CHAPTER 7: Equipment

 

  CURRENCY                

Ever since palman expansion over the Algo system, the Algo star system as a whole accepted palman currency, the meseta (mst), as Algo's standard currency.

Inside and Out

Inside the government cities, meseta is handled by smartcards, through wich a user can have access to his money. Meseta smartcards work just like regular cashcards, so lost smartcards can be used by anyone until the legitimate owner reports such card as lost, and it gets canceled. Since the merging of motavian and dezorian's Net, characters can use mst smartcards freely on Motavia and Dezoris alike without any complication.

Forging a fake smartcard for the first time requires a Computer Science check DC 25, and a Forgery check DC 20. Once succeeded, the forging of additional smartcards requires Forgery Checks only. The encrypting methods used by smartcards change every so often, so the GM is free to say a character's encrypting method for forging a smartcard is no longer valid every so often. Forging smartcards is penalized by government's law with 15 years of imprisonment.

Outside the government's territory, however, they use meseta too, even if in a different form however. Not enjoying the benefits of the government's financial network. Outside settlements still use coin currency. Meseta smartcards are as useless on outside settlements as meseta coins are inside the government's cities. Visitors from outside settlements can't get regular smartcards as they're not registered as citizens in the government's database and no bank can accept clients without legitimate data but they can acquire a “visitor's card” though. When entering a government city on a visit, the first thing one do is registering oneself's personal data, reasons for visiting , and estimated time the visitor plans to stay. Once the process is complete, the visitor can buy a visitor's card with his own meseta (in fact, buying money, as awkward as it may sound), such card is effective for the time registered. Once the visitor leaves the city or the time elapses, the card becomes useless, but the visitor keeps that card, should he want it re-activated in a future visit. The coinage collected by visitors is used later when citizens want to travel outside the government's territory (the process for buying meseta coins is similar to the one visitors go through for registering their visit).

Money and Characters

As a default, it's assumed that characters come from a middle class, which means they have a default set of daily and monthly expenses (see Goods&Services below). A player that tries to bypass this expenses by saying his character comes from a lower-class (or even homeless) is allowed to do so. However, this lack of social status carries consecuences in the form of a social stigma, which in game terms comes as a penalty to the character's reputation ranging from -4 to -8, depending on the degree of the character's poverty (a character with -8 is automatically considered infamous, regardless of alignment or actions). On the other side of the coin, characters with wealth enjoy a bonus to their reputation rolls ranging from +2 to +6 depending on their personal wealth. Remember kids, the days of the farmer heroes are long past, and society pays a good deal of attention to status. Sad indeed but so is life.

Trade Outside the Cities

In general, outside the city, goods can be sold for half its listed price. Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. According to the settlement in question, wheat, cloth, weapons, and valuable metals can be commodities. Merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don't have to worry about it.

WEAPONS & ARMOR

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, firearms, heavy, energy, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large). If a character uses a weapon with which the character is not proficient, the character suffers a -4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons.

Energy Weapons: Energy weapons is a special category as it is rather a subcategory of sorts. When a character selects the Energy Weapons Proficiency, he becomes able to use enery-weapon variants of any weapon he is proficient with. A character proficient in simple weapons, for example, becomes proficient with all energy melee weapons (except exotic melee weapons).

As energy weapons deal damage because of the energy they generate rather than because of mass, weight, or momentum, don't apply a character's Strenght bonus to damage dealt by energy weapons, even if melee weapons.

Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.

Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.

One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage

(provided the character has a bonus). Thrown weapons can only be thrown one-handed, and a character's Strength bonus

is added to the damage.

Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).

Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.

A character can use a two-handed projectile weapon (such as a rifle) effectively in two hands. Add no Strength bonus to damage with a projectile weapon.

Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.

Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

Table: Weapons

Weapon: The name of the weapon.

Cost: Weapon's cost in meseta. When two prices are listed for the same item, the price between parenthesis is the price for each additional ammo clip/powerpack. As Algo's current technollogy is based on gravity induction, characters can't try to “recharge” used powerpacks as each one is a miniaturized gravity inducer.

Damage: Damage inflicted by the weapon.

Critical: The die number in which the weapon scores a threat. When scored a threat, roll again the attack, if the attack is succesful, the damage is inflicted upon a target's wound points, rather than to his vitality points.

Range Increment: A weapon has a maximum range equal to five times its Range Increment value in meters. When attacking from a distance, apply a -1 penalty to the combatant's attack roll for each Range Increment step the combatant is from his target. Weapons that include computer weaponsights like sniper rifles and most heavy weapons can offset this penalties completely, allowing the user to fire without penalty up to the weapon's maximum range.

Type: The type of damage the weapon inflicts, either slashing, piercing, slashing, bludgeoning, or energy.

Payload: The maximum number of shots per ammo clip. In the case of energy melee weapons, it indicates the number of hours provided by each powerpack; in this case, “hours” means the number of hours of continued, uniterrupted use a powerpack would last (should the case ever presents).

Auto: Indication on wether the gun has automatic fire capabilities, semiautomatic, or not.

Simple Weapons

   

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Unarmed Attacks








Unarmed, normal

-

1d4(subdual)

-

-

-

B

-

Unarmed, martial artist

-

1d6

20

-

-

B

-

Tiny








Brass Knuckles*

30

1d6

20

-

-

B

-

Dagger*

70

1d4

19-20

3m

½ kg

P

-

Dagger, punching*

70

2d4

20

-

1kg

P

-

Knuckle, Powered**

6000(900) **also see description**

1d10 *also see description*

19-20

-

1kg

B

3hours

Small








Axe, throwing

300

1d6

20

3m

2kg

S

-

Gravmace**

13000(1500)

2d6+3

19-20

-

2kg

B

8hours

Handaxe

250

2d6

20

-

2.5kg

S

-

Pulse Baton**

9500(230)

1d8+2

19-20

-

1.5kg

E

30

Sap*

20

1d6 (subdual)

20

-

1.5kg

B

-

Sickle

50

1d6

20

-

1.5kg

S

-

Sword, short*

590

1d6

19-20

-

1.5kg

P

-

Taser**

1500(150)

1d6(subdual)

-

-

1.8kg

E

50

Medium-size








Battleaxe

550

2d8

20

-

3.5kg

S

-

Club*

-

1d6

20

-

1.5kg

B

-

Flail, light

500

1d8

20

-

2.5kg

B

-

Halfspear

25

2d6

20

6m

1.5kg

P

-

Longsword*

890

1d8

19-20

-

2kg

S

-

Rapier*

1150

1d6

18-20

-

1.5kg

P

-

Scimitar

700

1d6

18-20

-

2kg

S

-

Large








Falchion

1500

1d4

18-20

-

8kg

S

-

Flail, heavy

700

1d10

19-20

-

10kg

B

-

Greataxe

900

2d12

20

-

10kg

S

-

Greatclub

100

1d10

20

-

5kg

B

-

Greatsword*

3000

2d6

19-20

-

7kg

S

-

Halberd

500

2d10

20

-

7kg

P,S

-

Longspear

200

2d8

20

-

4.5kg

P

-

Quarterstaff*

-

1d6/1d6

20

-

2kg

B

-

Scythe

700

3d8

20

-

6kg

P,S

-

     
                       
Exotic Weapons

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Small








Bolas

35

1d4

20

3m

1kg

B

-

Clawed Gauntlet*

450

1d6

17-20

-

2kg

S

-

Nunchaku*

120

1d6

20

-

1kg

B

-

Slicer*

400

2d6

20

3m

2kg

S

-

Slicer, Powered**

9900(1250)

2d6

19-20

6m

2kg

S

2hours

War fan*

300

2d6

20

-

1.5kg

S

-

Whip*

80

1d2 (subdual)

20

4.5m

1kg

S

-

Whip, Shocker*

20000(2000)

(see)

20

3m

1.5kgs

S,E

50

Medium-Size








Net

450

-

-

3m

5kg

-

-

Large








Chainsawd**

36000(2000)

3d8

18-20

-

9kg

S

4hours

Sword, two-bladed*

4000

1d8/1d8

19-20

-

15kg

S

-

Three-section staff*

800

2d8

20

-

4kg

B

-

   
                       
Energy Weapons - Melee

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Small








Blade Dance**

9000(800)

2d6

19-20

-

½ kg

E

1hour

Photon Claw**

20000(2935)

3d8

19-20

-

2kg

E

6hours

Medium-Size








Excalibur**

15000(3600)

2d8

19-20

-

½ kg

E

24hours

Large








Double Saber**

49000(6100)

