bait. Pack may be strapped to a larger backpack. Additionally, it may be worn either at the small of the back or at the thigh.
Large Field Pack
Cost: 75
Description: A lightweight pack made from canvas with a hollow metal frame. Can safely hold up to 100 kilos stuffed into various pouches, or in thigh packs clipped on.
Advanced Climbing Gear
Cost: 125
Description: An advanced kit including pitons, ropes, carabiners, and other gear for serious climbers. Focus is on safety rather than speed. Kit will provide edge when making athletics checks to climb.
10 Pack of Ternus MREs
Cost: 25
Description: These freeze dried rations were created during the war. It's unclear when the war was fought, but having eaten one of these I'd wager centuries ago. It's bad. Real bad. Each pack will sustain you for a day, though you won't enjoy it.
Magical Resonance Scanner
Cost: 250
Description: This handheld scanner contains a tiny bit of fire magic, which resonates whenever held near a source of magic. This is often used by parents to test their children for magical ability, and they are common throughout the sector.
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