Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
AEXD |
|
|
8/72 h |
1,000 per dose |
3 |
Legal |
Drug |
AEXD
This is a powerful anti-epileptic and neural facilitator cocktail developed specifically to combat the onset of TLE-x degenerative neurological disorder. If taken every week by a potential TLE-x victim, AEXD adds 3 dice to the characters Willpower Test to resist developing TLE-x.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Blud-B-Gone |
|
|
6/36 h (Always) |
125 (15) |
1.5 (1) |
Legal |
Cleaning Agent |
Blud-B-Gone
Problem blood stains that SCREAM or Stain-and-Wash can't get out? Try Blud-B-Gone. BBG's patented micro-organisms seek out and devour blood, breaking it down on the molecular level, reducing it to a clear, watery gel that can be wiped away, leaving no trace of the offending substance. Try Blud-B-Gone today!
Game Notes: Originally made for medical facilities, this substance has found its way into the shadows, as well as the local megamarket, albeit in a more diluted form. BBG breaks down blood, removing it entirely from any surface, leaving behind an inert gel with no DNA markers nor other traces of blood. It requires 20 Combat Turns (1 minute) to begin work, and another 300 Combat Turns (10 minutes) to complete its grisly work. 1 liter of Blud-B-Gone is required per pint of blood, or 3 liters of the commercial variety. Once BBG has been used, no trace of blood will be found via technological, organic, or magical means. Use of Luminol and similar substances on areas treated with Blud-B-Gone will cause the entire crime scene to fluoresce.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Bubbles Radio |
8 |
0.05 |
9/10 d |
Rating x 650, +4,000 for Camera option |
1 |
Legal |
Radio Device |
BUBBLES Radio
B.U.B.B.L.E.S. Radio, or Bluetalon Ultrasonic Branly Broadcasting Electromagnetic Signal Radio device is a revolutionary communications unit for such hazard work like Mining, Police Force, or Urban Warfare. Its patented Bluetalon software, originally used for household wireless interfacing (Cellphone, Refrigerator, and Computer!) has now been adapted into the BUBBLES Radio. The outer layer of this spherical device, weighing in less than a cellphone, is coated in poly-dynamic ruthenium chemical coating and radar-absorbent metal alloys for stealth purposes.
Inside, where the magic happens, a wireless receiver and transmitter capture specific encrypted signals, decrypt them, re-encrypt, and then transmit them in a specific personnel directed location, set when the device is turned active. When the power button is activated three small beam legs unsheathe themselves to set up a small quarter inch tripod for the ball to stand on, ideal for rough terrain in mines and caverns. Each package comes with three suck devices and must be equipped with the personals encryption and decryption devices. For a little more investment you can add live feed MIMO technology with 360 degree directional cameras.
Game Notes: Each unit has Image scanners equal to Rating/2(Min 1), a Signature of Rating+2, and can be loaded up with a total combined encryption/Decryption of Rating*1.5. The camera option basically is software that lets you use the image scanners as vid scanners, and by reducing the Ruth rating by -1, you can get +1 on perception checks while using the suckers.
Maximum efficiency from BUBBLES is presumed to require 3 units, to cover the ground that these devices will usually require, however you may purchase one at a time if needed, simply reduce the cost by 3 to get the individual. However, for example, if you wanted 9 it would be 3 different Etiquette tests.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Concealable Sheath |
+2 |
0.10 |
2/24 h |
100 |
.75 |
Legal |
Concealing sheath for blades |
Concealable Sheath
Game Notes: These work as per standard Concealable Holsters (+2 Conceal) for weapons of knife-sized or smaller.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Datajack Splitter |
|
|
4/48 h |
250 (+150 for ELPH) |
1 |
Legal |
Datajack Splitter |
Datajack Splitter
Tired of having to purchase extra datajacks in order to multitask your needs? Novatech's new RJ-489.A cable with patented platinum fittings insures a clean, clear signal every time. Add Novatech's new ELPH for only a small nominal charge!
Game Notes: This cable has a splitter. You can use two objects through your datajack. No, really, that's all it does.