3d8/3d8

19-20

-

1kg

E

3hours

Dragonslayer**

80000(9000)

5d8

19-20

-

3kg

E

2hours

Gae-Bolg**

18000(5000)

2d8

19-20

-

3kg

E

40hours

Soul Banish**

25000(3000)

3d8+3

19-20

-

5kg

E

6hours

   
                       
Firearms

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Auto

Small









Pistol, automatic*

1200(120)

1d10

19-20

45m

2.5kg

P

12

Semi

Pistol, revolver*

1200(80)

1d10

20

30m

1.5kg

P

8

No

Medium-Size









Android Disabling Gun**

20000 (1000) see

(see)

-

15m

2.5kg

E

3

No

Net, Launcher**

5000(1000)

(see)

-

3m

8kg

-

4

No

Rifle, automatic*

6000(200)

2d12

19-20

75m

6kg

P

20

No

Rifle, Assault**

12000(200)

2d12

19-20

60m

5kg

P

20

Semi

Shotgun*

2300

(see)

(see)

30m

5kg

P

5

No

Sub-Machinegun**

3000

1d10

20

30m

3kg

P

30

Full

 
                       
Energy Weapons - Ranged

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Auto

Small









Laser Gun**

12000(2000)

2d10

20

30m

1kg

E

50

No

Stun Gun**

2000(800)

-

-

30m

1kg

E

50

No

Medium









Laser Repeater**

35000(3600)

2d8

20

30m

1 kg

E

50

Full

Large









Laser Rifle**

30000(4000)

3d10

19-20

60m

3.5kg

E

50

Semi

     
                       

Heavy Weapons

The use of heavy weapons is reserved for the military only. All weapons listed here are considered heavy artillery, characters making use of heavy artillery inside government's territory will be penalized with up to 5 years of imprisonment.

     

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Payload

Auto

Medium









Bantam Launcher

10000

(see)

(see)

80m

7kg

E

4

No

Flame Thrower*

2000(300)

3d6

-

8m

4kg

E

10

No

Meteor Smash**

80000(10000)

6d10

20

30m

5kg

E

20

No

Large









Grenade Launcher*

15000

(see)

(see)

60m

6kg

E

1

No

Laser Rifle, repeater**

50000(4000)

3d8

20

60m

4kg

E

70

Full

Machinegun*

5000(300)

3d10

19-20

60m

6kg

P

50

Full

* Items with an asterisk (*) are the sort one can find in the government's territory (but can still be found elsewhere). Weapons or otherwise items without asterisk are still in use in outside settlements only.

** Items with a double asterisk (**) can only be acquired in government's territory

Masterwork Weapons: A masterwork weapon is crafted with special techniques, providing it with premium quality. A masterwork weapon adds a +1 enhancement bonus on attack rolls. The cost of a masterwork weapon is the either the cost of the base weapon plus 1000, or the cost of the base weapon times two, whichever is greater.

Laconia Weapons: Laconia is a rare mineral discovered by palmans three thousand years ago which was used to forge melee weapons and armor of top quality. Laconia is a mineral that, while light and strong, is too hard to work with (the Craft DC for creating laconia weapons is increased +10), that adding the further discovery of new metal alloy which was nearly as strong, but halfway easier and cheaper to forge or manufacture, made laconia fall in disuse. While characters may not gain any special benefit from a suit of armor made from laconia compared to cermet or ceramic alloy, its quality for forging melee weapons in still undisputed. Non-powered melee weapons made from laconia have 5 hit points more than a weapon of different material, their hardness is increased by two, and grant a +1 enhancement bonus on damage rolls (when forged into slashing or piercing weapons). All laconia weapons are masterwork weapons.

Automatic Fire

||NOTE: The rules for autofire presented here differ from those used in other d20 sci-fi settings, like the Star Wars RPG. Please take the time to familiarize yourself with this alternate system||

Automatic fire is a special feature that allows certain weapons to fire several rounds on a single squeeze. When firing bursts there are two things taken into account:

  1. Recoil: Most firearms suffer from recoil, which drains a slight degree of accuracy from a shot. When fired several rounds the recoil in a weapon becomes quite strong, the user being unable to keep the weapon still. When talking about heavy weapons like machineguns, a burst becomes virtually impossible to control without a tripod and at least another person helping to get a hold of the weapon. As energy weapons don't depend on a gunpowder explosion to deliver the shot to the target, an energy weapon doesn't suffer from recoil

  1. Number of rounds fired: A greater number of bullets shot means a greater degree of accuracy, but only in the short run. In reality, the more rounds you fire, the less rounds that actually hit the target.

Taking this as a base, for gaming purposes, automatic fire will be divided in short bursts and long bursts.

  • Short Burst: This is the typical 3-round burst. The 3-round burst was instituted in the USA army as a standard, as they found out that firing 3 rounds gave the most optimal chance of placing one (and only one) shot on target. Firing a short burst uses 3 rounds from the ammo clip and grants a +4 circumstance bonus on the attack roll. The damage of a short burst is the standard damage of one round. Semiautomatic weapons are capable of firing short bursts only. Firing a short burst uses a standard action.

  • Long Burst: The damage of a long burst is equal to the standard damage of one round times two plus either 1 point of damage per additional round fired for submachineguns (or equivalent) OR 3 points of damage per additional round fired for machineguns (or equivalent). Firing a long burst is a full-round action that doesn't draw an attack of oportunity. However, according to the weapon firing the burst, the long burst recieves different modifiers to the attack roll:

    • Energy weapons: +1

    • Submachineguns: -1

    • Machineguns: -4 (characters witout proficiency in heavy weapons suffer and additional -4).

Multiple Targets: If using a long burst to spray an area, add an additional -3 penalty to the attack roll, and targets caught in the spray take 1 point of damage per every two rounds fired with a sub-machinegun (or equivalent) OR 2 points of damage per every round fired with a machinegun (or equivalent). In any case, firing a spray is a full-round action that doesn't draw an attack of oportunity from targeted oponents (as they'll most likely be taking cover). In the case of long bursts and multiple targets, spraying an area cancels any other actions following that of the character firing the burst (targets that haven't taken any action in the round can declare All-out defense and jump for cover though). Note that under certain circunstances, a target could decide he isn't taking cover and take his actions normally (one inside a tank or service suit for example).

Targets with Damage Reduction 10 or less (but no less than 1) take half damage from long bursts while targets with Damage Reduction 11 or greater take only one-third of the damage of a long burst. Regardless of the number of rounds fired, a creature whose Damage Reduction exceeds the maximum damage of a weapon (ex: for 2d8, the maximum is 16) cannot be harmed with that weapon, even if the attacker scored 180 points of damage with his machinegun. Full automatic weapons can be set for firing either short or long bursts by the owner with no problem.

Special: Desperate Autofire (Optional Rule)

Sometimes, you may not be as interested in inflicting a lot of damage as you are in just hitting the damn thing in front of you. Desperate Autofire, also known as "shoot-until-you-hit", permits characters to hit targets whose Defense ratings would make otherwise impossible to hit. Desperate autofire can be attempted with any weapon capable of full autofire. The character fires a long burst, but instead of recieving a damage bonus, he recieves an attack bonus according to weapon type and bullets spent. Submachineguns and equivalent recieve a +1 circunstance bonus to attack for each 3 bullets spent, while machineguns and equivalent recieve a +1 bonus for each bullet spent. GMs directing epic campaings (those with characters of 21th level and higher and using the rules contained in the Epic Levels Handbook) may, at ther discretion, allow characters to mix both types of autofire in the same burst, each bullet spent granting either a damage bonus OR an attack bonus (just one or the other), and distributing the bunch of rounds fired between both types of bonuses. Desperate Autofire is as much a cinematic resource as it is an OPTIONAL rule, and GMs are free to ignore it.

((oh, and as a pun of sorts, for Bruce Willis' sake, characters can use Desperate Autofire during a charge, recieving the charge's bonuses nd penalties as usual))

Supernatural Damage Reduction and Energy Weapons

In magically oriented d20 settings, Damage Reduction is treated in a format DR/+number, which means that a weapon with a '+number' enchantment is required to effectively harm the creature (bypassing its Damage Reduction). Even if not likely, should the case ever be that sci-fi d20 characters face one of these creatures, energy and some projectile weapons can bypass this supernatural Damage Reduction (praise the progress boys!). Light energy weapons (laser pistols) and semi-automatic weapons are the equivalent of +1 weapons; shotguns, sub-machineguns, and moderate energy weapons (laser rifles) equal +3 weapons; and finally, all kind of heavy weaponry beat the equivalent of +5 magical weapons (or higher at GMs discretion).

