1.6: Equipment

Tech Level

The GM determines the maximum tech level of the campaign and how available each level of tech is in the campaign. The following are the available tech levels. From 5th to 9th will tend to be a relatively brief period, but a civilization could easily be restricted to slow growth by any number of factors.

1. Stone -
2. Metal - Choose what level of metallurgy is available: gold, silver, copper, bronze iron, steel, or elemental compounds. Each can exist with out the advent of complex machinery.
3. Gunpowder - This includes the advent of napalm.
4. Gear
5. Steam
6. Electrical (Automation)
7. Nuclear
8. Robotic
9. Warp

Biotech Level

A culture may develop either ignorant or abhorrent of stone working and metallurgy, in which case their science will be completely dependent upon organisms. Genetic manipulation becomes the core of their science and has a fundamental impact upon their society, customs and religion. Following are the developmental levels of genetics:

1. Plant Grafting
2. Cross-breeding
3. Cross-pollination
4. Chemical Influence
5. Transplantation
6. Genetic manipulation
7. Cloning
8. Bioremediation
9. Terraforming

Religion or social stigma may restrict certain aspects of biotech, such as repulsion at the use of living beings or their remains, obsession with the use of living beings and/or their remains, and even restrictions against a particular variety of living beings, remains or plants.

Size Cost Adjustments

Equipment after character generation costs double for each subsize up from 4 and is halved for each subsize down from 4, and multiplied by 10 for every full size scale up and divided by 10 for every full size scale down.

Benefactor(s)

You may seek the backing of a wealthy benefactor. This will require an opposed scholar skill check. If successful, role percentile dice and multiply the result by a thousand. This will be the money provided by the Benefactor. You may need the backing of multiple benefactors.

Equipment List (Extended)

Flex Suit - A form-fitting suit with diodes storing body energy to send mild impulses to the muscles in response to muscle movement in order to increase speed. Provides +10 DEX and doubles the natural STR modifier. 210,650 Cr.

Electrolyzing Rebreather
This rebreather is compact and uses electrolysis to take breathable elements out of the environment, one's own exhalations, or a supply hose to provide breathable air. Unwanted gases are expelled through the exhaust filter. With it a person can even breathe in water or a dense atmosphere. 28,900 Cr

Liquid Jumper Vat/Shower
Liquid jumpers are universal equipment for ship's crew. They provide warmth in cool atmospheres and stay cool in the heat. What makes liquid jumpers unique is the suit's ability to heal themselves due to their unique non-Newtonian liquid polymer. In fact, to dawn the suit, one must enter a vat of the polymer in their undergarments (Optional, but recommended to conceal taboo regions,) and then walk out. To remove it, they simply shower in a special de-bonding agent designed to break down the polymer. Then it gets recycled to the vats. The polymer protects against stellar radiation, intense heat and sharp objects one might contact in standard working conditions with a standard 1 DR and DR 8 vs. fire and electrical damage. A vat holds 5,000 fluid ounces. One Liquid Jumper Vat and Shower costs 12,800,000 Cr and includes installation and priming. The Non-Newtonian Liquid Polymer costs 2,000 Cr per fluid ounce. It takes around 200 fluid ounces to cover one adult male human. The De-bonding Agent costs 20,000 Cr a liter. It takes about 20 liters of de-bonding agent to free one adult male human from the polymer. Each time the de-bonding agent is used, 1 liter of de-bonding agent and 10 fluid ounces of polymer are used up. The vat separates the agent from the polymer and filters out foreign elements.

Thrust Pack
Equips on the back and the back of the legs with impulse pads. Impulse pads are flat quantum repulsion plates that focus the combustion of a fuel mixture injected from the sides, producing a blue-colored mild thrust flame. The plates remain cool with the help of a fan in the center of the pack so that they provide no discomfort to the wearer. The impulse pads on the calves are much slimmer and do not need cooling. This results in the character being able to run at twice their normal rate. It is common equipment for beat cops, foot soldiers and criminals. 820,000 Cr.