PS: ELPH currently doesn't do anything gamewise. Or does it? Nothing you can -detect-, anyway…
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Datajack, Wireless Adapter |
|
|
4/48 h |
(Rating x 200) + Device Cost |
2 |
Legal |
Datajack Accessory |
Datajack Wireless Adapter
Tired of dangling wires? Why not try Novatech's new Dawnstar wireless connection. Stop being tied down!
Game Notes: A wireless FUP has an integrated transmission device rather than using a standard datacable. The rating of the FUP must be at least the rating of the device attached. See FUP for the transmission device table. The transmission device doesn't count as an extra system.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Disposable Clips |
|
0.50 |
4/48 h |
25 |
2 |
Legal |
Clip |
Disposable Clips
Made of synthetic materials, these clips are available for most weapons. Upon emptying of ammo, a circuit is completed which triggers a chemical self-destruct mechanism that disintegrates the clip automatically, leaving the weapon free for a new clip to be inserted. This makes reloading a new clip a Simple Action only in a case where the clip has disintegrated.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Fastskin |
|
0.25 |
8/14 d |
5,000 |
1 |
Legal |
Athletics Enhancing Suit |
Fastskin, Custom |
|
0.25 |
10/30 d |
7,500 |
2 |
Legal |
Athletics Enhancing Suit |
Fastskin
The Fastskin FSXII is designed to help athletes increase their speed and effectiveness by reducing drag, adding traction, and eliminating waste. Constructed of different fabrics, these suits are gender and sports-specific, and can be custom-made to further improve the athlete's efficiency.
The Fastskin fabric mimics the rough shark denticles, tooth-like scales that reduce drag along key areas of the body. Fabric compresses the body to stop skin and muscle vibration, saving energy and reducing drag at faster speeds. Other areas of Flexskin provide a smooth surface allowing more freedom of motion and creating less drag at slower speeds. Finally, titanium silicon scales, applied to either the inner forearm (for swimsuits) or the soles of the feet (for running suits), allow the athlete to maintain their grip and feel on the water or the surface they are running on.
A variety of suits are available for swimmers and runners in an assortment of colors and team logos.
Game Notes:
The Fastskin FSXII suit allows a -1 TN modifier to Athletics rolls for the activity for which it is built (swimming or running). Each suit is specifically designed for that sport, and its modifier does not transfer to another sport or activity.
Custom FSII suits have the above modifier plus add 1 additional die to Athletics Tests for the specific activity they were built for.
FSII suits are incompatible with any form of armor worn under them or over them, and will in fact lose their functionality if combined with any sort of armor, although Orthoskin and the adept power Mystic Armor both function normally. Any sort of Cybernetic armor will require the athlete to have a custom suit designed to fit their needs.
At present, suits are available for Swimming and Running only.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Gecko Tape Gloves |
8 |
|
6/72 h |
250 |
1.5 |
Legal |
Cling to wall gloves |
Gecko Tape Gloves
Gecko Tape Gloves are made of a special dry adhesive named, creatively, gecko tape. Instead of tape, they use microscopic hairs so fine that intermolecular bonding adheres them to another surface. Individually, these bonding forces are insignificant, but combined they can hold tremendous weight.
Gecko tape gloves come as a set that includes gloves, knee-pads, and slip-on soles. When used for climbing, treat the character as if he were performing assisted climbing, but use the movement rate for unassisted climbing. (In other words, apply the assisted climbing modifier but do not reduce climbing speed.)
The downside of the gloves is that they are useless when they become wet. If they even get the least bit damp, they are unusable until they dry out, which takes several hours at normal room temperature. And heating surfaces will destroy them
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Horned Owl |
5 |
0.25 |
8/7 d |
12,500 |
2.0 |
Legal |
Hearing Aid |
Damper Add-On |
- |
- |
8/7 d |
+ 7,500 |
2.0 |
Legal |
Hearing Aid |
Recorder Add-In |
+1 |
+0.10 |
10/14 d |
+ 15,000 |
2.0 |
6P-N |
Hearing Aid |
Memory (100 MP) |
- |
- |
Always |
+ MP x 40 |
1.0 |
Legal |
Hearing Aid |
Select Sound Filter R1 Add-On |
- |
+0.10 |
10/14 d |
+ 15,000 |
2.0 |
Legal |
Hearing Aid |
Horned Owl Hearing Aid
Tired of missing out on the conversation? Based on the old Miracle Ear technology merged with new, cutting edge modifications, the Horned Owl Advanced Hearing Aid may fit your needs!