Weapon Descriptions

  • Android Disabling Gun: Created and mass produced for the army in times of the android unrest, this gun ensured the army a better standing against an oponent that just won't go down at the first shot. A massive gun with a large magazine. Each magazine contains 3 shocker units the size of a shotgun shell or a smoke grenade. Upon a succesful shot, the shocker unit attaches to the target by portruding vicious 15cms. needles inside the target's torso. Once attached, the needles deliver a plethora of disrupting frequencies inside the target that collapse the android's systems temporarily. Targets get a Fortitude save DC 16, and those who fail their save are immobilized for 2d6 minutes. Android disabling guns are restricted to military use, and possession of one is an illegal act punishable with up to 2 years of imprisonment.

  • Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing.
  • Bantam Launcher: A portable launcher that fires miniature bantam rockers. Relatively light and easy to use, the bantam launcher is braced on the shoulder and fired like a bazooka. It has four chambers that can hold a variey of bantam rocket loads. It is fired with a pistol grip that has four triggers, one for each chamber (for security reasons, only one trigger can be activated at a time). The range increment penalty only applies when the combatant isn't using the bantam launcher's built-in computer weaponsight. Using the computer sight, the user can fire the weapon without penalties to targets as far as 4 kilometers away.

  • Bolas: Two heavy wooden balls connected by lenghts of cord. Throwing a set of bolas for immobilizing a target is a ranged touch attack. Struck targets are automatically tripped and, if they fail a grapple check against your original attack roll, are also grappled. Victims can remove the bolas with a full round action. A set of bolas can only be used against medium-size or smaller oponents. You oponent cannot trip you when using bolas.

  • Blade Dance: A bladeless hilt that extends covering the front of the user's fist. Once activated, from the front of the user's fist a knife-sized energy blade extends downwards. Energy variant of a knife or dagger.

  • Brass Knuckles: A common weapon among street-punks.

  • Chainsawd: A 1.7 meters long blade built into a slighty lighter version of a chainsaw's handle. The blade is edged with a molecule-thin razor of super though artificial crystals, driven in a chainsaw fashion along the weapon's edge. The most vicious feature of the Chainsawd is its ability to cause bleeding wounds: each time an oponent is wounded by a Chainsawd, the wound bleeds for one point of damage per round for 10 rounds minus the oponent's Constitution modifier or until a Treat Injury (DC 15) or Res is applied on the wounded character. Multiple wounds are cumlative, but androids and monsters without discernible anatomies are immune.

  • Clawed Gauntlet: A gauntlet with 3 long, curved blades extending from the back of the wrist, following the line of the forearm.

  • Club: A wooden club is so easy to find and fashion that it has no cost.

  • Dagger: The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.

  • Dagger, Punching: This dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.

  • Double Saber: Like the Excalibur energy blade. The Double Saber is a double weapon, so characters can perform an additional attack as if fighting with two weapons (counts as if the weapon on the off-hand was light). A creature using a double weapon in one hand can't use it as a double weapon.

  • Dragonslayer: A two-handed hilt with what could be the insinuation of a short blade portruding from the hilt. On activation, a massive energy blade forms in imitation of a Fullblade. Oponents with Damage Reduction are treated as if their Damage Reduction was half when struck with a Dragonslayer. Energy variant of the Fullblade, Greatsword, or Bastard sword

  • Excalibur: A lightsaber lookalike hilt that, when activated, extends a short energy blade. Energy variant equivalent to the rapier, longsword, and shortshord.

  • Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.

  • Flail, Heavy or Light: With a flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if the character fails to disarm the enemy). Use this weapon to make trip attacks. If the character is tripped during his or her own trip attempt, the flail can be dropped to avoid being tripped.

  • Flame Thrower: A flamethrower can only be fired once per round and must be reloaded after firing ten times. Reloading is a standard action. When firing into a closed room, rather than making an attack roll, everyone in the room are automatically hit (relflex save for half, DC 15).

  • Gae-Bolg: A glaive with a reach of 3 meters. The bladed part of the glaive is an energy weapon that can't be used to recieve charging oponents. If kept straight to keep distance between the user and an oponent, characters using a Gae-Bolg for declaring all-out defense gain a +2 distance modifier to their Defense. The weapon cannot be used against an adjacent foe.

  • Gravmace: A gravmace is a half-meter stick with a gravitonic capacitor inside a striking head. The capacitors manipulate the weapons's mass, making it strike like a sledgehammer while being swung like a willowswitch. A hot commodity for classes that can't rely on their strenght.

  • Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.

  • Grenade Launcher: The grenade launcher can fire fragmentation or smoke grenades using its range, but must be reloaded each time it fires, requiring a standard action. The grenade launcher is a tube set on a metal tripod and equipped with a sighting mechanism. A single smoke, fragmentation, or incendiary grenade easily slips into the tube. The range increment penalty only applies when the combatant isn't using the grenade launcher's built-in computer weaponsight. Using the computer sight, the user can fire the weapon without penalties to targets as far as 350 meters away.

  • Halberd: Normally, a character strikes with the halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, a character can use it to make trip attacks. If a character is tripped during his or her own trip attempt, the halberd can be dropped to avoid being tripped.

  • Halfspear: The halfspear is small enough for a Small character to use it.

  • Knucle, Powered: An elbow-lenght gauntlet made of carbonate fiber (CF) weave. Gravity technollogy allows the wearer to delover killer blows with nothing but a gloved hand. Characters with the Martial Artist feat do instead 2d12 damage. Also, for 20,000mst, a special full bodysuit is available that allows the user to deal said damage with either hands or feet.

  • Longspear: A longspear has reach of 3 meters. The weapon cannot be used against an adjacent foe.

  • Laser Pistol: Laser pistols fire fifty times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action.

  • Laser Repeater: A one-handed gun similar in design to a submachinegun. Capable of full automatic fire.

  • Laser Rifle: Laser rifles fire fifty times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action. Some laser rifles include computer weaponsights, in these cases, the range increment penalty only applies when the combatant isn't using the laser rifle's built-in computer weaponsight. Using the computer sight, the user can fire the weapon without penalties to targets as far as 350 meters away.

  • Laser Rifle, repeater: Capable of full automatic fire.

  • Longsword: A standard-issue weapon among stylish hunters.

  • Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. It can be used to entangle opponents. When a net is thrown, make a ranged touch attack against the target. A net's maximum range is 3 meters, and the character suffers no range penalties to throw it even to its maximum range. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the character takes control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature. The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action). A net is only useful against creatures between Tiny and Large size, inclusive. A net must be folded to be thrown effectively. The first time a net is thrown in a fight, the attacker must make a normal ranged touch attack roll. After the net is unfolded, the character suffers a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

  • Net, Launcher: A rifle-like weapon that can launch special nets up to 9 meters. A net launcher has a payload of 4 nets at a time, and can select wether to use electranets or stun nets. Electranet: Victims suffer 1d6 points of damage each round for six rounds (Fortitude save for half, DC 12). Stun Net: Targets must succeed a Fortitude save DC 12 or be rendered unconscious for 2d6 rounds.

  • Nunchaku: A nunchaku can be used on each hand, counting as a light weapon for pruposes of the off-hand weapon.

  • Machinegun: A machinegun is capable of full automatic fire.

  • Meteor Smash: A devastating heavy artillery weapon, usually reserved for attacking but the heaviest enemy artillery. The weapon draws so much power that each powerpack only holds 10 shots. Can only shot once per round. Reloading it is a standard action.

  • Pistol, Automatic: An automatic pistol can fire twelve times before reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks. Reloading is a standard action.

  • Pistol, Revolver: A revolver fires once a round maximum, but it can fire eight times before it needs reloading (which requires a full-round action). Bullets from a revolver won't go through the target's body, lodging inside instead. Each shot from a revolver requires the target to succeed a Fortitude save (DC 10+ the amount of amage dealt) in order not to suffer 1 point of Dexterity damage.

  • Photon Claw: An elbow-lenght gauntlet that generates three energy blades from the back of the wrist, energy variant of the Clawed Gauntlet.

  • Pulse Baton: A half-meter rod that delivers electrical discharges upon striking a target.

  • Quarterstaff: A quarterstaff is a double weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.

  • Rapier: Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a rapier.

  • Rifle, Automatic: An automatic rifle can fire twenty times before reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks. Reloading is a standard action. Most rifles include computer weaponsights, in these cases, the range increment penalty only applies when the combatant isn't using the rifle's built-in computer weaponsight. Using the computer sight, the user can fire the weapon without penalties to targets as far as 350 meters away.

