CHAPTER 7: Equipment
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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smartcards change every so often, so the GM is free to say a character's encrypting method for forging a smartcard is no longer valid every so often.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 |
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Exotic Weapons | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Energy Weapons - Melee | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Firearms | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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. |
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* 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:
Taking this as a base, for gaming purposes, automatic fire will be divided in short bursts and long bursts.
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
Table: Armor |
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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.
Table: Explosives and Grenadelike Missiles |
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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 |
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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: |
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*Forces
are specially modified individuals, so their genome is difficult to deal
with 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: |
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** 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.
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. |