This system, supplied by the Sioux A-rated corporation WildCorp to the famous Sioux Wildcats, is now available to the public. With several add on modifications, this system can duplicate many of the functions of larger electronic surveillance gear or even cybernetic modifications, albeit at lesser levels.
GAME NOTES:
The Horned Owl Base System provides hearing amplification equal to half that of a shotgun microphone or cyberear system, enabling one to hear as if 5 times closer. It only gains half of any hearing modification bonuses and ranges where applicable.
The recorder, memory, and Select Sound Filter add ons act just as the cyberware modifications, and the Select Filter may not be upgraded to a higher level at this time.
DESIGN NOTES: A complementary item to the vision modifications we already have, originally for military scouts. These are not some tiny, dainty items you place on your ears. They are noticeable. They should be able to be added to existing helmets (The Ares HD, corp, military) as add-ons as well.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Lockkicker |
10 |
|
12/7 d |
(Rating x 10,000) + (500 x Rating2) + 1,000 |
3 |
3P-V |
Thieves Multitool |
Lockkicker
This device has the appropriate electronics to function as either a Maglock Passkey and/or a Maglock Sequencer, including all required components to use it as either. It is a Leatherman for the thieving world. The Passkey and Sequencer are always the same rating. ESI has been manufacturing these primarily for the use of Law Enforcement Agencies. When business is slow, however, they are not at all above selling to fixers, in much the same way that the sea is not above the clouds.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Microskin |
9 |
0.05 |
4/48 h |
1,000 |
4.0 |
Legal |
Cover problem skin |
Microskin
In today's image conscious world, a blemish on the skin could easily make for a bad first impression in a social situation. While body art is much more accepted now than it was eighty years ago some more traditional companies might pass over someone with a facial tattoo for promotion. Don't let this happen to you, use Microskin!
Microskin is a simulated second skin which is formulated individually to color correct skin blemishes. It is a light liquidized application which is applied on to the epidermis. Microskin is not a cream, and doesn't have the makeup appearance like other camouflage products. Once applied Microskin is durable, flexible, and it won't rub off on clothing or linen. It's waterproof and allows your skin to breathe. Microskin is suitable for all genders and skin types.
Game Mechanics: Microskin can be used to alter the person's skin color allowing them to disguise their ethnicity, tattoos, or distinguishing birthmarks, scarring, or other characteristics. In order to use, perform a Disguise test vs 4 with a base time of 30 minutes; Each success adds +1 to your Open Disguise test up to a maximum of +2. This bonus will not stack with polymask, but it will stack with a disguise shop. One use of Microskin lasts for 48 hours when used on the body, when used on the face it lasts for 24 hours due to the natural facial oils on the face.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Mini Respirator |
|
0.50 |
4/48 h |
500 |
2 |
Legal |
Small breathing assistance |
Mini Respirator
Mini-respirator: This is a small respirator (10cm x 3cm cylinder plus lower face air mask that covers mouth, nose, and chin) which provides air for 1 hour via a small cylinder that, when twisted, begins a chemical reaction that provides oxygen at a steady stream before being depleted. Once activated, these mini-respirators can be neither turned off nor refilled.
These items must be purchased racially specific—both for the size of the mask, and for the oxygen duration (dwarves would get 1.5 hours from a human/elf sized cylinder; trolls and orks would get .5 hours, etc).
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Mini Tool Kit |
9 |
0.50 |
4/24 h |
250* |
2 |
Legal |
Small Tool kit, * Type influences cost per normal toolkits |
Mini Tool Kit
Perfect for the person on the go, the Mini-Toolkit contains all the essentials you need to get the job done, without the weight you don't need. Small enough to fit into a compact case, the mini-toolkit carries a powered multi-tool specific to the function of the kit, as well as various attachments, extra wiring, clips, and so forth.