  • Rifle, Assault: An assault rifle is capable of semiautomatic fire, firing 3-round bursts.

  • Sap: A sap comes in handy when a character wants to knock an opponent out instead of killing him.

  • Scimitar: The curve on this blade makes the weapon's edge effectively sharper.

  • Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.

  • Shotgun: A shotgun deals 3d6 points of damage to a target in the first range increment, 2d6 to a target in the second range increment, and 1d6 to anyone in a 5-foot-wide path beyond that distance out to maximum range. It can fire once a round maximum, but it can fire five times before it needs reloading. Reloading up to two shells is a standard action. Reloading more shells than that (up to all five) is a full-round action.

  • Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by anyone who wants a weapon that might be overlooked by guards.

  • Slicer: A stylish double-headed throwing knife with a curved blade, favored by hunters. Designed in times of the Motherbrain, it is made from special alloy and forged with special techniques that make it specially effective.

  • Slicer, Powered: An updated version of the popular slicer, developed with all the benefits of modern gravity technollogy. Includes a specially-designed gauntlet. Upon stretching his arm in the slicer's direction, the slicer automatically returns to the owner's hand. This version of the slicer includes even sharper blades and gravity technollogy doubles its throwing range. Characters proficient with the slicer are also proficient with a powered slicer.

  • Soul Banish: An energy variant of a scythe. Its long design allows for a specially durable powerpack.

  • Stun Gun: No damage on impact, but targets require to succeed a Fortitude save DC 12 or be rendered unconscious for 2d6 rounds.

  • Sub-Machinegun: A sub-machinegun is capable of full automatic fire.

  • Sword, Short: This sword is popular as an off-hand weapon.

  • Sword, Two-Bladed: A two-bladed sword is a double weapon, so characters can perform an additional attack as if fighting with two weapons (counts as if the weapon on the off-hand was light). A creature using a double weapon in one hand can't use it as a double weapon.

  • Taser: One of the most effective civilian-standard weapons. Targets that fail a Fortitude save DC 12 are rendered unconscious for 2d6 rounds.

  • Three-Section-Staff: Three sections of wood of equal lenghts, joined at the ends by chain. Requires two hands to use it.

  • War Fan: A beautifully crafted fan at first sight. Its vanes are crafted from steel, and the rips are needle-sharp. When first brought into melee, the wielder may attemp a Bluff check against the defender's Sense Motive. If the wielder wins, she adds a +4 on her first attack roll.

  • Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 natural armor bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a characer is tripped during the trip attempt, the whip can be dropped to avoid being tripped.When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

  • Whip, Shocker: This whip made from metal has two special features added to it. In combat, the wielder may choose wether to deliver a strong electric shock for 1d6 points of damage, or to deliver a discharge to stun opponents (same as the Taser). The whip itself is barbed all the way, and does 1d4 by itself, which is added to the damage of all attacks. It shares all the other features of regular whips.

Table: Armor

 

Armor

Cost

Defense Bonus

Maximum Dexterity

Check Penalty

Speed (10m)

Weight

Light armor







CF Softsuit**

8000

+2

(see)

0

10m

2kg

CF Longcoat**

10000

+3

+8

-1

10m

5kg

CF Shortcoat**

6000

+2

(see)

0

10m

2kg

Chainshirt

300

+4

+4

-2

10m

12.5kg

Ceramic Vest**
1000
+4
+4
0
10m
6kg

Combat Bodyglove**

25000

+6

+5

-1

10m

6kg

Pilgrim's Coat

100

+3

+5

-1

10m

8kg

Reinforced Clothing*

80

+1

+8

0

10m

5kg

Medium Armor







Ceramic Breastplate**

8000

+7

+3

-3

10m

7kg

Combat Armor*

2000

+5

+2

-5

8m

20kg

Hide

50

+3

+4

-3

8m

12.5kg

Heavy Armor







Cermet Armor**

15000

+9

+2

-4

8m

15kg

Powered Armor







Service Suit**

45000

+11

0

(see)

3m

170kg

     

When running in heavy armor, a character moves only triple speed, not quadruple.

Masterwork Armor: Armor marked with a double asterisk (**) is manufactured rather than crafted, and can't be crafted into masterwork armor. Armor with either one (*) or no asterisk can be crafted as masterwork however. Masterwork armor has its Armor Check Penalty reduced by one. The cost of a masterwork armor is the base cost of the armor plus 150.

Armor Qualities

Depending on a character's class, the character may be proficient in the use of all, some, or no armors. To wear heavier armor effectively, select the Armor Proficiency feats.

Cost: The cost of the armor.

Defense Bonus: The protective value of the armor. Bonuses from armor do not stack with a character's class bonus to Defense. A character must decide wich bonus to Defense he will use, wether his armor's bonus, or his class' bonus.

A character using armor may decide to use the bonus to Defense granted by his class instead, but he still incurrs the maximum Dexterity and armor check penalties.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armors limit mobility, reducing a character's ability to dodge blows. Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus.

Armor Check Penalty: Anything heavier than reinforced leather or CF weave hurts the ability to use some skills.

Nonproficient with Armor Worn: If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve movement other than walking. Light armor made from carbonate fiber (CF) can be worn by non-proficient characters with little or no penalty as they impose minimal penalties (if any)

Sleeping in Armor: If a character sleeps in a suit of armor with an armor check penalty of -4 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.

Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor. This top speed is calculated for characters of medium-size. For small characters, just substract 2 from the number listed.

Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.

Layering Armor

A character (a specially cautious or paranoid one) may have his reasons for wearing one type of armor over another. This can only be done with armors for which it could be reasonable (you can't use a Cermet Armor over a Ceramic Breastplate). Characters layering armor have a total armor bonus equal to the Denfense bonus of the primary armor plus half the Defense bonus of the secondary (the one you are wearing on top of the primary). The CF Softsuit and the Combat Bodyglove are non-compatible with each other for layering purposes; likewise, heroes cannot layer several types of Reinforced Clothing. The only direct exception to this rule is a CF coat layered over a CF softsuit or combat bodyglove, in this case, the character recieves the combined full bonus of the two armors.

Flexible vs Rigid

Algo's modern technollogy offers two different types of armor. While ceramic and cermet technollogies keep the old-style armors in force (also lighter and cheaper than ever before), the discovery of Carbonate Fiber introduced flexible armors that are as efficient as the best metallic alloy (for personal use at least). Regular metal/ceramic armors, while comparatively heavy and cumbersome (characters must choose between their armor bonus OR their class bonus to their Defense total), have the advantage that are significantly less expensive and that allows starting warriors (usually on a budget) to achieve better results faster. However, as your heroes advance in levels and their natural Class Bonus to Defense increases (as well as their savings), they should consider the option of flexible armor that, while excesively expensive at the start of their careers, have the advantage that, being flexible and unimpairing, its armor bonus is cumulative with their Class Bonus, allowing advanced warriors to achieve a higher Defense total, which is usually a survival edge against the challenges characters of such levels are likely to face. Think smart, and don't spend your income all at once.

Armor Descriptions

The types of armor found on Table: Armor are described below.

  • Ceramic Breastplate: A breastplate made from ceramic alloy covers the front and back. Plastic protectors cover the shoulders and groin.