Universal Tool
A pocket knife with many other fold-out tools, including: metal file, universal screwdriver, universal wrench, vice pliers, extendable magnet, and mini-flashlight that shines up to 25 meters. 256 Cr.

VAC Bowl
A broad-view fishbowl helmet with auto-polarization, external speaker and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It can be worn over other head gear. Costs 312,000 Cr.

VAC Boots
Light-weight hard-shell boots with gel interiors designed to fit any size foot from size 2.2 to 2.7 and seal tightly to liquid jumpers. They cost 261,000 Cr a pair.

VAC Helmet (Small)
A form-fitting helmet with polarized face plate, external speaker, and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It cannot be worn over other head gear. HUD included. Costs 286,000 Cr.

Vector Visor
A solid visor with mini-cameras and digital display worn over the eyes that provides vectoring information about the best path to travel and to quickly identify when there is no path. It does not cover the head, but may be worn with other head gear sans visors and jaw protectors. It is used by law-enforcement professionals, foot soldiers, criminals, and anyone wearing a thrust suit. Replaces Scout roll with 90% when looking for pursuit and escape routes. The GM provides information as necessary. The visor also provides HUD support. Jaw protector and head strap provided, allowing the visor to raise up and to lower into place with the touch of a button. Good for 12 hours continuous use. Recharges in 1 hr. 345,000 Cr.

Assasin A-7 by David Ogilvie
 

Kits

CSI Kit
Box of 100 disposable gloves

Forger Kit
box of 100 disposable gloves

Geo Kit
Tackle box, box of 100 disposable gloves, 50' fabric twine, leather rolled scraping set (With whiffing brush, scraping pick, metal file, pressure-activated automated chisel, chisel set, ball-peen hammer and powered mini-fan), crowbar, 12 looped piles, rock pick, depth detector, sample sniffer, electronic micro-magnifier lens with 1200x zoom.

Mech Kit
Toolbox

Med Kit
Segmented case for supplies, box of 100 disposable gloves

Mountaineering Kit
Haul bag, gear sling, climbing helmet, rock pick, belay gloves, 3 belays, 2 harnesses, 2 rescue eight descenders, 2 slings, 2 ascenders, 50' dynamic cord, 50' static cord, 20' webbing strip, 11 carabiners, 5 dogbone webbings, 1 daisy chain, 20 universal cams, 2 cam axles. Fully equipped, mountaineering equipment provide -40 to stealth.

Survival Kit

Tech Kit
Strapped cargo bag, box of 100 disposable gloves, segmented case for bits and wires, computer interface device,

Thief Kit
Card spoofer, box of 100 disposable gloves, nycron rolled lock-pick set, 4D maglock decryption interface, fog-spray, frictionless skinsuit

Simple Computers

Level 1 computers hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.

Holograph Wrist Communicator
A Level 2 computer worn on your wrist with holographic screen and HUD compatibility. As long as a digital signal can be received, it can facilitate 2D or 3D video. It can transmit 2D video from the watch's viewpoint. 150,000 Cr.

Simple Robots

Level 1 robots hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.

Wide Field Recorder
A spherical first level robot that hovers and records all visual and audio activity in a 360 degree radius in 3D. It takes a standard 20 SEU clip and drains 1 SEU per hour. It comes with a carry bag, instructions and takes no skill to operate. The manufacturer is not responsible for damages and consequences of use. 342,000 Cr.

Reconnaissance Drone
A small cylindrical first level robot with expandable A-wing. It has the simple function of flying a perimeter set by the user and taking 3D images in a frequency set up the user. It has no stealth. It comes with instructions and takes no robot skill to operate. The manufacturer is not responsible for damages and consequences of use. 1,520,000 Cr.