Game Notes: The mini-toolkit acts in all ways as the appropriate toolkit of its type, and has the same price modifiers as the standard sized toolkit. However, it has the bare essentials to do its specific job and isn't designed for large-scale building projects.
NOTE: This item gives negative modifiers when used in queue-based functions. Otherwise, they act just like the standard tool kits for things like opening locks and doing work on runs.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Night Vision Contacts |
12 |
|
6/48 h |
300 |
2 |
Legal |
Night Vision Contacts |
Night Vision Contacts
Night Vision Contacts consist of special gels that magnify incoming light, allowing the user to see normally in the dark. The technology used is similar to that of plasma flat-screen televisions, and the contacts recharge with every blink of the eye.
Game Notes: Treat characters wearing the contacts as if they possessed cybernetic low-light vision Night vision contacts may be used in conjunction with spellcasting without violating line-of-sight.
The contacts are very sensitive to intense light and are not very durable. If exposed to normal light for five minutes or longer, they burn themselves out and cease functioning. Also, if any sort of flare or flash attack affects the character, double the effectiveness of such an attack. The flash/flare also immediately burns out the contacts.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Null Scent |
|
|
8/72 h |
500 per dose |
5 |
3P-X |
Drug, Inject, 10 minute onset |
Null Scent
Originally developed by the Sioux Wildcats, this drug works to limit pheromonal and sweat release, shutting down the appropriate glands. While short term use is acceptable, longer use can be detrimental to the health of the user, via overheating, dehydration, and kidney-related ailments.
Game Notes: This drug, when administered, inhibits sweat and pheromone release. Gamewise, this reduces the modifier on the Pheromone Scanner Table and Scent Perception rolls by 2. This -only- works to counteract existing bonuses from exertion or from bioware-related Tailored Pheromones. Thus, someone running with the Null Scent drug would have no modifier, while someone running with Tailored Pheromones Rating 2 would only have a -2 Perception Test Modifier.
While the drug is active, the user has a -1 TN modifier to be noticed with Thermographic Vision, as well as having their Signature reduced by 1 for sensor and senor-enhanced Gunnery Tests. This is cumulative with the negative modifiers given for Suprathyroid Glands.
The effects of Null Scent last 2d6 x 10 minutes
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Null Suit |
|
20 |
16/14 d |
15,000 |
3 |
Legal |
Sneak suit |
Null Suit
A null suit is a thermally insulated bodysuit designed to mask all body heat, using a combination of cooling capillaries and a photoelectric transformer that converts infrared emissions from the body higher up the EM spectrum, beyond the range of most thermographic sensors. This suit renders the wearer undetectable not only to thermographic emissions, but also motion sensors (those which primarily operate by measuring sudden changes in infrared radiation.
Those who wear the null suit gain an additional +2 modifier when thermographic and/or motion sensors are trying to detect them. This +2 modifier also applies to the character's Signature.
On the downside, the suit is incredibly bulky, reduce the character's Combat Pool by 2. If combining the Null Suit with any other armor, use the armor layering rules and consider the Null Suit to have the equivalent of Ballistic Armor 8 for this purpose. It does not provide any armor otherwise.
No additional modification can be made to this suit (i.e. no other armour modifications)
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Personal Spray Tank |
6 |
3 |
3/12 h |
200 |
1 |
Legal |
Spray tank, SS, 10 'shots' |
Personal Spray Tank
A smaller version of the Spray Tank found in Man and Machine (page 117), this item uses all the same rules found there. It is simply a smaller version in all ways (weight, conceal, ammo, etc.)
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Pheromone Scent Spray |
8 |
0.25 |
8/7 d |
10,000 |
1 |
Legal |
Drug, per 10 doses |
Pheromone Scent Spray, Plus |
8 |
0.25 |
12/7 d |
25,000 |
1 |
Legal |
Drug, per 10 doses |
Pheromone Scent Spray
Ever since the identification of the specific pheromones for human interaction made the bio-modification of pheromone glands possible, corporate labs have been trying to create artificial pheromones for external application. It seems that Aztechnology has succeeded, for they've created Pheromone Scent Spray, designed to work similarly to tailored pheromones do, but in various designer scents, perfumes and colognes.