  • Ceramic Vest: Small, lightweight ceramic plates sewn over average-quality carbonate fiber. It's cheap and unimpairing.
  • Cermet Armor: The lastest military development in combat armor. Combines lightweight ceramic with metallic alloy. Complete protection. Not aviable outside the military, the price listed is rather the black market's price, and can go as high as 50,000 at the GM's discretion.
  • CF Longcoat: As cool as you think your hunter looks in his combat bodyglove or ceramic armor, many a time it won't be wise to display heavy armor, specially in a city. The CF longcoat uses extensive layers of resistant carbonate fiber (CF) while looking like a regular longcoat. Still, while it may fool the vast majority, it may still be recognized by people that knows what to look for. Combat Specialists, Outlaws, and Traders get a Spot check DC 18 for recognizing a CF longcoat for what it is. Note that, even if looking like regular clothing, people in black longcoats and mirrorshades asking questions ALWAYS look highly conspicuous, specially in large groups. A character needs no armor proficiency to wear a CF longcoat or shorcoat. A CF longcoat or shortcoat doesn't impair a user's maximum Dexterity bonus at all.
  • CF Shortcoat: As the CF longcoat, but looks as a regular jacket. Slightly more inconspicuous, the Spot check DC for recognizing a CF shortcoat for what it is is 19.
  • CF Softsuit: The highest advancement of CF technollogy, being woven into lightweight clothing style. A CF shoftsuit provides protection that doesn't look like protection at all (completely undetectable). A CF softsuit imposes no more penalties that regular clothing do, and can be used by non-proficient characters normally.
  • Chain Shirt: A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows.
  • Combat Armor: Renmants of ancient armed conflicts of long-lost regimes, suits of old combat armor are found every now and then, and refurbished for selling by the black market. A one-piece bodysuit of kevlar with plastic and ceramic plates reinforcing. A bulky breastplate covering the complete torso. It includes a helmet that often has a gas filter and maruera-compressed independent oxygen supply.
  • Combat Bodyglove: Also know as “hunter suit”. This one piece bodysuit that fits to the user's frame was made to provide the most optimal protection affordable by CF technollogy while allowing maximum freedom of movement. Favored by mercenaries, anyone dressed in a combat bodyglove will be recognized on sight as (or mistaken for, as the case may be) a hunter.
  • Hide: Still used in many motavian settlements, this armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
  • Pilgrim's Coat: A specially treated leather coat, hardened to endure the elements.
  • Reinforced Clothing: Usually a longcoat that features quilted layers of cloth and batting, but can take other forms of clothing. Reinforced Clothing's armor bonus is cummulative with a hero's Class Bonus to Defense only if he is not wearing any other armor.
  • Service Suit: Formerly used as a heavy artillery piece by the military, nowadays this mechanically enchanced exoskeleton is used for construction work only. As it is no longer considered armor, characters can't select it as an armor proficiency (Psi-Mechanics are trained in its use for work reasons though). Characters inside a service suit substitute their physical attributes for the following: Str 28, Dex 3, Con 20 <-- for Fortitude saves that affect objects only. A service suit can't climb, jump, swim, tumble, charge, nor run, and non-proficient characters have a -10 on melee attack rolls with it. Also, characters inside a service suit enjoy Damage Reduction 20.

Table: Explosives and Grenadelike Missiles

     
                       

Weapon

Cost

Damage

Blast Radius

Range Increment

Weight

Bantam rocket, anti aircraft**

1000

7d6

3m

(see)

3kg

Bantam rocket, antipersonnel**

800

6d6

6m

(see)

3kg

Bantam rocket, antivehicular**

1000

8d6

3m

(see)

3kg

Dynamite(stick)

800 (per box of 30)

3d6

1.5m

3m

½ kg

Genade, fragmentation*

300

5d6

6m

3m

½ kg

Grenade, gas*

300

(see)

6m

3m

½ kg

Grenade, incendiary*

750

5d6

10m

3m

1 kg

Grenade, pulse**

1000

6d6

10m

3m

1 kg

Grenade, smoke*

200

(see)

(see)

3m

½ kg

Grenade, stun**

800

6d6(subdual)

10m

3m

½ kg

Grenade, tracer**

5000

4d6

6m

(see)

1.5kg

Plastic Explosive*

200

(see)

(see)

-

56gr

     
                       
  • Bantam rocket, antiaircraft: About half meter long, this rocket can lock onto and track low-flying aircraft. Can be set to either track a heat source (like a jet's engine) or can be directed manually by the user, who can direct it with the bantam's computer sight. All bantam rockets use the range increment of the bantam launcher.

  • Bantam rocket, antipersonnel: Delivers a low-level radiation burst that damagel organic targets while leaving vehicles, robots, and buildings intact.

  • Bantam rocket, antivehicular: Hinders or destroys armored vehicles, but can also be used against bunkers and other hardened installations. Against non-mobile targets, a Demolitions expert can make a Demolitions check to deliver maximum possible damage with an antivehicular bantam rocket.

  • Dynamite: This short, thin cylinder of explosive must be lit before it is thrown or set. Lighting the dynamite is a standard action. The explosive has a blast radius of 5 feet and deals 3d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.

  • Grenade, Fragmentation: A fragmentation grenade looks like a large egg on a 1-foot-long stick with small fins. If thrown, it uses its range increment, but if launched from a grenade launcher, it uses that weapon's range increment. Fragmentation grenades are advanced antipersonnel explosives that deal damage that is half piercing damage and half fire damage in a 20-foot radius. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.

  • Grenade, Gas: Releases a specific kind of gas on all its blast radius:

    • K.O gas: Targets who fail a Fortitude save DC 12 loose 1d6 points of Strenght and Dexterity each turn. When the target's Dexterity drops to zero he is helpless, when his Strenght drops to zero he falls unconscious. After 2d6 minutes, the victim recovers all lost ability points and awakens with a slight headache. The Chemistry DC for making K.O gas is 18 (ministering anesthesia without killing the patient is harder than it seems). Characters with 5 or more ranks of Treat Injury get a +2 synergy modifier for making KO gas.

    • Nerve gas: Attacks the nervous system. Targets that fail a Fortitude save DC 18 fall paralized for 1d6 minutes. No physical actions are possible. Psionic actions have their DC increased +10. The Chemistry DC for making nerve gas is 15.

    • Stinkbomb: Targets who fail a Fortitude save DC 15 become nauseated for 1d6 rounds, no actions are possible except movement at half speed. The Chemistry DC for making stinking gas is 12

    • Tear/Laughting gas: Targets who fail a Fortitude save DC 15 have -5 on all their rolls for 1d6 rounds. The Chemistry DC for making tear gas is 15.

  • Grenade, Incendiary: The napalm inside an incendiary grenade will keep burning for an additional 6 rounds, people entering the area suffer 1d6 of fire damage per turn. Targets in the blast radius of the incendiary grenade at the moment of detonation are covered in napalm and will burn for six rounds until the fire is extinguished somehow, each additional round suffering another 1d6 points of fire damage (Fortitude save for half). The Chemistry DC for making Napalm is 20.

  • Grenade, Pulse: Developed during the android insurrection, this grenade was designed specially to disrupt electronic equipment. Consists of a powerful capacitor and a ceramic shell that works as a spherical antenna array. Upon detonation, it releases an electromagnetic pulse in the immediate area. Against organic targets treat it as a stun grenade, but against any electronic equipment (computers, sensors, vehicle motor systems, etc), it deals normal damage.

  • Grenade, Smoke: A smoke grenade looks like a squat cylinder on a 1-foot-long stick with small fins. If thrown, it uses its range increment, but if launched from a grenade launcher, it uses that weapon's range increment. One round after it lands or hits its target, this nondamaging explosive emits a cloud of smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything within the cloud has 90% concealment.

  • Grenade, Stun: Creates a concusive wave that stuns those within the blast radius.

  • Grenade, Tracer: A smart frisbee-shaped grenade. Can be tossed or hurled by a special launcher. Once it reaches its target area it searches for the nearest moving target to make contact with. In combat, if the attacker misses his intended target with a tracer grenade, starting the following round and each round thereafter, the tracer grenade is entitled one touch attack each round until it successfully strikes the nearest target within a 2 meters range. Can be concealed in an area and left as a smart bomb, waiting for any moving target that approaches its vicinity. A tracer grenade that gets its motion detection jammed deactivates (a common method for salvaging unused tracer grenades). Salvaged tracer grenades can be rehused without complication.

  • Plastic Explosive: Each block includes its blasting cap. Produce a localized blast; can be molded around a target like putty. About one tenth of a square meter can be covered with one block of plastic explosive. Characters with the Demolitions skill can use plastic explosives to demolish targets at the GM's discretion, otherwise, it does 5d6 to the target. Plastic explosives grant a +2 competence bonus on Demolitions checks.

GOODS&SERVICES

A NOTE ON ELECTRONIC DEVICES: Unless otherwise stated in the item's description, almost all electronic devices are assumed to be wirelessly connected to the Net to some degree.

DAILY EXPENSES: Player characters are assumed to come from a middle to upper middle class, and so, each day they are assumed to expend a minimum 80mst, or the equivalent to 3 home-cooked decent meals (or robotic maintenance) plus a minimum of 1000mst for concept of home-maintenance expenses (electricity, taxes, etc).