Ballistic Hand Weapons

FAF-LX (Flux) Mark II - A 60mm fire and forget weapon using guided ammunition with a satellite link. The site links to satellite imagery and data in order that the shooter may identify a specific target from overhead, though out of visual range, up to 3.5 miles away. The satellite feeds the angle needed for the shot, then the special ammunition uses an initial 3/4 mile explosive round to launch it quickly toward its target. Then it ejects the ballistic shell covering its guidance rocket, which accelerates it up to 2.5 more miles. Just before it hits its target, it ejects the rocket casing and unfolds 4 spin fins that activate and guide the ammunition to its target in the last 1/4 mile. In the hands of a computer tech, the weapon has a 4 out of 5 kill ratio. 1,031,000 Cr.

"Chaser" (Ammo) - A robotic fire and forget gyrojet round that is quite slow compared to standard ammunition. So slow, in fact, that many try to outrun it, but rarely succeed. It exchanges straight-line accuracy for guided precision by locking on to the target's bio-signature. When the shell has secured an acceptable margin of error, it shoots an exploding bullet at the target, destroying the robot shell in the process. +30 to attack. 30,000 Cr per shell.

Beam Hand Weapons

Blaster
Blaster weapons fire a jet of compressed gas that is released into the firing chamber and ionized with a laser where some of the energy dissipates as heat and has a tendency to heat up the weapon. The resulting expansion causes the triggering mechanism to fire, releasing a blast of super-heated ionized gas in a brief quantum bonded state. The energy releases in a blue, green or red blast, depending on the gas used, even in the bright light of day. It even produces a shadow of the same color. The effect produces a sudden, loud, electronic-sounding squawk as the gas escapes the weapon and air replaces it. (If fired from a concealed location, the character's location is revealed through both sight and sound.) The effect can be unnerving. The resulting burst of gas, 3-10 ft in length, produces both kinetic and fire damage. The benefit of this weapon is that it can penetrate any defense except that which protects against both kinetic and fire damage, requiring expensive specialized defenses, which is why it is a favorite of police, militias, rebels and pirates. The blaster mag comes with both gas and energy of 10 SEU, or the extended mag of 30 SEU.

Blaster Pistol - The pistol is a little bulky, so it does not clear a holster quite quick enough, (-2 quickdraw,) but it packs a punch. 1d10/1 SEU 20/10/5- Costs 350 Cr.
Blaster Rifle - 1d10/SEU 20/10/5 +½ per SEU - Costs 500,000 Cr.
Blaster Mag - Costs 50,000 Cr.
Extended Blaster Mag - Costs 100,000 Cr.

Aerospace Vehicle Weapons

Weapons Table
Weapon Min Veh Size DMG DMG Mod Range (Hx/Sz)* Dmg Table Mod Restrictions Mass Ctr Avail Cost**
Laser Piston (LP) 1 5d10 0 6 0 FF, RD, PT 80kg I, II, III 1,500Cr
Dual Piston (DP) 6 5d10 +10 6 0 FF, RD, PT 110kg I, II 2,500Cr
Bolt Launcher (BL) 4 4d10 +20 5 +10 FF, RD, PT, LTD 140kg (100kg) I 3,000 Cr (3,000 Cr/2,000ct)
Plasma Bomb (PlB) 7 4d100 +50 0 -20 PT, LTD 1,000kg I 10,000Cr
Bomb Launcher 7 -- +10 0 +5 800kg I 5,000Cr
Mini-rockets 2 5d10 +20 5 -10 FF, PT, LTD 10kg I 150Cr
Infrared Missile 4 1d100 +30 6 *** FF, PT, LTD 100kg I 1,500Cr
Radar-guided Missile 4 1d100 +80 6 -20 FF, PT, LTD 100kg I, II 2,500Cr
Hard Lock Missile 6 1d100 +70 6 -20 FF, PT, LTD 130kg I, II 5,000Cr
Starburst 4 -- 6 -- -- vol: 1m3 II 1,000Cr
** Costs include installation
*** Automatic drive damage if hit: -thrust=damage/10 (round up).

FF = Forward Firing. Strictly unidirectional, requiring the whole unit to be aimed at the target.
PT = Player's Turn. Can only be played during the turn of the player operating the weapon.
RD = Range Diffusion. Accuracy reduced by 5 x range of target.
LTD = Limited Supply. Must be marked off when used.