An application gives the wearer a +1 to apparent Charisma, as well as +1 die to a specific Social Skill. Each specialization (Negotiation/Bargain, Negotiation/Fast Talk, etc.) has its own specific scent, and only one scent can be used at a time. Only one dose of Pheromone Spray may be active at any one time; another dose may not be applied until the first expires. The scent lasts for 1D6 x 10 minutes; in areas of high dispersion, they only last half as long. It has no effect on conjuring or astral abilities and skills. They follow all other rules for Tailored Pheromones.
An enhanced version, Pheromones Plus, is available. Pheromones Plus doubles the bonus provided.
Pheromone Spray (and Pheromone Plus) is not compatible with any type of Tailored Pheromones bioware. If applied to a person possessing Tailored Pheromones, use the better bonus, either from the spray or the bioware.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
POD |
NA |
|
12/30 d |
50,000 |
3 |
|
Decker Cocoon |
POD
The Pod - Personal Care System for Matrix Professionals
The pod is essentially a coffin-sized container that controls the temperature and humidity (or lack of) of the air inside it, and houses all of the equipment of the Extended Care System. The pod also has an air filtration system to get out all the smog of the Denver metroplex. Basically, you get into the pod, jack in, and the pod auto-closes itself with an enviro-seal to ensure your safety.
The pod is not bullet-proof or anything of that style. Lastly, in order to avoid bedsores, and for more easy of general temperature control, the body is filled roughly 60 percent with water. There is no need to worry about drowning though as there is an attachable rubber mask to secure on your head through which your oxygen flows. Since you'll be in the water for an extended period of time, a custom designed wetsuit (custom in that is has holes for your IV lines, urine tubes, etc.) is included to protect your skin.
Rotating IV System with Catheter
- A rotating series of IV packs containing a variety of liquid-based nutrient packs to sustain your need for food and water. There are spaces enough for attaching up to 1 week of supplies at any given time. Additionally, the Catheter will take care of liquid (but not solid) waste. Make sure you've had a liquid diet before using the system.
Uninterruptible Power Source.
- The last thing you want to have happen while being jacked in is have your power source go out. This power source is self-sufficient and can run up to 24 hours without any serious depletion of the batteries. It automatically engages when a lack of power is detected anywhere in the pod. This power source will not prevent dumpshock should the power to your matrix connection be cut.
Cyberdeck Uplink
- A matrix uplink that connects to your cyberdeck allowing you to control your Extended Care System while jacked in. The type of connection is an ordinary, legal jackpoint; any upgrades will need to be purchased for their usual cost.
Game Notes:
- Using this system for greater than 96 hours in any one setting will risk atrophy of physical statistics. Using it multiple times in the same month will increase that risk.
- Strength, Body and Quickness tests at TN of your current statistic. This test cannot be karma'd. Failure results in a loss of an attribute point. Only one point (Total, not per stat) may be lost for any particular set of tests.
- Use of a pod during a period of training to raise a physical statistic will invalidate the training.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Polymimetic Mask |
|
0.50 |
8/60 h |
10,000 |
2 |
2P-X |
Mission Impossible-style mask |
Polymimetic Mask
A common spy item, this polymer duplicates the appearance of human skin exactly, and through application of pigments and sculpting instruments, can be shaped into a mask to fit over the head of any metahuman, masking their appearance completely. These masks are very popular for stage and screen as well as for espionage purposes, allowing a person to mimic someone else's facial features, though it will not allow for retinal or DNA duplication.
Game Effects: When worn and used in conjunction with a Disguise Toolkit, the polymimetic mask adds +4 to the result of an Open Disguise Test. It requires 30 minutes base time to apply and properly sculpt (or only 2 minutes if prepared before hand (Disguise Test TN 6), but only one Complex Action to remove.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Ruthenium Jumpsuit |
— |
0.00 |
5/14 d |
30,000 |
2 |
Legal |
Camo Fiber Jumpsuit |
Ruthenium Jumpsuit
This is an unarmored, extra baggy jumpsuit. It can go over most forms of armor without any layering modifiers or combat pool loss, so long as you are currently suffering no layering penalties or combat pool loss due to armor.