Table: Goods & Services

     
     

Gear / Service

Meseta

Antiscan weave

Base item's cost x3

Automobile

30,000

Audiorecorder

2000

Backpack

120

Binoculars (simple)

600

Binoculars, sporting

9990

Biolock

3000

Boots

300

Briefcase

280

Bussiness suit/dress

4000

Camping unit

5000

Car rental, automobile

50 /day

Car rental, skycar

150 /day

Car rental, ATV

80 /day

Casual dress

200

Celular phone

3000

Climbing gear

450

Cloning chamber

1.3 million

Coat

2000

Combat Specialist for hire

100/ level/ day

Cutting torch

600

Cyber-diguise

53,000

Data Assistant

4800

Demolitions pack

4500

DNA Storing

800/ month

Dry rations (one week)

200

Fatigues

150

Fire extinguisher

120

First aid kit

200

Flare

300

Flashlight

45

Forensics kit

560

Formal dress

3000

Gas mask

4000

Glasses

1500

Goggles, infrared

3500

Goggles, nightvision

2000

Goggles, protective

60

GPS (service)

500/month

GPS, reciever

3000

Grappling hook

60

Habitat dome

25000

Handcuffs, magnetic

10,000

Handcuffs, normal

200

Holorecorder (set of two)

30000

Holster/scabbard

50

Home terminal

20000

Hospital stay

500/ day

Hunter's license

10,000/ year

Hunters guild

(see)

Jewelry

Varies

Lawyer

300/ hour

Limousine

100/ day

Lodging, cheap

60/ day

Lodging, good

150/ day

Lodging, five stars

400 /day

Lockpick set

300

Meal, cheap (not necesarily tasty)

20

Meal, good

50

Meal, rich (lobster, caviar, and what-have-you)

300

Medical, surgery

5000

Medical, treatment

120/ day

Memory warehousing

20,000/ 6 monts

Mircrophone

80

Microphone, tube

300

Mind borkering, buy memory

10,000/ level

Mind brokering, sell memories

30,000/ level

Motorcycle

15,000

Outlaw for hire

200/ level/ day

Padlock

100

Parachute

1200

Pharmaceuticals (cost per dose)


--Anesthetic

50

--Antibiotic

50

--Antiradiation

100

--Antivenom

75

--Coagulant

50

--Psi-enhancer

300

--Sedative

25

--Stimulant

25

Portable computer

9000

Portable generator (personal)

4500

Portable generator (large)

19,600

Portable workshop

5900

Pouch

35

Psi-detector

7000

Psi-Mechanic for hire

400/ level/ day

Psi-restraint

30,000

Radio, personal

80

Ranger for hire

400/ day

Rescue pack

1200

Rope, 50m

70

Suba gear, intelligent

25,000

Scuba gear, maruera

1200

--scuba gear, maruera replacement

200

Shoes, athletic

200

Shoes, bussiness

700

Shoes, formal

280

Skycar

300,000

Skycyle

197,000

Surfing pal

3000

Surgical kit

1250

Survival kit

150

Taxi ride

10/ km

Tent, personal

300

Tent, 8 persons

2000

Thermal fibervest

3000

Toolkit

300

Toolkit, specialized

580

Trauma pack

9000

---Trauma pack (replacements)

13330

Utility harness

60

Videocamera

800

Watch

350

Water condenser

5000

Weapon detector

6000

Weight Neutralizer (1 Ton)

3000

Weight Neutralizer (industrial use)

35,000

     

3DX

A three-dimensional crystal storage device. 3DXs come to replace magnetic and optic storage media for computers and most other devices. Since data can be recorded in three dimensions and not only one, each 3DX can store huge amounts of data.

Note: The theory of storing data in 3D media was developed at Bell labs and published by Luscent in 1999, just so you know ^_~

Antiscan Weave

Microcircuit fibers that can be combined with either ordinary fabric or CF to create clothing that hampers several types of scanning technollogy including infrared, radar, magnetic detectors, X-rays, and weapon detectors. The base price of an item made with antiscan weave is three times the base cost of the item.

Audiorecorder

Fits in the user's palm. Records sounds in a 3DX to be listened later. Each 3DX has a maximum storage capacity of 200 minutes of sound in 100% digital format. A simple ink-based display interface allows the user to upload/download audio files from the Net.

Bedroll, thermal

Batteries last for 240 hours.

Binoculars, sporting

This enchanced binoculars were designed for hunting (35x) also have the following features: passive nightvision, infrared/ultraviolet, and 40 meters of thermal vision.

NOTE: In the present day Motavia, the hunting of legitimate motavian species is prohibited. Monster hunting, however, is a sport not only practiced, but even encouraged, by motavian government.

Biolock

A large and sturdy keyless padlock that recognizes its owner bioelectric signature. Attempting Sleight of Hand to pick a biolock is useless, but attempting Disable Device on it has a DC of 20. A Biolock has 5 hit points and a hardiness of 10.

NOTE: As biolocks only recognize one bioelectric signature at a time, they are not popular in buildings where several people are entrusted with the vigilance or where personnel comes and go often, these places using regular locks instead. They are more of a domestic security device.

Camping Unit

Combines a portable stove, heater, air conditioner, and refridgerator in a backpack sized package. Its power cell lasts for 2 weeks of normal use, or less under extreme temperatures. Its cold food storage is worth 10kgs of survival rations.

Cloning Chamber

Indeed Algo's most prescious gift as medical science is concerned is the ability to cheat death. Any palman deceased from non-natural causes can be “resurected” to a perfectly functional clone.

For the cloning process to take full effect, the interested parties need the brain of the deceased at least, and the whole body if possible. From the deceased's tissue, any medical doctor can clone the subject's body. This process takes 24 hours and has a base chance for succeeding equal to 25% per each 5 ranks the medical doctor possesses in the Medical Science skill, the cloning attemp is also affected by the following modifiers:

     
   

Circunstance

Modifier

Subject less than 3 hours dead

+10%

More than 50% of body intact

+3% per each additional 10% of the body

Subject entered decomposition process

-15% per each 24 hours

Subject surpasses 50 years old

-2% per additional year(age)

*Subject is a Force

-20%

Subject is of a different species (Motavian, Dezorian)

-15%

**Subject is a Numan

-55%

       

*Forces are specially modified individuals, so their genome is difficult to deal with
**Descending from Biomonsters, almost each numan possesses a different genome

Regardless of base success percentage or modifiers, no cloning percenage can go above 100%. While cloning the new body, the doctor starts procedures to recover the deceased's memories from the brain in order to get the “blueprints” of the deceased's mind and imprint them on the new body's brain. The process of memory-recovering and re-imprinting takes 72 hours. While the cloning process can be considered a miracle, its memory-recovering techniques are still not perfect, so the cloned individual is not a perfect copy either, the cloned individual is one level below the original (if the subject was level 1, the clone is reduced one point of Intelligence and one point of wisdom instead). Cloning chambers can be found in traumatology clinics all along the government's territory.

The cloning process can take place without the brain of the subject, but the result would only be a mindless drone with an empty mind, which would have to be re-educated all over again, just like a newborn child.

Also, in case the deceased's demise resulted in severe brain damage (like a direct coup-de-grace), then the memory-recovering procedures will only be able to recover a proportional part of the subject's mind. Roll 1d4 to see how much of the subject's mind was lost, the clone will loose a number of additional levels equal to that roll (or loose additional points of Intelligence and Wisdom if the subject was level 1). Also, the new subject's memory will be permanently affected as some data from was forever lost, the player and the GM should cooperate to portray such partial memory-loss accordingly. No cloning attemp can help a Numan deceased from a gene-fluke.

A NOTE ON THEOLOGY: As much as I would like to discuss the true nature of the human soul, where it truly resides, what constitutes a human mind, etcetera, I just wont, as this is not the point right now. Yes, I know it, there is no way to tell if the “soul” your clone carries is YOU or if it is just a carbon-copy of yourself, but another individual in the end (and so, you're still dead). Modern-day palman society is agnostic so they stoped bothering with such matters a long time ago (and personally I don't think your player will care either as long as he gets his character back).

The cost for the mere cloning process is 300,000 mst, but the cost for getting a licensed authorization from the government for cloning a body is 1 million meseta. Cloning is a very delicate process, and is heavily regulated by the government as an irresponsible use of it would clearly result in overpopulation.

Combat Specialist for Hire

Bodyguards, bouncers, mercenaries, and otherwise soldiers of fortune are always disposable when a client needs judicious application of force.

Cutting Torch

Can cut through steel up to 10 centimeters thick. The repair skill or the proper Craft skills are necesary to use a cutting torch properly. Untrained characters using a cutting torch must make an untrained check, failure indicating that either the torch cut in the wrong place, the torch broke, or the character injured himself.

Cyber-Disguise

A limited cybernetic implant used by the government and the underworld alike. The small cybernetic implants are placed right under the patient's skin, and allow a subject to mold his facial features manually, granting a +8 enhancement modifier on all disguise checks. The use of a cyber disguise is still not completely safe, and subjects must succeed a monthly Fortitude save DC 15, lest his body starts rejecting the implant.

