Sunday, February 17, 2008

Hard Facts

Hard Facts

Little bits of knowing that most people should be... knowing.


Index
Currency - 1.0.0
Gear - 2.0.0
Availibility - 3.0.0
Tools - 4.0.0
Food and supplies - 5.0.0
Protective/emergency gear - 6.0.0
Armoury - 7.0.0
hand to hand weapons - 7.1.0
ranged weapons - 7.2.0
explosives - 7.3.0
Computers, hardware and progs - 8.0.0
Communications and security equipment - 9.0.0
Medical equipment - 10.0.0
Covert ops gear - 11.0.0
Engineering supplies - 12.0.0
Newtech -13.0.0

Currency - 1.0.0

There are two types of currency used in the 'Verse:

Alliance credits (credits, creds), which are folding money, and much more popular in the Core. One credit is equal to around 25 american dollars on Earth-that-was.

Coin, which is hard cash stamped out of precious materials, an untraceble currency favoured by those in the Rim. Coins are usually smithed from silver(s), gold(g) and platinum(p).

The following are approximate rates, and the rate usually changes a little
from world to world.


Coinage/ Credit/ Dollar/ Platinum/ Gold/ Silver

Silver/ 0.004/ $0.10/ 0.01/ 0.02/ -

Gold/ 0.2/ $5.00/ 0.5/ -/ 50

Platinum/ 0.4/ $10.00/ -/ 2/ 100





Gear - 2.0.0

The items listed below are a little sampling of what can be found in the 'Verse, but is by no means the be all and end all, please do not think that your gear has to match these items exactly, they are only examples. Prices are approximates.


Availability - 3.0.0

It's a fact of life that not everything can be found everywhere in the 'Verse. As such, each item listed below comes with a marking denoting where it can be found; E for everywhere, C for Core worlds, R for the Rim, and I for illegal.



Tools - 4.0.0


Fire Jelly - E
Sold in 8" tall tin cans, fire jelly was originally designed as an alternative to camp fires for soldiers during the Unification War. When lit, th jelly burns at 550 degrees at a rate of 1/2" per hour; the can is largely heat-proof, and putting the lif back on quickly snuffs the low-burning, smokeless flame. Cost: 1p

Gun case - C
Since most weapons need atmo to fire, it stands to reason someone would thing of a way to fire one in space, too. A gun case is designed for a specific type of gun. It closes around the front end, making it look like it's got a barrel 5 times wider than it should be. The case pumps air into the chambers and barrel when you pull the trigger, allowing the weapon to discharge normally. Unfortunatly, a lot of the internal atmo is wasted with each pull, so the air generally lasts for only 10 shots before the case needs to be refilled back on the ship. Cost: 7p

Gun-cleaning kit - E
Every good soldier (and settler) knows that you need to take care of your weapons if you want them to take care of you. Guns need to be cleaned and sometimes repaired. This small kit includes all the tools necessary for such, along with some for cleaning and keeping blades. Bought on the Rim, the kit most likely comes in a leather pouch about the size of a shoulder bag. Purchase on the care, it will come in a proffesional-looking metal case. Cost: 6p

Multiband - C
The evolution of the digital wath has led, at long last, to the multiband. It's an all-in-one waatch, digital compass, calculator,, alarm, redio receiver, generic remote control, and voice recorder. Unfortunatly multibands break easily and are mostly popular among students as a fashion accessory. The varieties range from cheap versions in plastic cases to gold-plated ones sold out of suitcases by shady men on street corners. Cost: 12p

Patch tape - E
A holdover from the war, patch tape looks like a roll of shiny rubber material. The thin tape is airtight, and the adhesive coating on one side provides a hold strong enough to seal a vacuum suit at full pressure. Hull breaches and the like usually can't be fixed in this manner, but if some sah gwa wants to try it, it's his funeral. Keeping a roll in a vac-suit pocket can often be a life saver. Cost: 3p

Purification crystals - E
Frontier settlers and soldiers usually stock packets of these powdery, pale blue cystals. One packet (a box has twenty) can cleanse up to a gallon of water for human consumption, killing pretty much all bacteria, just as if you boiled it. Cost: 1p


Food and supplies - 5.0.0

Drink, fine wine - C
A case of twelve bottles of etremely good wine; what more needs to besaid? Good wine is hard to come by, so it can get very expensive, but many folk consider it worthwhile. Cost: 16p

Drink, good whisky - C
Wood alcohol is cheap. High-quality strong drink is a bit more costly. Cost: 14p

Gut-rot - R
The finest in beverages that make you go blind. A catch all for anything with a high alcohol content, burning after taste and favourite of dives everywhere. Cost: 1p

Beer - E
The everyman drink. Cost: 1g

Foodstuffs, canned - E
While not as good as fresh food, canned or otherwise preserved food is still a fair bit better than processed protein. Since such food keeps indefinatly (or at least a whole lot longer than fresh stuff), food packs and canned fruit are popular among settlers and ship crews. The given price is for one can/package. Cost: 15s

Foodstuffs, fresh - E
This is what it's all about: fresh vegetables, fruit and meat. Unfortunatly, real food is fairly expensive; folk can't afford it unless things going real smooth for them. Most often, fresh food is bought in smallamounts or is carefully rationed over a period of time, at least by those who live in the lost. The given price is for enough food to produce one meal for one person. Cost: 6p

Foodstuffs, luxury - C
This is the kind of fancy-pants yummies you can't even find most places on the Rim. A pound of fresh strawberries, a chocolate ice cream cake, caviar - such count as laxury goods to folk who life on the Rim. The units in which the goods are sold depends upon exactly what the food is. The price can vary as well, but whatever it is, it will almost always be quite expensive. Cost: Ask the GM per basis.

Foodstuffs, Nutrient bars - C
Nutrient bars - a newtech Alliance ration - are perhaps the most compact form of food ever developed. Each bar is about the size and shape of a gold ingot and each is wrapped in foil. The actual bar is a brownish compound, nearly tasteless, but at least it's better than protein past. If sliced thinly, a single bar can provide 30 days' worth of nutrition to one person. The person will still need water and additional calories, but the vitamins, minerals, immunity supplements, and so on will allow them to subsits onan otherwise minimal diet. The given price is for one bar. Cost: 30p

Foodstuffs, protein past - E
Tubes of coloured and (supposedly) flavoursome protein paste are the standard diet for spacefarers in the 'Verse. The paste is sometimes molded into different forms and cooked differrent ways. Sadly, it tastes about the same no matter what you do to it. Healthy, if boring, the paste stores for a good long while. The given cost is for one days worth. Cost: 1g 25s

Spices, common - C
Whether it's protein paste, canned vegetables, or fresh meat, a sprig of rosemary can make your day a little brighter. Cost given is for one 1/2lb package. Cost: 5p

Spices, rare - C
Popular in the Core for those who can afford high class dining, rare spices such as saffron can be extremely expensive. A good cargo to carry, and even better to have if you can afford it. Cost give is for one 5 ounce bag. Cost 13p



Protective/emergency gear - 6.0.0


Ballistic mesh - C
Used much like the bulletproof vests of Earth-that-was, ballistic mesh is a finely-woven cloth of metal and plastic over polymer sheeting. In basic captain dummy-talk, the mesh stops bullets, and is isin't as heavy or bulky as other armours. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armour. Ballistic mesh is meant to stop bullets and that's about it, meaning knives, bombs and so on are still quite effective gainst someone wearing such a garb. Cost: 115p

Chameleaon suit - I
Snipers favour these to remain hidden while on the job. Mostly consisting of a bassy pair of overalls with clumps of fiber optic wires sprouting here and these, the suit also sports a small computer and dozen of light sensors place around it. When activated, the suit attempts to match its colour with the surrounding area, which is does a fairly good job of if the wearer stays still. Cost: 100p

Helmet, infantry - E
A basic metal or composite helemt with a cloth or mesh covering (to which the wearer can attach grass and foliage). Cost: 40p

Helmet, squad - C
This helmet originated with the Alliance during the war. It functions in the same way as an infantry helemt, but also includes a small communicator to allow memebrs of a squad to stay in constant communication. Unfortunatly the design impedes hearing and peripheral vision. Cost: 88p

Mask, NBC - C
A fancy gas-mask, this gadget lets you breathe safetly in an area contaminated by nuclear, biological or chemical hazards. Unfortunatly, the mask doesn't let you see all that well, and it doesn't protect the rest of your body. Cost: 10p

NBC bodysuit - C
A full-body, airtight, hazardous enviroment suit that provides complete protection from nuclear, biologial or chemical hazards. The mask allows for slightly better vision than the NBC mask. The bulky material makes it difficult to handle small objects or perform feats that require coordination. Cost: 80p

Plate vest - E
Ceramic inserts sewn into a ballistic mesh offer torso protection on both the back and front. Unlike basic ballistic mesh, plate vests protect against sharp instruments as well as bullets, but is much heavier and bulkier. Cost: 100p

Riot gear - C
Full law-enforcement riot gear consists of composite and ceramic plating sewn into various special pockets all over a specially made ballistic mesh suit. the armour reduces damage from all types of attacks, but the helemt impairs hearing and vision, and the suit itself it cumbersome. Cost: 230p

HeartLine health suit - C
The HeartLine is an undershit wired with sensors and other gadgets to monitor body temperature, heart rate, blood pressure, and so on. It generally transmits this data to a doctor or computer where it can be read by a doctor, who can monitor the patient's health. Cost: 70p

Tactical suit - I
This is the armour Alliance Federals wear, usually with a squad helemt. The suit covers the entire body and is armoured with ceramic and composite plates, along with heavy padding. It will stop a heap of damage, but tends to rattle when you walk. Cost: 275p

Vacuum suit - E
Heavy, bulky and generally restricting, vacuum suits are and absolute essential out in the black. They can be tricky to get on and off though, so allow yourself some time to get into it. You need to take good care of these to keep 'em working. A bullet hole or similar can be closed up with patch tape, but it's generally worthwhile to invest in a new suit when you have the coinage. Cost: 168p



Armoury - 7.0.0

A prayer on the Rim: "God grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the firepower to make the difference."



Hand to hand weapons - 7.1.0


Baton, security - E
This collapsable metal rod that etends up to two feet when unfolded is used for beatin' on folk who trespass where they ain't wanted/ Usually has a rubber grip on one end. Cost: 3p

Baton, stun - C
Kinda like the security baton, but with more zap and less thwap. Instead of smackin' someone with this, you use it like a cattle-prod and poke 'em. A battery in the handle discharges a fairly large jolt, enough to shock without doin' much real damage to the poor guy on the other end. The batteries cost 1 goldand last for ten shocks. Cost: 30p

Brass knuckles - E
A nasty little surprise in a bar fight, these strips of heavy metal have rings behind them for slippin' your fingers into and sluggin' someone. The nastiest of these things are called knuckledusters, and have metal spikes. Cost: 2p

Club - E
A good, old fashioned heavy stick. A bit more brutal than a baton, since doin' some serious damage is now an option. You can buy a metal one, but if you're okay with something a little less deadly, you can fashion one out of wood. Cost: 1p

Hatchet - E
One of the most versatile hurtin' tools ever invented, you can also use it to cut down trees and chop firewood. You can even upend it and use it like a club. Cost: 10p

Knife, combat - E
A 6 to 10" long blade is standard. Combat knives make deadly weapons. They can be used to stab or cut, and can also be thrown with some accuracy if you practise at it. Cost: 4p

Knife, utility - E
A paring knife or pocket knife can be used as a weapon, but not so well as others. Cost: 2p

Machete - E
A borad, heavy blade used as both an implement and a weapon. Settlers on the Rim use machetes for chopping through brush. Cost: 6p

Sword, combat - E
A weapon made of metal with a long blade and a hand guard. The art of swordsmanship is considered a gentlemanly sport in the Core and for the wealthy on the outer worlds, where soe indulge in the tradition of dueling to the death. Might be troublesome if you don't even know which end to hold. Cost: 60p

Sword, gentleman's - C
Swords like this are all fancied up with extra frills and decorations, and are prone to breaking. Many gentlemen wear these to fancy dress shindigs, to show what bad taste they have in weapons. Cost: 65p




Ranged weapons - 7.2.0



Bow - E
Like the sword, the longbow has become a fashionable weapon of sport in the Core. Most quivers hold 20 arrows, costing 5s per arrow. The Alliance does not regulate the sale of bows and arrows. Learning to skillfully used the bow and arrow can be part of the training of a registered Companion. Cost: 15p

Crossbow - E
A little more practical than the longbow, the crossbow is used as a hunting weapon. A case usually holds 20 quarrels that cost about the saem as arrows. Cost: 20p

Crossbow, powered - C
High-powered, fancy crossbows are used almost like sniper rifles by some, though they were meant for huntig game, not people. The bolts for these cost as much as bullets. Cost: 60p

Derringer - E
Small and concealable, the derringer holds only two or four shots and is slow to fire - but it makes up for it by packing a wallop. Not much range to be had with one of these, though. Cost: 55p

Grenade launcher - I
These nasty devices can be loaded with any normal grenade, allowing them to be fired from a considerable distance. Cost: 265p

Pistol - E
The staple of gunfighters everywhere, pistols come in all shapes and sizes, with semi-autos more popular in the Core, and revolvers the favourites on the Rim. Most folk on the Rim are allowed to carry them even in polite society, since having a gun shows you've got good sense. Cost: 45p

Pistol, laser - I
A high coveted piece of Alliance newtech, laser weapons are illegal for all except those on the central planets who can obtain special permits for them (and that ain't easy!) and the Alliance military, who don't often use them anyways because of the cost involved. Laser pistols inflict more damage than normal weapons, with the wounds them inflict being in part burn damage and as such extremely hard to heal. Laser weapons require extremely high-density batteries, which cost2 credits each and are very difficult to find. Laser pistols don't sit on the black market for long. Cost: 865p

Rifle - E
Whether used for hunting or combat, the rifle is a very deadly weapon. Unfortunatly, carrying one of these around it a mite conspicuous. Cost: 75p

Rifle, assault - I
Full-auto weapons are definitely frowned upon by most authorities ('cept when they're the ones using 'em), but the attraction of bein' able to saw a man in half is right strong in some. Most Fed carry a newtech assault rifle as their main longarm. Cost: 100p

Rifle, sniper - C
Used by those who prefer one shot, one kill. Remember, though, that these weapons only gain a real length in reach when braced and steadied, so using it like a regular rifle results in the same accuracy as one. Cost: 400p

Rifle, sonic - I
The standard issue weapon of choise for law enforcement on the central planets, the sonic rifle looks like a fancy shotgun with a couple of nested radio dishes about five inches across where the barrel ends. The sonic rifle fires a sonic burst that stuns the target, potentially knocking him down or out. Armour works only half as well against these newtech gear, and only the most fragile of gear would be hurt by a blast. The gun has a very short range and is inoperable in a vacuum. Like a laser weapon, it runs on hard-to-find batteries (1 cred each), and like most government equipment it is usually equipped with a transponder chip that allows it to be tracked. Cost: 350p

Shotgun - E
Two barrels of death. 'Nuff said. Cost: 125p

Submachine gun - I
SMGs are popular in the criminal underworld. Machine guns eat ammo, but at least you can sleep better at night knowing your enemies are carrying around two pounts of lead. Cost: 90p





Explosives - 7.3.0



ChemPlast (CP-HE) charge - I
A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Sharpnel isin't an issue (unless whoever set the charge was feeling particularily mean and packed it full of nuts and bolts and the like), but the blast wave is apparently a lot like being struck by a cruiser. Cost: 15p

Grenade, concussion - I
Used offensively because their smaller blast radius is less dangerous iin the open, these grenades can still clear an area very effectively. Cost: 3p

Grenade, flashbang - I
Designed to stun enemies, flashbangs do relatively little damage, but everyone within 20 feet of the grenade is automatically stunned, unless they just happen to be wearing complete ear and eye protection. Flashbangs don't always have to be grenades. Certain creative individuals have disguised these explosives in such innocent lookin' objects such as sticks of incense. Cost: 2p

Grenade, fragmentation - I
Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usualy involves diving behind something - or someone - big and thick and heavy. Cost: 5p

Grenade, smoke - C
Inhaling the smoke of these explosives can be dangerous, seeing as how you get less air that way, but the real effect is the last of vision one has while in the smoke cloud. The smoke fills hte blast area quickly and takes some time to dissipate. Cost: 2p

Grenade, gas - I
The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask with negate the effects, and the gas dissapates in fairly short order. Cost: 3p

Mining charge - E
Use dto blast mine shafts, these charges are perfect for demolition of all kins, and often come with remote detonators or a timed electric fuse. Cost: 50p

Seeker missile - I
A newtech weapon from the war, seekers are automated, flyin' grenades. they use a small hover drive to move around and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. they tend to move toward motion and heat, and explode when they thinkthey're near a target - any mobile heat-source not transmitting the proper transponder signal. tossing a flare tends to fool seekers, but the blast can still be deadly at a range. Cost: 238p

Squadkiller - I
A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried orhidden at a major intersection or common areas where people are likely to congregate. built-in sensors wait until there are at least 12 warm bodies within 15 feet of the bomb and then boom! Folk are all dead, just like that.





Computers, hardware, and progs - 8.0.0



Cortex terminal, black box - I
An illegal terminal, designed to disguise the user from Alliance snoops. Unfortunatly, since so many features of the Cortex are closely monitored, pretty much everything interesting is locked up tighter than the First Allied Bank. About all you can do with this clunky unit is send anonymous waves (basically voice and video mail) and read the news. Cost: 1868p

Cortex terminal, personal access - C
What most Core citizens use. Essentially at 2' by 2' touchscreen monitor, 5" thick, with a moderately sized base to allow for the rest of the equipment, Cortex terminals are a phone, a computer, and a TV all rolled into one - to put it in the terms of the folk back on Earth-that-was. You can surf the Cortex, access almost any information (assuming you have the pass code), send waves, use progs, store almost limitless amounts if data... assuming, of course, tha the gorram thing wants to cooperate. Since a terminal is just that - a terminal - sometimes you can lose Cortex access if a satelittle or transmission station goes down, and then you loose whatever you were working on, and have you hope your connection gets going mighty quick, becuase you have no storage capacity. Cost: 250p

cortex terminal, public access - E
These terminal panels can be found in all sorts of places. generally they serve a specific purpose, and can access only a limited number of functions. Police, Telofonix ( alocal area communication service), and emergency calls (direct to hospital of ambulance) are three standard options. Docking berths on the surface usually have public terminals for ship specs and for logging travel plans, which can be useful if you want to advertise for cargo or passengers. Cost: 130p

Data-library, standard - E
Knowledge is power and power costs money. If you want access to a vast library of literature, history texts, recipes and so forth, then paying for a data-library subscription is the way to go. Cost: 57p, annual renewal is 13p.

Data-library, professional - C
The latest in medical science, gravitic engineering, ship construction, and pretty much anything else can be had by those that feel the urge to pay for it. Sometimes a fellow needs to be licensed to get access to such, but at least you can be guarenteed to get pretty much all the information the Alliance doesn't feel it's too dangerous for you to know. Cost: 230p, annual renewal costs 50p

DataBook - E
The exact appearance can vary, but these data readers range in size from a paperback novel to a hardcover textbook. They can store up to 5 terabytes of data (enough for a few useful progs or 3-d schematics or such), read data discs, and link to the Cortex through a terminal or source box. They can even be linked to other electronic devices to be used for programming or control purposes, thought that's less of a sure thing. Not many in the Rim bother with such a posh bit of gear, but it has its uses. Cost: 75p

Data disc - E
These crystalline hexagonal discs can be clicked into a data reader for access at most any terminal or computer station. The standard disc holds enough information to store even short holographic recordings and can be reused. Cost: 1p

Dedicated sourcebox - C
Expensive sourceboxes that not only act as terminals, but can also store up to 200 terabytes of data and maintain a terminal link for up to a mile around. Cost: 385p

Encyclopedia - C
Another expensive little toy, these devices are slick Core databooks with their own extensive data-libraries. While the common features are languages, human history, and the universal encyclopedia, different models come with up to three other libraries. For example, a doctor might get one with medical science, anatomical engineer, and a bio-phyisical atlas in addition to the standard three. Otherwise, it functions as a normal DataBook. Cost: 150p

Holo-imagige development suite - C
Holographic tech is very expensive, but not uncommon in the 'Verse. This device allows you to produce holographs. A bunch of progs and a 3-d manipulator (little box you stick your hand into so you can move it about and shape the images) lets you make durn near anything you put your mind to (if you have the right skills). Cost: 160p

SubKelvin - I
Where there's a will, there's someone workin' against it. SubK is a well knofe (and thus almost useless) security-removel utility. It works well against Core softies who don't know their operating matrix buffer from their main feedback path, but that's about it. There's better stuff out there, if you know where to look. Cost: 200p

Xer0 Security - C
One of the most popular Cortex Profile Protection utilities, Xer0 self-updates, auto-runs and jumps through hoops on command. Cost: 18p






Communications and security equipment - 9.0.0




Barrier field - C
Force barrier technology may once have been just bie jih mone, but now it's just extremely costly. Some of the wealthier families on the Core and the outer worlds can afford to surround their homes with the 10" tall, square projector pillars that make up the generator system, but not many. A pillar has to be situated at each corner and end point - as the fields only project along straight lines - and the tech is expensive. However once operation, the barrier field is extremely durable, with only an obscene amount of damage in a short amount of time being able to overload it. Attacks on the barrier generally alert a security system to the problem. Even if the security system is deactivated, the fireworks may attract unwanted attention. Normally invisible, the barrier field is highlighted by timed energy surges to show it's active; when you start poundin' on it, the energy flow can get a lot brighter. Cost: 2655p per 50 feet.

Commpack, long range - C
A backpack-sized transmitter capable of sending and reading on a range of frequencies. The batteires for the commpack will last up to two months of normal use and are relatively cheap (between 40 and 50 silver each), so this unit was often used by the Independent faction during the war, despite the unfortunate fact tha the signal isn't exactly secure. Cost: 95p

Commpack, short range - E
Essentially the same as the long range version, the difference being in the short range commpack is that the signal is heavily encoded. the drawback is tha this reduces the range avaailible at the unit's power level. Cost: 56p

Distress beacon - C
A pre-set common distress signal transmitted at extremely high power will generally attract the attention of the Feds of police if you're in the Core. Out on the Rim, Alliance patrols may hear the call and, if so, they'll respond. Since patrols are pretty few and far between, though, the chances are they may not hear it or they may have other priorities. The beacon is only about the size of a duffle bag, so moving it around isn't too much of a problem for most folk. Cost: 78p

Emergency signal ring - C
A newtech distress beacon miniturized down to where it can be worn as a ring and activated without any overt movement. Wealthy folks find them useful to protect them agaisnt kidnappings and the like, since they can be tracked easily and a personal code built into the ring lets the authorities identify them. The police get an emergency code call, they tend to respond in force. Cost: 750p

Fedband scanner - I
A ship's comm system can be tuned in to most frequencies, but civilian ships do not typically pick up the official government and police channels. There are ways around this, if you feel like tinkering, but for most folks, a wave-scanner such as this does the trick. Cost: 50p

Gunscanner - C
A fairly standard security device in the Core, most banks and government buildings havea gunscanner installed at security checkpoints. Of course, folk with the proper permits can carry weapons, but all others will have their weapons confiscated. the scanners can be calibrated to detect a lot of things, though most look for a concentration of metals, traces of common propellant chemicals, and ID chips installed in most legally aquired firearms. Newtech gunscans are even more effecient and often include barrier field tech to keep anyone with a gun out. Cost: 332p

Micro transmitter - C
Usually a hard-to-spot earpiece, micro-transmitters are used by the majority of security forces in the 'Verse. The transmitters' range is generally limited to a few hundred yards, but it makes up for that by allowing easy and discreet contact. Cost: 20p

Motion sensor array - C
A main hub unit about the size of a small databook monitors the transmissions from the eight motion sensors. The sensors at 1" cubes with glass panels over the sensors and can be stuck to walls, steached in tree banches, or wherever. they just need to be placed within 100 feet of the hub. Cost: 55p

Ship-linked handset - E
A clunky little walkie-talkie handset, this is the standard device used for keeping crew members in touch with their ship. Most ships come with several handsets, but generally additional or replacement units are needed - there's always some lummox who sits on his handset and smashes it. Cost: 8p

Surveyors box - C
A local area geoscanner combined with a mapping utility prog make this device, that is about the size of a foot locker, useful for surveyors laying out mine shafts and tunnels. Some are sold to onoprofessionals, but what uses they find for 'em ain't always apparent. Cost: 575p

Transmission station - C
Offering franchieses for carrying the Cortex signal has become and extremely popular way for the Alliance to spread and maintain the Cortex farther out on the Rim. Of course, once you own a Transmission station and the license, you still need an approved place to put it - usually that means on an orbital station somewhere, and that usually means high rent and living costs, since you'll be paying spaceport prices for food and services. Not a choise for those looking for an exciting, high-paying life, though if you can afford to finance one of these (and a few operators), they can be a good way to make money.Cost: 5500p

"Jabberwocky" signal blocker - I
The jabberwocky box is only one of any number of illegal devices used by some folk to prevent other folk from hearing what they figure they have a right to say. Once activated, the box can scramble to all hell any signal within five miles. If you use it for more than a minute or two, it quickly becomes obvious to the authorities that something ain't quite right. The jabberwocky is difficult to locate, but it will eventually be found. Cost: 34p







Medical Equipment - 10.0.0




Blastomere organs - I
Cloning and growing organs for those needing transplants has become a viable practise in the Core, but Blastomeres - a recent newtech creation - could make this practice obsolete. Designed to be acceptable to any human body, the synthetic organs could eliminate the time needed to grow a cloned organ. Blastomeres are longer-lasting and more durable than normal human organs, potentially improving the body and increasing the lifespan of the recipient. Needless to say, they are extraordinarily expensive and, since they are still undergoing testing, are not yet availible to the public.

Cryo chamber - I
Designed originally to put patients in stasis until they can be properly treated (or a cloned organ can be grown), cryogenic freezing chambers have a number of other uses. Slavers sometimes transport their victims in cryo, though this is expensive and can pose a problem if the people handling the cryo unit don't know how to use it properly. Putting a body in cryo requires giving the person a carefully measured set of injections, depending on how long the stasis is supposed to last. Removing the person from cryo requires a careful "warm-up" procedure. Not following these procedures doesn't necessarily mean that the subject will die, but this can happen if the user bungles it badly. Cost: 3250p

Dermal mender - C
Another fancy medical innovation, this is for those who don't likestitches and can pay to avoid scarring. Through a combination of regenerative stimulation and the application of artificial skin, the dermal mender can close almost any wound in a matter of miutes. Unfortunatly, while the mender works well for tissue bond (don't fiddle with it and it should be good as new in a few days), the dermal mender can't fix bone, cartilage, or organs. it'll patch up your skin (and maybe even help put and ear or nose back on, at least partially), but that's it. After surgery, the dermal mender can close the incision and prevent infection. Cost: 2000p

Doctor's bag - R
A collection of basic medicines, antibiotics, scalpels, extractors, etc. Everything a doctor needs to perform minimally in house-call enviroments, though far from enough to treat everything he might encounter. Out on the Rim, this may be the best there is. Cost: 69p

Doctor's bag (MedAcad) - C
A doctor who graduates from one of themajor Medical Academies (on Osiris, Londinum, or Sihnon) will almost certainly have one of these. Technically, they are availible to any licensed practitioner in the Core (as are most medical supplies, if the buyer can pay), but that means that the person must have attended one of the major MedAcads or had his training certified by one, which is no mean feat. These more advanced doctor's kits include the best in portable instrumentation, the latest in commonly needed medicines (though in small amounts), and so forth. Cost: 525p

First-aid kit - A standard first-air kit containing several pain killers, weaves, smelling salts and other minor but useful items. Cost: 2p

Immunization packet - C
These little foil packets contain several hypos of medicine and a couple of chewable tablets. Using the packet will help prevent the user from ebing infected by almost any known disease. The effects last for only 48 hours. Cost: 7p

MedComp - C
While a little bit big to carry by hand (being a little bigger than a cortex terminal), the medcomp combines most necessary medical scanners with a set of diagnostic progs. Most of the sensors operate via a plastic-cased finger sleeve attached to the medcomp by a wire; someone hooked up can have his heat rate, body temp, blood chem levels, and so forth monitored by the computer. Cost: 780p

Medical supplies, emergency - C
The doctor who pays the monthy cost for keeping these on hand should be equipped to deal with most major medical situations he could reasonable expect to encounter (serious gunshot wounds, major infections, massive blood loss, etc) Cost: 275p

Medical supplies, standard - C
Paying the monthly cost to keep an infirmary stocked with the basics allows the doc to easily deal with most common or mild problems, such as a cold or a bullet in the leg. Csto: 115p







Covert Ops gear - 11.0.0



Debugger - C
A palm-sized signal scrambler, these generally won't interfere with high power transmisions, such as the Cortex, but they play merry hell with most electronic bugs in a 15' radius. Cost: 50p

Disguise kit - C
A suitcase filled with makeup, hair dye, wigs, fake beards, plasticskin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user's skin tone and a few sets of "john doe" artificial fingerprints that adhere seamlessly and remain good for 24 hours. Cost: 164p

Eavesdrops - I
If you want to know what people are saying behind your back, this is the way to find out. The microphone (no larger than a pin head) can be hidden anywhere within 30 feet of the transmission hub. The hub colects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile. Given cost is for 4 bugs and hub. Cost: 118p

Fake IdentCard - I
Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it;s easier to steal someone else's card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it though a card reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won't match Cortex records, meaning careful examination will reveal the fraud. Cost: 10 000p

Laserlight mist - C
A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires and so on without setting off alamrs, The mist dissapates quickly though. Cost: 4p

Lock picks - I
An assortment of small picks and probes for opening locks rolled up in a piece of leather. Not worth much, since old-fashioned mechanical locks are rarely used where there's anything worht stealing. Cost: 35p

Lock picks, electronic - I
Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they'll open. this little pack of gadgets can help accomplish both. Cost: 88p

Mag Charge - I
A short range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible to do fully), all electronical equipment in the 10' affected radius will short out and stop working until repaired. Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmo craft is not advised. Cost: 68p

Optical bomb - I
A bundle of LEDs and fiber-optic cableing around a capacitor, optical bombs are designed to temporarily blind an opponent ( and possibly near-by security cameras), making it easier to disable said opponent. to be truly effective, the bomb must go off within 15 feet of people and 10feet of cameras and must be within the line of sight of both. An NBC mask will protect a person's eyes from this, while some more expensive security devices have an auto reactive coating to protect camearas from such attacks. Cost: 40p

Poison, Kortine (debilitating) - I
If a dose (usually about two mililiters) of this poison enters a victim's bloodstream, the victim will loose conciousness for a couple hours. The effects from ingestion are the same, but last for less time. Given cost is for one dose. Cost: 27p

Poison, Cyanol (lethal) - I
Equally lethal by ingestion or injection, a mililiter of this poison is enough to take out your average person. given cost is by the dose. Cost: 32p






Engineering Supplies - 12.0.0



CAD board - C
About the size of a dinner tray, this device operates much like a databook. the large screen is meant to aid engineers and architects in the creation of plans and schematics, and allows in-depth examination of building plans, ship layouts, and the like. Cost: 68p

Cutting torch - E
Whether you're working on your ship or cutting your way into someone's vault, this is the tool of choise for most folk. The small energy pack can be worn at your hip, and the device comes with a face mask to keep you from burning your eyebrows off. needs atmo to work. Cost: 10p

Gravcart - C
A six-inch thick platform, two yards long and one yard wide, the gravcart uses a small grav-drive to float and carry up to one ton. It does not supply its down lateral motion, requiring to be pulled or towed. Cost: 1212p

Scapware - E
Salvagers sell crates of good condition materials such as wire, metal sheeting, springs, etc at junkyards and spaceports. Scrapware won't help you all that much if a catalyzer or some other complex part busts, but it can allow a good mechanic to perform repairs on the fly, so you can make it back to port. Cost: 12p

"Sticky" scapper's gel - C
When cutting your way into derelict ships, sometimes you have to do it with no atmo around - and then what good it your trusty cutting torch? The solution is scapper's gel. The device lays down a line of the good that has a conductor embedded inside. When a small surge of energy is applied, the goo turns into a powerful acid that can eat its way through most metal. Since it doesn't work in atmo, someone bent on cutting a holl in the hull with gel will have to go outside to do it. Cost:5p

Tool kit, basic - E
Hammers, saws, wrenches, screwdrivers, and the like (and their powered equivalents) can be used by most folk and are good to have around. A carpenter, mason, metalworker, or similar will find that these are the right tools for their job. If you want a big workshop with table saws, sandblasters, and powered arc-welders, then you need one of the bigger tool sets. Cost: 36p

Tool set, electronic - C
A full set of equipment for working withmodern electronics in the 'Verse. If you're a computer designer, a holo-set repairman, or something along those lines, this is what you need. Most of the tools will probably fit in a utility belt, but there are one or two bigger pieces that are a bit more difficult to carry around. Cost: 345p

Tool set, mechanic - E
A full set of mechanic's tools used by ship's mechanics, engineers, and those working in garages. You need this setup to do any real repair work on a vehicle of any sort from a mule to a full boat. Cost: 710p











Newtech - 13.0.0

Newtech is basically a catch-all term for technology is that is on the very cutting edge in the 'Verse. Newtech items include things never seen before, like Blastomeres, or simply better versions of old items, such as Newtech assault rifles. Anything that is newtech is many times more expensive than anything else on the market, but is also, faster, stronger, better, etc.


Example: The Gilgamesh shot-rifle

Essentially a shotgun with incredible range, the Gilgamesh is an experimental weapon originally commisioned by a private party, but now availible to others through special orders. An on-board computer uses a laser sight to determine the range to the target and set a charge on the slug to explode about 1 1/2 feet prior to impact. When the charge detonates, the slug releases a cloud of shot similar to a shotgun blast.

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