The jumpsuit contains a fairly large database of patterns, and can download new patterns when connected to the matrix. Changing patterns is as easy as a single complex action. Most camo patterns are available, giving the same +4 stealth test TN modifier as is expected from a camo full suit. The jumpsuit also can pass for Fine Clothing under other color schemes, and anywhere in between. It cannot pass for tres chic.
The jumpsuit never comes with sensors. Users have been known to modify the jumpsuit after market with sensors to give it active camouflage capabilities.
Game Stats: Can change color schemes at will. Holds up to 100 color schemes. If used to make a relevant camouflage, adds +4 to the open stealth test. May act as Fine Clothing or anything less fashionable. May not be used if suffering layering penalties. May not be used with milspec or security grade armors.
Metahuman mods cost standard price modifiers, for trolls and dwarves respectively.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Skates |
|
|
Always |
50 |
1 |
Legal |
Skates |
Skates, Collapsing |
4 |
|
6/10 d |
2,500 |
1 |
Legal |
Skates |
Skates
Skates are a set of external wheels that are strapped to the feet. They come in two different configurations, In-line and conventional, but both have the same game-effect. Inline skates are a single line or blade of wheels along the center of the foot, while conventional skates are four (or more) wheels at the outside of the foot.
Game Notes: Q*2 for walking, Q*6 for running. +2 TN for dodge or athletic tests not related to running or walking, including unarmed combat. +1 power to kick attacks.
These skates require a complex action to remove. Given that these skates contain an integral boot, removing them leaves the player shoe-less until he puts on new shoes.
Collapsing Skates:
As per the above. These skates are custom made to the user. A simple action can be used to snap the wheels back in to the body of the boot, rather than remove them. They come in a variety of styles, custom made to the order.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Smart Glove |
4 |
0.25 |
8/72 h |
4,500 |
2 |
4P-N |
Smartlink Accessory |
Smart Glove
In an effort to assist non-cybered individuals and streamline combat systems, Combatics, Inc. (A fully owned subsidiary of Ares Macrotechnology) has introduced the Smart Glove. The Smart Glove system is designed to quickly interface with a weapon's Smartlink system, alleviating the need to connect and reconnect a fiberoptic line each time you change weapons. This allows an individual to change weapons with the ease and effort of a cybered user.
The Smart Glove is a large glove that fits the entire hand (right and left hand models are available) as well as part of the forearm. Fiber-optic cables run along the arm, shoulder and neck (usually beneath clothing and/or armour) to connect to the appropriate smart optic system (be they sunglasses, goggles, etc). Once the system is in place, the individual can use any Smartlinked weapon at will, just as if they had an induction pad.
Game Notes: The Smart Glove requires Smartgoggles (or their equivalent). The Smart Glove simply allows you to not have to connect and reconnect the wiring, allowing you to change weapons like you had the Smartlink cyberware. Wearing a Smart Glove precludes wearing any other sort of glove (shock gloves, hardliner gloves, etc). You are still limited to -1 while using goggles.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Snap Tight, Briefcase |
|
3.00 |
10/5 d |
3,000 |
3 |
|
Hermetically Sealed Briefcase |
Snap Tight, Holster |
|
0.25 |
7/48 h |
500 |
3 |
|
Hermetically Sealed Holster |
Snap Tight Accesories
Made out of hardened polyresins with two separate, sealed interior layers, the Snap-Tight holster is designed to close with an air tight sealing, with a sturdy, reinforced inner frame. When closed, it forms an airtight seal, and a built-in button-sized vacuum removes all the air to provide an additional deterrent against chemsniffers. Bringing the weapon to bear is slower than normal, and produces an audible hiss as the pressure equalizes.
Game Notes: The Snap-Tight holster provides a Hermetic Seal for pistols, adding +4 against Chemsniffers. It can also hold up to two clips of ammunition with the weapon if desired. The briefcase-sized version can hold SMGs and disassembled rifles, in addition to two clips of ammunition for them. It gives no modifier to concealment.