Data Assistant

A combination of an electronic assistant with e-paper that came to replace the pencil&paper. It fits in the palm of the hand. By inserting a 3DX in the data slot, the user can review and modify stored data with a stylus. All files and software accessed by the data assistant are stored on 3DXs, and the user switches between 3DX and 3DX as he requires a different file or program. A Data Assistan is not connected to the Net, but the data can as easily be viewed or edited in a user's home terminal.

Demolitions Pack

Everything a Demolitions expert needs to demolish a target is included: a pair of 10kgs satchel charges, radio detonators, and wire detonators. Each demolitions pack contains enough explosive to bring down an average-size building or bridge if set up correctly (a succesful Demolitions check is always necesary, the DC varying from building to building).

DNA Storing

A person can have his DNA stored for easy access in case he ever comes to need it for any reason (like a cloning without the person's body). This can be easily done at almost any medical laboratory, like Biosystems Inc. This laboratories use the DNA for personal profit in genomic research, so the expenses are relatively low, being mostly the expenses of keeping your DNA organized with your personal data for easy access.

First-Aid Kit

A first aid kit contains enough bandages, gauze, needles, etc, to treat wounded characters up to twenty times,

Forensics Kit

A forenscics kit grants a +2 competence modifier to characters with the Medical Doctor feat using the Treat Injury for performinf forensics tasks.

Goggles, Infrared

Allow the user to see in low ilumination or total darkness. The user gets a +1 enhancement bonus on Spot checks to notice targets that might be spotted by their temperature. Warm targets appear brighter and clearer than cold ones, and spotting targets withe the same temperature are hard to distinguish separately. If used when a bright light is turned on, the user is blinded for 1d4 rounds.

Goggles, Nightvision

Intensifies existing light in the environment for passive nightvision, can't be used in total darkness. -1 penalty on Search and Spot checks due to the limited field of vision provided by nightvision goggles.

GPS

The Global Position Satellite (GPS) is a service that offers to keep track of a user's exact position anywhere on the planet. A most valuable service, with uses ranging from traveling assistance to missing persons. A government Agent or Hunter requiring the position of a specific person to the GPS office requires authorization from the government. Otherwise, only those authorized by the client may request his position to the offices.

NOTE: The global positiong service was originally purposed in 1999 in some states of the USA as a means to keep monitored schoollkids in order to prevent things such as kidnapping, and consisted on a chip sewn into the clothes or schoollbags that was tracked via satellite.

GPS Reciever

This device, the size of a regular celular phone, is connected to the Global Position Satelite service. The reciever uses the satelite's signals to compute the user's exact position and elevation on Motavia. A connected GPS reciever grants a +4 competence modifier on Navigation checks.

Habitat Dome

Fits on a large backpack-style frame. By laying the package on the floor and pulling a cord, a dome of 4 meters in diameter and 2 meters tall is deployed. The dome is made of inflatable, semirigid plastic, is completely isulated and allows survival in temperatures ranging from -200°C to 150°C. Includes a water purifier.

Handcuffs, magnetic

A pair of bracers than, rather than be linked by lenghts of chain, use magnetic fields to keep the prisoner's arms together. A standard among Agents and Hunters that often have to keep their targets alive. A biolock allows the law enforcer to activate and deactivate the handcuffs. Each energy cell powers up a pair of magnetic handcuffs for up to twelve hours.

Handcuffs, normal

No longer in use by law enforcers, they are merely kept as toys for citizens with... rarified tastes in entertainment.

Holorecorder

Records three-dimensional images in a 3DX. From two to six holorecorders are needed to record a scene. Nowadays, all television shows (either animated or live-action) are in 3D format, allowing the audience to swtich between camera angles freely with their remote controller.

NOTE: I just can't remember how many times I've heard predictions of 3D-TV....but they have been quite a LOT!

Home Terminal

A home terminal is a user's contact with the Net, the telephonic network, TV and the outside world in general. Every home has a home terminal just as they have a microwave oven or a bathroom. The only visible parts of a home terminal are a plasma display, a data drive for 3DX, and a console which is normally used for specific applications only. A home terminal is normally controlled by voice and is set to listen to the house inhabitants only. Through the home terminal a user watches TV, listens music, makes comm calls, pays his bills, etc. Additional software like word processors, organizers, entertainment, newsgroups, etc, can be acquired later by contacting the apropiate Aplication Server Providers (ASP). Nowadays, this “commucations service” is included each year in a citizen's taxes, just like the electricity, water, etc. Multiple screen displays can be installed all over the house.

Hunters Guild

The hunters guild's reputation as an old, trustworthy organization, seems to be enough for the populance to keep putting its trust in the recently-legal roughish band of mercenaries. A client pays a fee according to the job required:

     
   

Job

Fee (mst)

Track a criminal (dead or alive)*...........[150(100)/CR of the criminal]x10

Track a criminal (wanted alive)*............[250(150)/CR of the criminal]x10

Detective job**...........................................................600(400)mst/day

Security(neighborhood).....................................20,000(5000)mst/month

Security(corporate)............................................75,000(5400)mst/month

     

** A detective job's fee may increase according to the level of risk involved.

The first number is the meseta the client has to pay for the required service, while the number between parenthesis is the meseta the hunter recieves from the guild for taking the job. While working for the guild, a hunter enjoys insurance, medical care, death benefits, and Hunter's license for as long as he keeps enlisted in the guild's ranks, perks a freelancer hunter usually doesn't enjoy.

Hunter's License

In order to be able to work as a hunter, a character needs a license from the government to do so. Characters working as unlicensed hunters risk getting charged with all the criminal acts they may commit over the line of their “job”: murder, breaking and entering, kidnap... and of course, practicing bountyhunting without a license. Characters that want to start the game as independent hunters are assumed to have acquired their license on monthly payments of 1000mst, this is a government's aid to starting hunters only, and only applies for the first year; upon the start of the second year of work the government recieves hard cash only.

Memory Warehousing (MW) and Mind Brokering

Soon after the cloning processes became a “regular” medical service, companies also started offering the service of “Memory Warehousing”, this service consisted in storing a backup of a person's memories in electronic media, so should something happen to the original person and the brain couldn't be retrieved, there was still a chance for cloning. The cost for keeping a backup of your memories this way is usually 20,000 mst for a 6-month period.

A short while after the processes for storing human memories into computer media were refined for cloning purposes, stored human minds quickly found several other practical uses in Algoian society, like in psychollogy academies or AI development (specially as android production is concerned). Certain psychollogic profiles are better suited for certain applications and androids, and android manufacturers are constantly looking for better ones. This “Mind Brokering” quickly became a booming bussiness. A Mind Brokering bussiness usually has a contract with one or several Memory Warehouses. A person can sell his mind blueprints to a broker for a price according to his knowledge and experience's worth, usually 10,000 mst per character level. The MW keep the memories safe as usual (this time the broker pays for the warehousing's expenses) while he contacts possible clients for the memories.

Alternatively, memory warehouses offer special contracts in which the client entitles the MW with partial rights of use and distribution over his memory backup while the MW is storing it. Storing a backup of your memories this way costs only 5,000 mst per year.

Microphone, tube

Incredibly small, used for surveillance job.

Outlaw for Hire

Professional thieves, spies, adventurers, private investigators, and smugglers all answer the call of work on the edge of the government's rules. The bigger the job, the bigger the pay an outlaw will demand. Outlaws who want to work legitimately have to either get a hunter's license or work for the hunter's guild.

Parabolic Microphone

A gun-sized mic ringed by a transparent plastic dish of 30 cms in diameter. Amplifies sounds so a conversation 250 meters away sounds as if it was only 10 meters away. Users get a +8 enhancement modifier on listen checks when using a parabolic microphone.

Pharmaceuticals

Characters need to possess the Treat Injury skill to make proper use of pharmaceuticals. Most pharmaceuticals already come packed in the right dose for a medium-sized palman so no roll is needed to apply them. When treating different species, children, elderly patients, or otherwise individuals with particular medical profiles, the character is required a Treat Injury check DC 15 for prescribing the right amount.

  • Anesthetics: When applied on unwilling targets, he is entitled a Fortitude save DC 15, success meaning he incurred 2d6 points of subdual damage direct to hit points, and failure meaning he falls unconscious. When applying general anetsthesia (a powerful anesthetic to sleep the patient completely, oposed to local anesthesia) without a computer-controlled dispenser, failure on the Treat Injury check means the anesthesia is not sufficient and the pacient isn't asleep yet,. A 1 rolled on the Treat Injury check means that over the course of the surgery the medic accidentally exceeded the dose, possibly killing the patient (Fortitude save to avoid death, DC 15).

