Gear



Gear by Type

  • Containers (backpacks, bags, specimen containers, cargo scanners)
  • General (datapads, glow rods, comlinks, comm jammers, climbing gear, jetpacks, playing cards, instruments)
  • Survival (rations, respirators, space suits, tents, camouflage, beast calls)
  • Detection Devices (binoculars, scanners, sensors, homing beacons)
  • Security (binders, lock breakers, stealth fields, safes, false credentials)
  • Slicing (slicer gear, dataspikes, tracing consoles)
  • Mechanics (repair patches, tools, tool kits, burning gel, loader arms)
  • Medical & Drugs (stimpacks, medpacs, anesthetics, performance enhancers, uppers, downers, hallucinogens)
  • Explosive Charges (detonite, proton charges)

About Gear

Whenever a character uses a piece of gear to aid in a task they could perform anyway, the GM and player can agree to add to the dice pool.

Sometimes, gear allows tasks that would be impossible otherwise. In these cases, the gear does not add additional bonuses, as it is simply enabling the task to occur in the first place.


Incidental Expenses

Player Characters can assume that they have any number of miscellaneous sundries on them, depending on what they feel their characters would actually carry. (EX: chronos, writing implements, pocket knives, credit chips, street clothing, shoes, fancy hats, inexpensive jewelry and decorations, snacks, mementos, holos of friends and family)

Players are generally not required to keep track of credits spent on basic meals, drinks, holo-vids, cosmetics, toiletries, etc.