General
Basics
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 183 | |||
Datapad | 75 | 1 | 1 |
Glow Rod | 10 | 1 | 0 |
Fusion Lantern | 150 | 2 | 2 |
Extra Reloads/Power Packs | 25 | 1 | 1 |
C-FH p. 47 | |||
Mercantiler Datapad | 250 | 1 | 3 |
E-EtE p. 48 | |||
Syntherope (20 meters) | 5 | 1 | 1 |
Excavator's Precision Tool Kit | 500 | 5 | 7 |
HG-DC p. 59 | |||
Entrenching Tool | 20 | 1 | 1 |
**See also:** Mk. VIII Vibrosaw (cutting vegetation)
C9-GP Pulse Drill (cutting hard materials)
Datapad
p. 181
Used to record, store, display, and organize almost any kind of data from basic text to holographic recordings. Most come with a small display screen, though some use holoprojectors and are small enough to be easily carried in one or two hands, depending on the model. They are commonly encoded or encrypted so that only the actual owner can operate them; some are even set to wipe all data if unauthorized users attempt access.
Glow Rod
p. 181
A Glow Rod is a hand-held light source that illuminates an area in a directional beam.
Fusion Lantern
p. 181
Fusion Lanterns provide both light and heat for the surrounding area.
Characters can also plug other electronic devices into a Fusion Lantern to power them, such as Datapads, Glow Rods, and small scanning devices.
Extra Reloads/Power Packs
p. 183
Energy cells are small battery disks that can keep most hand-held devices going for a while longer, while power packs are larger versions suitable for blasters and other high-demand gear.
Extra Reloads allow characters to ignore an "out of ammo" result with a ranged weapon. By spending a maneuver, they may reload their weapons and get back in the fight.
Mercantiler Datapad
C-FH p. 48
This incredibly useful datapad is programmed with region-specific business information, including currency and credit conversion tables, base value listings for a wide variety of traded goods, and a data uplink connected to a region's stock markets and trading houses that grants the user up-to-the-minute information on all goods bought and sold therein.
When used within the region for which it is programmed — Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territories — the Mercantiler Datapad grants to any Negotiation skill checks made to buy or sell goods. These datapads grant no bonuses outside of their specific region.
Syntherope
E-EtU p. 49
Syntherope is thin, lightweight, and extremely strong, with a tensile strength ten times that of durasteel. Syntherope is used primarily for climbing, rappelling, and securing cargo, but it can be used anywhere a good stout rope is needed.
Excavator's Precision Tool Kit
E-EtU p. 52
Designed for and marketed to scholars, historians, and archaeologists, the PTK contains a number of well-crafted hand tools and essential accessories for excavation of ancient sites and general exploration. Included are a number of hand spades and brushes of various size, a multitool, a stout knife, a pair of springloaded shears for cutting roots and vines, metal and ferroceramic files for sharpening tools, writing utensils, sample bags of various sizes, adhesive and string tags for categorizing finds, measuring equipment, a small spool of monofilament, and small picks, hammers, and mallets of different weights and material. All of this, along with a small, slimline datapad with high-definition recording capabilities, is all housed in a sturdy, lockable, weatherproof carrying case.
Entrenching Tool
HG-DC p. 59
Besides allowing the user to dig holes and entrenchments, the Entrenching Tool counts as a small Improvised Weapon (Damage +2 [instead of +1], Crit. Rating 4, does not break due to or ).
Communication
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 182 | |||
Comlink (handheld) | 25 | 0 | 0 |
Comlink (long-range) | 200 | 2 | 1 |
Comm Jammer | 400 | 4 | 3 |
Comm Scrambler | 1000 | 0 | 5 |
Holo-messenger | 250 | 0 | 4 |
C-FH p. 47 | |||
Collar-Amp | 50 | 0 | 1 |
HoloNet Relay | 75000 | 15 | 7 |
E-EtE p. 48 | |||
Audio/Visual Translator | 750 | 1 | 3 |
HG-DC p. 59 | |||
Hardened Comlink | 450 | 3 | 4 |
Comlinks
p. 171
Personal Comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments.