  • Antibiotics: Patients recieving antibiotics recieve a +4 circumstance modifier on their Fortitude save to offset the effects of disease. A treatment with antibiotics takes 8 days, and the pacient must not interrupt the treatment, lest he risks becoming immune to the antibiotic (Fort save DC 15, success means he is now immune, treatment with the same antibiotic will not work for that character in the future).

  • Antiradiation serum: Patients gain a +2 circumstance modifier for fighting the effects of radiation.

  • Antivenom: If applied on a posion character within a venom's onset time, he gains a +4 circumstance modifier on his Fortitude save to resist the poison. This bonus is halved if the antivenom is applied when the venom is already taking effect.

  • Coagulant: Seriously wounded characters get a +3 circumstance modifier on their Fortitude save for stabilizing themselves.

  • Psi-enhancers: Psionic characters recover 5d6 vitality points of damage caused by the use of psionics, but raises the DC of all psionic tasks by 1 during the next six hours after the drug was administered. Additional doses can be administered in the same day, but each additional dose restores one die less than the one before, and each additional dose raises the DC of all psionic tasks by 1 (cumulative with each new dose) that will last for six hours after the last dose was administered.

  • Sedatives: Patients suffer a -6 penalty on all actions, the patient starts relieving of that penalties at a rate of 1 per hour.

  • Stimulants: Patients recover 10 Structural points (can surpass thecharacter's base) while suffering a -2 penalty on Intelligence and Wisdom related checks. The effects of the stimulant lasts for 4 hours; when the time lapses, the patient suffers 2d6 points of subdual damage. A repeated use of stimulants more than once every 48 hours is dangerous: every additional dose impose a penalty of -1 on Fortitude saves, plus, the second dose causes nausea and disorientation that imposes a -2 penalty on all actions for 24 hours. Additional doses beyond the second just make 1d6 points of damage to the patient.

Portable Computer

The portable computer is a 10x15cms. device that, when unfolded, reveals a small LCD screen. A data drive allows the user to import and export data through 3DXs. The user can input commands verbally or by writing commands on the LCD display with its optic pencil. In this era where computers no longer looks like computers but nearly everything has a computer of some sort inside and everything is connected to the Net, only developers and otherwise technicians now how to operate a “computer” per se. The words “operating system” vanished from the common argot many years ago, untrained characters could not use a portable computer even by blind luck.

Portable Generator

Uses an efficient chemical fuel to help produce enough power up to a 10-people outpost, can also recharge any hand-held or portable device. A portable generator can be as small as a backpack or as large as refridgerator according to the user's needs.

Portable Workshop

50kg of weight, it was made to be carried on a character's vehicle. Includes heavy work surfaces, a multipurpose mill and press, a powered table saw and milter, and a variety of other tools. Allows a character to perform major vehicular repairs or manufacturing small structures and devices A portable workshop grants a +4 competence modifier on Repair and (some) Craft checks. It takes an hour to set up or take down and requires a power source, such as a generator or a car's battery.

Psi-Detector

Pinpoints psionic activity. Indicates wether a psionic ability is being used within a range of 100 meters.

Psi-Restraint

A dampening device to deprive a psionic of his mental powers, its use is reserved for the uncommon cases in which either the government or a medical lab wants a specific psionic individual alive. A helmet with a blank faceplate that forces a loss of vision and a locking collar so it can't be removed without assistance. Its neural interefence circuits increase the DC of all psionic tasks by 10. Without the required password. The Disable Device DC for removing a Psi-restraint is 25.

The use of this device is uncommon at best, as the prolongued imprisonment of psionic individuals is expensive at best and risky at worst (powerful psionics have been known to break through the effects of the restraint), so the standard issue for dealing with psionic criminals is termination.

Ranger for Hire

Tourist guides, escorts, and explorers are usually needed when leaving “civilization”. Jobs in specially dangerous places may allow the ranger to demand a higher fee.

Rescue Pack

A backpack-sized unit containing two 50-meters long nylon ropes, a general toolkit, a first aid kit, two doses of coagulant, a folding stretcher, two insulant blankets, a light-duty cutting torch (half as powerful as the regular one), a grapnel & launcher, and a half-dozen pitons, pulleys, and other attachments.

Scuba Gear, intelligent

Allows for dives as deep as 250 meters (for dives greater than 10 meters a Daredevil check may be required at the GM's discretion). Includes a respirator that connects to an oxigenator able to extract oxigen around the user. Also collects and recycles the user's exhalations, eliminating the characteristic bubbletrail. The unit weights 5kg and allows an underwater excursion of up to 12 hours. However,as there is no bubbletrail, if ascending during a stressful situation (ie combat, quick escape, etc), a Daredevil check is required in order not to ascend too fast (read notes on SCUBA diving below).

Scuba Gear, maruera

Allows for dives as deep as 250 meters (for dives greater than 10 meters a Daredevil check may be required at the GM's discretion). A palm sized respirator with a pebble of solidified maruera inside. A battery-powered device inside the respirator erodes the maruera core slowly, gradually releasing oxygen inside the respirator. Allows an underwater excursion of up to 5 hours.

A NOTE ON SCUBA DIVING: Ascending from a dive can be dangerous if it is done too fast. Should a character ever dare to ascend faster than his own bubbletrail, he needs to succeed a Fortitude save DC 15 or suffer 1d6 points of damage direct to wound points every minute. Air tends to expand, occupying all the space it can dispose of, and a hasted reduction in atmospheric pressure makes the air inside a character's lungs expand too fast, causing his lungs to literally explode. If a character's wound points get reduced to zero this way his lungs explode, dying instantly.

Surfing Pal

A palm-sized device with which a user can check his e-mail, send and recieve messages, and otherwise “surf the web”. The unit lacks a data drive, but each unit is configured with its owner's IP adress, so the command “download” sends desired data to the user's home terminal....just beware of viruses.

Surgical Kit

A backpack that contains everything a field Medical Doctor would need to perform surgery. A Medical Doctor needs a surgical kit if he intends to perform surgery without a full medical facility.

Survival Gear

Useful survival materials packed into a belt pouch: a magnetic compass, a signal mirror, a butane lighter, 30m of 20kg test fishing line and 2 hooks, 20 waterproof matches, and a lightweight insulated blanket.

Toolkit

Characters attempting Repair or (some)Craft checks without a toolkit recieve a -2 circumstance penalty on their checks.

Toolkit, Specialized

The exact tools to support one specific specialty job (automotive, robotics maintenance, etc). A specialized toolkit grants a +2 competence modifier on repair and (some) Craft checks.

Trauma Pack

A small briefcase the size of a paperback book. When opened, a character with the Treat Injury can use its implements to perform treatment on a patient: dedicated hardware and software, medicine injectors, applicators, synthetic drugs, and artificial blood and skin to create a portable emergency treatment center. A Trauma Pack provides a +4 circumstance modifier to Treat Injury checks for performing first aid. A trauma pack or first aid kit is necesary to use the Treat Injury skill to stabilize seriously wounded characters.

Also, on a succesful Treat Injury check (without the +4 bonus), a character with the Medical Doctor feat can restore up to 3d6 points of damage caused by wounds (not disease, exhaustion, subdual damage, or use of psionics). If trying to heal wounds on a seriously wounded character, the Medical Doctor has to stabilize the patient first, the healing process takes 20 minutes.

Typically, a trauma pack contains enough material to heal wounds up to six times.

Water Condenser

Uses heat-exchange technollogy to catch and trap water from the air. Produces enough water to support four people in humid areas, two people in normal areas, or one in arid areas. Useless in conditions lacking atmospheric water.

Weapon Detector

A handheld device that uses a magnetic resonating field to scan a person for concealed objects and a chemical sniffer to detect traces of explosives. Must be used at a distance of ½ meter or less. Scanning a person is a standard action that draws an attack of oportunity. An item made from or covered with antiscan weave will fool a weapon detector.

Weight Neutralizer

A handheld gravity inducer the size of a hardcover book with a magnetic clamp on one face and a control panel on the opposite. It measures the weight of an object it is attached to and generates a perfect counter field. Under the neutralizer's influence an object is gravity-neutral, and can be moved around effortlessly.

Only objects that can be attracted by a magnet can be attached to a weight neutralizer. Contrary to popular belief, the only three metals with magnetic properties are iron, cobalt, and...and...and....DAMN! Why can't I remember? (if you know the third PLEASE let me know!)... the rest of the metallic elements have no magnetic properties and so, are immune to magnetic attraction. Body armor, androids, and energy weapons are all assumed to be made of non-magnetic alloy.