Bomb Launcher. A bomb launcher isn’t so much a weapon
as a delivery device. This vibration-resistant box attaches to a
cargo bay and stores any number of bombs on an anti-vibration
temperature control rack that delivers the bombs to
a box that accelerates the bomb through a hole with
minimum vibration and maximizes accuracy.

The bomb launcher is ideal for the very volatile Fusion bomb,
giving the bomb 200% of its usual carrying distance and
stability. It adusts to any cargo bay for F7 to
Knight Hawks “Hull Size” size 3.

Dual-action Piston. This works similarly to the normal laser
piston, but uses the rebound of two juxtaposed pistons and
barrels to produce twice the fire rate and require less energy.
However, these are heavier and may only be equipped to
craft of F5 or more.

Proton Bolt and Launcher. This is a new and much more
effective delivery system than the standard proton weapon.
The Bolt Launcher is a recoilless weapon that uses large
“smart” bullets designed for launching in space and other
hostile environments. These “smart” bullets are programmed
to ionize the protons of tri-carbon-incased hydrogen,
producing a solid and relatively long-lasting proton bolt.
Though recoilless, it is not free from vibration.

The Bolt Launcher can be attached to a personal fighter, but
the mounting points must be serviced at a quarter of the cost
after every use, as the vibrations could rip it from its mount
after prolonged use. If the weapon itself is not serviced
immediately after battle, it could lead to serious and even
deadly consequences in later battles because of the discharge
elements. It works against Albedo Screens and half capacity
against Inertia Screens.

Plasma Bomb. Also called a “mini-nuke”, the plasma bomb
causes a limited fission explosion with limited radioactive
effects. Though not free from dangerous levels of radiation, it
only irradiates a 1 cubic mile radius. If detonated on a planet,
the radiation may be blown up to 100 miles.

Missiles. There are several types of missiles available to
aerospace vehicles of all sizes. Destroying missiles before
they reach their targets is not easy, but can be done, so they
are provided with structural points. Missiles work in
conjunction with your ship’s targeting system. The Missile Table
is needed to help you know how fast you need to be
traveling to get out of the way of the missile.
 

Missiles Table
Weapon Type Thrust
Mini-rocket 4
Infrared Missile 5
Radar-guided Missile 5
Hard Lock Missile 6
  • Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.
  • Infrared missiles have infrared sensors that track a target’s heat trail.
  • Radar-guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).
  • Hard Lock missiles have both infrared and radar-guided capabilities along with "last known position" capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)

 

Large Weapons Chance to Hit Table
Weapon No Def RH PS ES SS MS LAP HAP ICM SB
Laser Piston (LP) 65 40 65 65 65 20 -- -15 -- --
Dual Piston (DP) 65 40 65 65 65 20 -- -15 -- --
Bolt Launcher (BL) 50 50 25 60 30 40 -5 -10 -- --
Plasma Bomb (PlB) 70 70 70 70 80 70 -- -- -- --
Mines 60 60 60 60 60 60 -15 -20 -5 -3
Torpedoes 50 50 50 50 75 50 -15 -20 -10 -7
Assault Rocket 40 40 40 40 40 40 -- -- -5 -3
Rocket Battery 30 40 30 40 40 40 -15 -20 -3 -1
Maxi-missile 50 50 50 50 70 50 -- -10 -10 -4
Seeker Missile 75 75 75 75 75 75 -- -15 -8 -12
Infrared Missile 60 60 60 65 60 40 -- -- -15 -30
Radar-guided Missile 75 75 75 50 75 75 -- -15 -8 -20
Hard Lock Missile 80 80 80 70 75 80 -- -- -8 --
Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)

 

Weapon Accessories

TARGETING SYSTEMS
Crosshair Targeting. A simple targeting system that provides a crosshair and on screen target measurement and locator. +5 to Hit. Crosshair targeting does not work with guided Missiles of any type.

Target Tracker. