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Aktuelle Version | Dein Text | ||
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***US Dollars $1000, neg. | ***US Dollars $1000, neg. | ||
**Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb. | **Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb. | ||
Danach darf man sich für $7'500 Waffen und weiter Ausrüstung einkaufen. | |||
==Waffen== | ==Waffen== | ||
Wenn man sich nicht durch High Tech wälzen will, kann man ruhig zu diesen vorgeschlagenen Waffen greifen. | |||
* Alle Waffen die bei Bulk ein * haben, können ihren Schaft einklappen oder einfahren (Ready Maneuver). Wenn eingeklappt hat die Waffe einmal -1 Bulk weniger, aber auch -1 auf Acc und +1 auf Rcl (Es sei denn, Rcl ist 1). Ausserdem muss in diesem Falle der ST Wert mit 1.2 (aufrunden) multipliziert werden. | |||
**Gilt für die Schrotflinte, Maschinenpistole und das Gewehr. | |||
===Pistole=== | ===Pistole=== | ||
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Reloads (50 Shot Drum-Mag.) Price $300 Reloads (50 Shot Drum-Mag.) Weight 14 lbs | Reloads (50 Shot Drum-Mag.) Price $300 Reloads (50 Shot Drum-Mag.) Weight 14 lbs | ||
== | =Empfohlene Ausrüstung= | ||
Nach Klassen sortiert | |||
==Assassin== | |||
==Cleaner== | |||
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | *Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | ||
**Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb. | **Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb. | ||
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**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs. | **Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs. | ||
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs. | **Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs. | ||
==Infiltrator== | |||
==Investigator== | |||
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | *Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb. | ||
**Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs. | **Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs. | ||
** | **Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb. | ||
**10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg. | **10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg. | ||
**Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb. | **Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb. | ||
**Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb. | **Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb. | ||
**Choose one: | **Choose one: | ||
***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs. | ***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs. | ||
***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. | ***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. | ||
***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs. | ***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs. | ||
==Shooter== | |||
* | *Augenschutz - Goggles, Tactical. Give Nictitating Membrane 5. $100, 0.5 lb | ||
*Assault Vest | |||
**Assault Vest Inserts | |||
=Ausrüstung= | =Ausrüstung= | ||
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=Copy Paste= | =Copy Paste= | ||
TOOLS AND GADGETS | |||
Heroes can obtain most reusable equipment (not single-use items like explosives!) with several modifiers – all “stackable” except as noted, but not all available for every gadget. Each modifier notes a “cost factor” (CF). To find final cost, multiply list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight. | Heroes can obtain most reusable equipment (not single-use items like explosives!) with several modifiers – all “stackable” except as noted, but not all available for every gadget. Each modifier notes a “cost factor” (CF). To find final cost, multiply list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight. | ||
Cutting-Edge: Made of the latest materials. Multiply weight by 2/3. Any item: +1 CF. | |||
Disguised: The item resembles something else of similar shape; e.g., handcuffs that look like a chunky bracelet. Discovering the hidden function requires a Search roll. Any item: +4 CF. | |||
Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits (their bonus depends on size): +19 CF. | |||
Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits: +4 CF. | |||
Rugged: Shockproof and waterproof, giving +2 to rolls to avoid breakage, water damage, etc. Multiply weight by 1.2. Any item: +1 CF. | |||
Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF. | |||
ARSON AND DEMOLITION | |||
Explosives gear requires Explosives (Demolition). To multiply explosives damage by N, use (N x N) times as much; e.g., to quadruple the damage for dynamite, use 16 sticks. | Explosives gear requires Explosives (Demolition). To multiply explosives damage by N, use (N x N) times as much; e.g., to quadruple the damage for dynamite, use 16 sticks. | ||
Zeile 420: | Zeile 399: | ||
Anybody can commit arson, but roll vs. Explosives to avoid unintended disasters. | Anybody can commit arson, but roll vs. Explosives to avoid unintended disasters. | ||
Blasting Caps. Needed to trigger explosives! Choose fuse (requires fire) or electrical wire (requires exploder, remote, or timer). Each does 1d-2 cr ex by itself. Six: $10, 0.25 lb. | |||
Cigarette Lighter. $10, neg. | |||
Dynamite. 80% nitro. Does 9d+1 cr ex damage. Stick: $5, 0.5 lb. | |||
Exploder. Can detonate up to 50 blasting caps wired to it. $50, 0.75 lb. | |||
Extrudable Explosive. For squeezing into a door’s seams and locks. Detonation does 7d cr ex, and inflicts the maximum 42 points on the door! Tube: $10, 0.3 lb. | |||
Gasoline. Gallon: $3, 6 lbs. | |||
Plastique. Detected at -8 by dogs, chemical sensors, etc. Does 5dx3 cr ex damage. Self-adhesive block: $40, 1.25 lb. | |||
Remote. Matched transmitter-receiver pair can detonate blasting cap at 5 miles. $50, 1 lb. | |||
Thermite. Burns hot enough to cut steel. Does 3d burn/second to anything touching it, treating all DR as semi-ablative! Burns for 25 seconds. Application: $40, 1 lb. | |||
Timer. Electronic clock can detonate blasting cap at specified time. $25, 0.5 lb. | |||
BURGLAR’S TOOLS | |||
Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30). | Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30). | ||
Circle Cutter. Suction cup-mounted blade removes a perfect circle of glass (window, display case, etc.) on a Forced Entry-6 roll. Failure breaks glass noisily. $140, 1 lb. | |||
Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs. | |||
Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb. | |||
Hydraulic Door Opener. Hand-pumped jack silently forces doors. Each use (takes 3 seconds) inflicts 10d cr damage on the door. $1,500, 9 lbs. | |||
Lockpicks. Basic equipment for Lockpicking. Quality affects weight. $50, 0.1 lb. | |||
Lockpicks, Electronic. Basic equipment for Electronics Operation (Security) to defeat electronic locks and security systems. $1,500, 3 lbs. | |||
Search Endoscope. Passed through a hole in a safe or a door, this lets the user view the lock mechanism: +2 to Lockpicking. $1,500, 2 lbs. | |||
Stethoscope, Electronic. Basic equipment for Lockpicking when cracking safes. $300, 0.4 lb. | |||
Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs. | |||
COMBAT ACCESSORIES | |||
Sights and scopes cannot be made higher-quality to raise Acc or skill bonus. Holsters and slings are improvable; the bonus aids Fast-Draw or Holdout (never both). | Sights and scopes cannot be made higher-quality to raise Acc or skill bonus. Holsters and slings are improvable; the bonus aids Fast-Draw or Holdout (never both). | ||
Earmuffs. Give Protected Hearing. $100, 1 lb. | |||
Gas Mask. Gives Filter Lungs, Immunity to Eye/Nose Irritants, and DR 2 on the eyes and face – but also No Sense of Smell/Taste and No Peripheral Vision. $250, 2 lbs. | |||
Goggles, Tactical. Give Nictitating Membrane 5. $100, neg. | |||
Holster, Belt. For pistols. $25, 0.5 lb. | |||
Holster, Shoulder. For pistols. Enables Holdout, but gives -1 to Fast-Draw. $50, 1 lb. | |||
Holster, Sleeve. Spring-loaded gizmo delivers a pistol of Bulk 0 or -1 on a Fast-Draw (Pistol) roll. Entire combo has only -2 to Holdout. $500, 0.5 lb. | |||
Holster, Undercover. Conceals a pistol: +1 to Holdout, -1 to Fast-Draw. $125, 1 lb. | |||
Load-Bearing Vest. Carries 30 lbs. of small articles. Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $30, 2 lbs. | |||
Load-Bearing Vest (Floating). Carries 30 lbs. of small articles. +6 to Swimming rolls to avoid drowning). Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $180, 5 lbs. | |||
Scope, Thermal Imaging. Gives +2 Acc and Infravision. Runs for 2 hours. $10,000, 1 lb. | |||
Scopes. Give +1 to +5 Acc after aiming for seconds equal to bonus. Also gather light (remove -1 from darkness penalties) but interfere with quick shots (-1 to Bulk). $150 per +1 Acc (max. +5), 1 lb. | |||
Sight, Night. Adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb. | |||