Once the items are inserted and the holster is activated, it takes 60 seconds (20 combat rounds) to achieve full vacuum and get the bonus. Readying a weapon from a Snap-Tight holster takes a Complex action, and the weapon cannot be quickdrawn. Pistols with a barrel mount (such as a silencer) will not fit in the holster - such things must be reattached after the weapon has been cleared from the holster.
Item |
Conceal |
Weight |
Avail |
Cost |
SI |
Legality |
Type |
Sodium Pentathol |
|
|
6/72 h |
250 per dose |
2 |
5P-X |
Truth Serum, drug |
Sodium Pentathol
Commonly known as "truth serum" by many trid shows, Sodium pentathol is an ultra-short-acting barbiturate that depresses the central nervous system, slows heart rate, and lowers blood pressure. In the relaxed state produced by the drug, subjects are more susceptible to suggestion and are therefore easier to interrogate. The drug does not actually guarantee that subjects will tell the truth, however. Often, it makes subjects "gabby" without revealing any important information. It has also been found to lower resistance to mind altering spells.
Game Notes: Sodium Pentathol reduces Willpower by 1 for 1d6 x 5 minutes. It may also cause TN modifiers to resist interrogation from the Stun Damage.
Tool Laser |
7 |
0.50 |
6/7 d |
1,500 |
2 |
7P-N |
Tiny laser cutting tool |
Tool Laser
This is a small laser perfect for cutting through thin objects or creating small welds. It has minimal use as a weapon.
Game Notes: This is exactly like the cyber modification for the Eye Laser, partially reprinted here: Can cut a 5cm line through material with a Barrier Rating of 10 or less per Combat Turn.
If used as a weapon, it uses the Laser Weapons skill and requires a Complex Action, with a +1 modifier per meter of range. Damage is 4L, -1 power vs. targets up to 2 meters away and -2 power vs. targets 4 meters away.
Will not cut reflective materials or silvered glass.
It has enough battery power for 60 Combat Turns of continual use before needing a recharge. Extra battery packs are 10 =Y= each.
Wrist Grapple Gun |
5 |
0.60 |
8/10 d |
1,500 |
1.5 |
Legal |
Wrist Grapple Gun |
Weapon |
Type |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Conceal |
W. Grapple |
Grapple |
NA |
SS |
NA |
0.60 |
8/10 d |
1,500 |
1.5 |
Legal |
5 |
Wrist Mounted Grapple Gun
The Wrist-Mounted Grapple Gun is a modified grapple gun built into a glove and secured with a metal band around the middle portion of the hand as well as a metal band that snaps secure at the wrist. Both bands are hidden inside the glove and are sewn to make snapping on a one handed procedure. The spool with the line (spools are 40 meters of line) can be interchanged to change the type of line used. Range on the line shot is 20 meters.
Spools can be regular grapple line or stealth line, as well as some custom lines like fishing line, tungsten steel line and feasibly monowire, though you would have to pay for the wire used separately especially for the monowire. It would require the same tn as monowire alone would have to acquire.
Game Notes: Uses Projectile Weapon skill, with a range if 20 meters. Alternative cable/wires can be used, such as Fishing Line (20 nuyen, always available, cannot use for climbing), Regular Line (30 nuyen, always available). Stealth Line and Monowire could also be installed at their standard rates. This item can support 100 kg. Modification for Trolls/etc at standard metahuman modification rates.
Zeus CQB Ram |
2 |
10 |
8/4 d |
1,350 |
2 |
6P-V |
Door Ram |
Zeus CQB Ram
This design answers the need for door breaching speed in cramped environments. It possesses a huge semi-flex handle for increased arc of swing. The Nighthawk Dynamic Entry Zeus CQB's one-hand operation allows one to swing from behind cover while retaining a weapon at the ready. Its non-sparking and non-conductive design is center balanced for one or two handed ramming.
Game Mechanics: The Zeus adds +4 dice for Strength Tests to break open doors. A great thing when the thief can't get the lock open, or if you don't want to spend the time on it. Using the Zeus requires one Complex Action and the door may not be locked afterwards.
|
|