Most operate on a standard set of frequencies that can be adjusted as desired to elude detection.
Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system).
Comm Jammer
p. 178
Cutting through the noise created by a Comm Jammer requires a Computers check, with a difficulty proportional to the distance from the Jammer and the power of the device. The closer and more powerful the Jammer, the harder the difficulty. The standard Jammer forces an Average () Computers check, which becomes more difficult at close ranges (the exact difficulty is up to the GM, but should increase to Hard or Daunting if at medium range or closer to the device).
Comm Scrambler
p. 178
Scramblers are devices used to encrypt communications for privacy or security (or both). They can be affixed onto most Comlinks or other similar equipment, and only those with a linked scrambler are able to follow the conversation. Their small size makes them easy to conceal, which is important since they're illegal for civilians to possess on most civilized worlds.
Using Scramblers adds to any checks to attempt to decode and understand the transmission.
Holo-messenger
p. 171
These small, disk-like devices create holographic recordings or transmissions that may be played back as a small projection.
Collar-Amp
C-FH p. 45
The Collar-Amp is an unobtrusive and very small amplifier. It can be mounted on the user's collar or the front of their clothing, where it looks like an innocuous silver button.
The Collar-Amp can boost the wearer's voice so that they can be heard up to long or extreme range (this depends on terrain, environmental conditions, and even the weather). For an extra 100 credits, the user can purchase a model that hooks into a sound system or entertainment system, which improves sound quality.
HoloNet Relay
C-FH p. 45
A portable HoloNet Relay is one of the few ways a colony can obtain instantaneous communication with the rest of the galaxy.
The HoloNet Relay allows the user to communicate with the HoloNet (although at the GM's discretion, the signal may be interrupted by jamming, environmental factors, or Imperial interference).
Audio/Visual Translator
E-EtU p. 54
Roughly the size of an average datapad, the Audio/Visual Translator is programmed with millions of forms of known verbal and written communication. In addition, it also includes a high-definition audio/video recording device with powerful pattern recognition and analysis software. With this, the Audio/Visual Translator can translate known spoken languages in real time, analyze and attempt to translate unknown spoken languages, and read and decode text, pictograms, hieroglyphics, and other forms of written communication.
The Audio/Visual Translator grants the scholar or translator to any Lore or Intellect checks made to decipher or translate an unknown language.
Hardened Comlink
HG-DC p. 56
A military-grade Comlink (long range).
The Hardened Comlink adds automatic to any checks made to decode and understand its transmissions, and automatic to any checks made to broadcast through a Comm Jammer.
Mobility
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 183 | |||
Climbing Gear | 50 | 1 | 2 |
Jet Pack | 4500 | 2 | 7 |
BH-ND p. 54 | |||
Rocket Boots | 2500 | 2 | 8 |
See also: Grapnel-Harpoon Launcher
Climbing Gear
p. 180
Most Climbing Gear includes a spooled length of Syntherope or liquid cable, with a hook or some other attachment to secure the line. The kit also includes four quick-adhesion pitons that can securely attach to almost any surface.
Jet Pack
p. 181
A Jet Pack allows a person to function as a ( Silhouette 1, Speed 2, Handling 0, System Strain Threshold 3 ) vehicle that can only operate in atmosphere, and requires Piloting (Planetary) to operate.
Rocket Boots
BH-ND p. 53
Rocket Boots enable a person to function as a (Silhouette 1, Speed 1, Handling -3, System Strain Threshold 3) vehicle that can only operate in atmosphere. and requires Piloting (Planetary) to operate.
At the end of the each round of activation, the Rocket Boots suffer 1 System Strain as their fuel depletes.
Recreational/Entertainment
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 182 | |||
Chance Cubes | 1 | 0 | 0 |
Sabacc Deck | 40 | 0 | 0 |
Dejarik Table | 350 | 10 | 1 |
C-FH p. 47 | |||
Musical Instrument (Common) | 50-100 | 1-5 | 2 |
Musical Instrument (High Quality) | 500-1500 | 1-5 | 4 |
Musical Instrument (Legendary) | 20000+ | 1-5 | 10 |
Thunderhead P.E.S. | 2500 | 10 | 4 |
S-FC p. 49 | |||
Skifter | (R) 500 | 0 | 6 |
Chance Cubes
p. 177
Chance Cubes are six-sided dice cubes with red and blue sides. They allow for simple gambling in which players bet on the potential results. Their simplicity makes them popular on frontier worlds or long expeditions. where more complicated entertainment would be more likely to malfunction.
Sabacc Deck
p. 177
A favorite gambling game across the galaxy, Sabacc utilizes a deck of cards. Players attempt to reach some combination of 23 or -23 (or more esoteric combinations. such as a natural "2" and "3") to win. However. the cards are electronic. and randomly shift and swap to different cards during play. This means Sabacc is a game of bluffing and brinksmanship as much as it is one of skill and logic, and tricks such as counting cards are almost impossible.
Dejarik Table
p. 177
Dejarik, which uses a holographic display table to project playing pieces of real and mythical monsters, is a popular game of skill between two players. The holographic display allows the pieces to "do battle" as a part of the game, and many bystanders enjoy the holographic carnage as much as the actual skill the real players employ.
Musical Instruments
C-FH p. 48
Musical Instruments are made in a dizzying array of styles, and the list of specific instruments is far too vast to include here (although some common instruments are included to provide guidance), but a character needing to purchase an instrument or instrument accessory (strings, reeds, sticks, etc.) can usually find what they're looking for with little effort on any marginally civilized world. The exact price and availability of a specific instrument not found here is left to the discretion of the Game Master, and the acquisition or theft of a rare musical instrument can easily lay the foundation for a complex and exciting adventure.
Common Instruments: Most cultures invent some form of horns, drums, and reed instruments as part of their development. While price and rarity may vary depending on the specific instrument, they typically tend to be within an affordable price range, and local substitutes for common musical instruments can be found throughout the galaxy.
Anklet-chimes: These small, clear-toned chimes are secured to the performer's ankles with a length of string or chain, tinkling softly as the performer moves. To properly "play" these chimes, one must be able to control their own movements with the care and precision of an acrobat. Thus, they are often used to accompany dances.
Bandfill: Bandfills are complicated wail instruments, featuring several horn bells. Playing one is difficult, and the best bandfill players can obtain galactic renown.
Chin-harp: Developed by the Weequay, the Chin-harp creates music by striking notes with a small chord hammer.
Floonorp: Scratch-built musical instruments made out of spare Podracer parts, Floonorps are more likely to be assembled than purchased. The most that can be said for them is that they are both cheap and loud.
Kloo horn: Double-reeded wind instruments, Kloo horns are commonly used by jatz musicians and create that music's distinctive higher notes.
Thunderhead P.E.S.
C-FH p. 47
The Thunderhead Portable Entertainment System (P.E.S.) is a full suite of tools and equipment for use in the entertainment industry. Each system typically includes an assortment of amplifiers, speakers, monitors, sound mixing boards, display screens, light emitters, smoke machines, cables, power generators, data storage units, and other, more esoteric pieces of electronic equipment. The type and amount of equipment varies by customer, but each P.E.S. is designed to fit into a single (albeit large) crate with padding and reinforcement.
Skifter
S-FC p. 50
Perhaps the most common means of cheating at Sabacc, a Skifter is a rigged card. Like genuine Sabacc cards, Skifter have an electronic display that can shift to show any suit or value. However, unlike normal cards, characters can program a Skifter to display any suit or value they want, often by simply tapping at the corner of the card. By surreptitiously slipping the card into their hand in place of one provided by the dealer, a cardsharp can gain a distinct advantage — so long as they aren’t caught.
When Gambling, a character using a Skifter gains to Skulduggery checks to cheat.