Sight, Reflex. “Red dot” sight gives +1 to Guns out to 300 yards and negates up to -3 in darkness penalties. Not cumulative with targeting laser! $550, 0.25 lb. | |||
Silencers. Give -1 to -4 to hear the gun fire, but also -1 to Bulk. $250 per -1 to Hearing (max. -4), 1 lb. (pistol or SMG) or 1.5 lbs. (most rifles); silencer for a .50 rifle gives -2 to Bulk and is $400 per -1, 5 lbs. | |||
Tactical Lights. Small: Any gun; 25-yard beam for 2 hours. $100, 0.25 lb. Large: Any gun but pistol; 100-yard beam for 2 hours. $200, 0.5 lb. | |||
Tactical Sling. Drop your shoulder arm without losing it! Retrieve it with a Ready maneuver or a Fast-Draw (Long Arm) roll at +1. Can also be used to brace during Aim, for the usual +1. $50, 2 lbs. | |||
Targeting Lasers. Give +1 to Guns out to a certain range. Sidearm: 150 yards. $150, 0.25 lb. Long Arm: 750 yards. $750, 0.5 lb. | |||
COMMUNICATORS | |||
Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through. | Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through. Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb. | ||
Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb. | |||
Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb. | |||
Radio, Compact. 2-mile range. Runs for 10 hours. $50, 0.25 lb. | |||
Radio, Handset. 5-mile range. Runs for 10 hours. $250, 0.5 lb. | |||
Communicator Options | |||
One special modification is available for communicators: | One special modification is available for communicators: | ||
Secure: The signal is encrypted for security. Any communicator: +1 CF. | |||
As well, any communicator can have a hands-free headset: | As well, any communicator can have a hands-free headset: | ||
Headset, Concealable. Wireless! $300, 0.5 lb. | |||
Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb. | |||
COMPUTERS | |||
Desktop. With speakers, mike, webcam, modem, etc. Complexity 3. $1,500, 17 lbs. | |||
Notebook. With wireless. -1 to skill for long tasks. Complexity 3. Runs for 5 hours. $2,100, 2.5 lbs. | |||
PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb. | |||
CRIMINAL TRICKERY | |||
Counterfeiting/Forgery Kit. Camera, embossers, high-resolution printer and scanner, plastic card printer, strip encoder, and a crate of stationery are basic equipment for either skill – and this doesn’t include the computer! $12,000, 100 lbs. | |||
Disguise Kit. Basic equipment for Disguise. Quality affects weight. $200, 10 lbs. | |||
Industrial Cleanser. Roll vs. Housekeeping to remove biological evidence. Enough to clean up behind one killing: $5, 1 lb. | |||
Jammer. Neutralizes bugs, radio communicators, and remote detonators. To use these devices, anyone in range must win a Quick Contest of Electronics Operation – usually Communications – with the jammer’s operator. 2-mile range. $5,000, 25 lbs. | |||
Voice Modulator. Alters user’s voice, making it sound like almost anything (but not anyone in particular). $350, 1 lb. | |||
INSERTION/EXTRACTION AIDS | |||
Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect Climbing. $400, 26 lbs. | |||
Grapnel. Non-sparking and padded for stealth! Throw to STx2 yards using Throwing. Supports 600 lbs. $40, 3 lbs. | |||
Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs. | |||
Parachutes. Use Parachuting skill. Wearer descends at 5 | |||
yards/second. | |||
Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs. | |||
Ram-Air: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500, 25 lbs. | |||
Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs. | |||
Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb. | |||
Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs. | |||
Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours). | |||
Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs. | |||
Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs. | |||
LABS AND SCIENTIFIC GEAR | |||
Geiger Counter. Useful for finding terrorist nukes! Runs for 10 hours. $400, 0.5 lb. | |||
Lab, Field. Gives +1 to one skill: Chemistry, Forensics, etc. $15,000, 200 lbs. | |||
Lab, Mobile. As field lab, but +2 to chosen skill. $75,000, 2,000 lbs. | |||
Lab, Suitcase. Basic equipment for one skill: Chemistry, Forensics, etc. $3,000, 20 lbs. | |||
LAW ENFORCEMENT AND SECURITY | |||
All “detectors” require Electronics Operation (Security) to use. | All “detectors” require Electronics Operation (Security) to use. | ||
Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb. | |||
Chemical Detector, Portable. Can sense chemical weapons, drugs, or explosives at 1’. Runs for 12 hours. $60,000, 6 lbs. | |||
Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs. | |||
Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb. | |||
Handcuffs. DR 4, HP 6. -5 to Escape. $50, 0.5 lb. | |||
Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb. | |||
Spike Strip. Single-use car barrier punctures the tires of a car driving over it, deflating them (-4 to Handling, halve Top Speed) in five seconds. Per yard: $100, 1 lb. | |||
Truth Serum. Make a Physician roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $10, neg. | |||
LIGHT SOURCES | |||
Flare, Hand. Illuminates 5-yard radius for 30 minutes. An excellent fire-starter! $5, 1 lb. | |||
Flare, Signal. Disposable launcher shoots bright flare to 70 yards. Roll vs. Traps to rig it as a “trip flare.” $15, 0.1 lb. Flashlights. Heavy: 10-yard beam for 50 hours. $20, 1 lb. | |||
Mini: 5-yard beam for 10 hours. $10, 0.25 lb. | |||
Glow Stick. Chemical light illuminates 2-yard radius for 12 hours. $2, 0.1 lb. | |||
Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs. | |||
LUGGAGE | |||
Attaché Case. Holds 20 lbs. of small and/or flat things. $20, 2 lbs. | |||
Backpack, Small. Holds 50 lbs. of gear. Quality bonuses offset Stealth penalties for encumbrance. $120, 1.5 lbs. | |||
Drag Bag. Protects one sniper rifle, accessories, and ammo while climbing, sneaking, etc. When opened, serves as a mat for sniping. Often given the camouflage modifiers available for clothing (p. 31). $250, 4 lbs. | |||
MEDICAL EQUIPMENT | |||
Antitoxin Kit. Gives +4 to HT rolls vs. a specific, common poison. Dose: $10, 0.5 lb. | |||
Body Bag. $5, 2.5 lbs. One rated for safely removing a plague corpse (or a body you don’t want dogs to track) is $100, 5 lbs. | |||
Crash Kit. Counts as basic equipment for Physician and improvised equipment (-5) for Surgery, and gives +2 to First Aid. $200, 10 lbs. | |||
Defibrillator. Gives +3 to resuscitation rolls (p. B425); e.g., when stabilizing a mortal wound fails (p. B424). As an improvised weapon, treat as a stun gun that allows a HT-4 roll. Freshly charged, it has 20 “shots.” $10,000, 15 lbs. | |||
First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb. | |||
Surgical Kit. Basic equipment for Surgery (gets +2 for TL; see p. B424). $300, 15 lbs. | |||
OPTICS | |||
This gear requires no special skill, but Observation yields more information. All of these items grant vision-related traits while used. | This gear requires no special skill, but Observation yields more information. All of these items grant vision-related traits while used. | ||
Binoculars. | |||
Civilian: Telescopic Vision 3. $150, 3 lbs. | |||
Military: Glint-free coating. Telescopic Vision 4. $800, 3.5 lbs. | |||
Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs. | |||
Thermal-Imaging: Infravision, Telescopic Vision 3, and Colorblindness. Run for 4 hours. $7,000, 3 lbs. | |||
Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs. | |||
Goggles, Thermal-Imaging. Hands-free. Give Infravision and Telescopic Vision 2 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 2 hours. $13,000, 1.5 lbs. | |||
Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs. | |||
PERSONAL ACCESSORIES | |||
Business Cards. Per 100: $1, neg. | |||
Compass. Gives +1 to Navigation. $25, neg. | |||
GPS Receiver. Gives +3 to Navigation. $100, 0.25 lb. | |||
Multi-Tool. “Leatherman” or similar belt tool counts as improvised gear (-5) for most repairs. $50, 0.5 lb. | |||
Space Pen. Can write anywhere, even underwater. $25, neg. | |||
Sunglasses. Look awesome, and give Protected Vision vs. bright ordinary light and DR 1 over the eyes. $10, neg. (ballistic ones with DR 4 are $35, neg.). | |||
Whistle. For signaling. $5, neg. | |||
Wristwatch. High-quality versions don’t improve skills but can have one built-in gadget (compass, camera, GPS, etc.) per full $100 added value. $25, neg. | |||
SPY AND SURVEILLANCE GADGETS | |||
Proper use of this gear to record useful intelligence – as opposed to record a TV show or whatever – requires Electronics Operation (Surveillance). | |||
Audio Recorder, Digital. Holdout +1. Runs for 12 hours. $100, 0.25 lb. | |||
Camcorders, Digital. These can record indefinitely when linked to a computer with external power. Full-Sized: Gives Night Vision 3, Telescopic Vision 2. Runs for 1 hour. $500, 1 lb. | |||
Miniature: No vision advantages, but Holdout +2. Runs for 1 hour. $200, 0.25 lb. | |||
Cameras, Digital. Full-Sized: Basic equipment for Photography. Runs for 10 hours. Quality affects weight, and fine camera is a digital SLR that can accept a telephoto lens (Telescopic Vision 5, $500, 8.5 lbs.). $75, 0.5 lb. | |||
Miniature: Can take highquality stills of documents. Holdout +1. $500, 0.1 lb. | |||
Cellular Monitoring System. Monitors up to four cell phones at once, logging, jamming, and/or tracing their calls. In heavy case: $20,000, 7 lbs. | |||
Computer Monitoring System. Reads video displays from radio emissions. In the city, effective range is 100 yards. Requires a Complexity 3 computer. $5,000, 6 lbs. | |||
Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs. | |||
Mike, Shotgun. With headphones. Gives Parabolic Hearing 3. Runs for 10 hours. $800, 3 lbs. | |||
Scanner Pen. Resembles a pen. Scans a page in 4 seconds. Stores 100 pages in memory. $150, 0.1 lb. | |||
Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. | |||
Thru-Wall Radar. Can see through wood, brick, or gypsum 25mm thick and spot things 20 yards beyond. Range is less than 25mm through concrete. Runs for 3 hours. $30,000, 10 lbs. | |||
TV Set, Mini. A 7” flat-panel, used as a spare monitor by hackers and wire rats. Runs for 4 hours. $100, 2 lbs. | |||
Video Recorder, Digital. Good or fine model can be linked to a Complexity 3 computer for media manipulation with Electronics Operation (Media). $200, 10 lbs. | |||
Wire Rat Kit. Heavy case has a 40-channel audiovisual transceiver (controls 40 bugs, trackers, etc., and can feed signals to computers and recorders) in one half and enough gear enough for a serious surveillance job packed in the other: 10 audio bugs (SM -13, 1/2-mile range, 1 month endurance), 10 contact mikes (SM -11, self-adhesive, 1 week endurance), 2 generic transmitters (makes any attached camera, mike, etc., a bug, 1/2-mile range, 4 hours endurance), 2 headphone sets, 10 keyboard bugs (transmit by phone or Internet), 2 microphones (full-sized), 10 phone taps, 10 pinhead mikes (SM -16, 8-yard cable manipulated with DX-based roll), 4 spike mikes (give Parabolic Hearing 4 into adjacent room when driven into wall), 5 tracking beacons (25-mile range, 1 month endurance), and 10 video bugs (SM -9, 2-mile range, 1 week endurance). $10,000, 40 lbs. | |||
TOOLS | |||
These are heavier tools. Some are intended for repairs; others are used to attack doors, locks, etc., with Forced Entry. See Burglar’s Tools (pp. 26-27) for stealthier break-in gear. | These are heavier tools. Some are intended for repairs; others are used to attack doors, locks, etc., with Forced Entry. See Burglar’s Tools (pp. 26-27) for stealthier break-in gear. | ||
Bolt Cutters. For cutting padlocks and chains. | |||
Light: 8d(2) cut. $30, 15 lbs. | |||
Heavy: 12d(2) cut. $50, 30 lbs. | |||
Chainsaw. Carbide teeth do swing+1d cut per second. $300, 13 lbs. | |||
Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs. | |||
Cutting Torches. Full-Sized: 1d+3(2) burn per second, $75, 7 lbs. (gas bottle good for 30 seconds: $50, 5 lbs.). Pocket: 1d-2 burn per second, $25, neg. (gas bottle good for 20 minutes: $1, neg.). | |||
Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs. | |||
Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs. | |||
Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs. | |||
Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs. | |||
Hand Ram. Miniature battering ram does sw+3d+1 cr every three seconds. Not useful as a weapon. $150, 35 lbs. | |||
Shovel, Folding. Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs. | |||
Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 lbs. | |||
Tool Kit, Mini. Belt-sized and simplistic: -2 to skill. For Armoury, Electrician, Explosives, Machinist, or Mechanic: $200, 4 lbs. For Electronics Repair: $400, 2 lbs. | |||
Tool Kit, Portable. Basic equipment for one of Armoury, | |||
Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs. | |||
For Electronics Repair: $1,200, 10 lbs. | |||
Tool Kit, Shop. As portable kit, but +2 to skill. For Armoury, etc.: $15,000, 2,000 lbs. For Electronics Repair: $30,000, 500 lbs. | |||
Toolskits and Portable Labs | Toolskits and Portable Labs | ||
Mini-Tool Kit (TL5-8) | Mini-Tool Kit (TL5-8) | ||
This is a belt-sized tool kit. At | This is a belt-sized tool kit. At TL7-8, it may contain a few small batteries. It gives a -2 (quality) modifier for the specific skill and specialty for which it’s designed. A kit for Electrician, Machinist, or any Armoury or Mechanic specialty is $200, 4 lbs. Kits for Electronics Repair specialties are $400, 2 lbs. LC4. | ||
Portable Tool Kit (TL5-8) | Portable Tool Kit (TL5-8) |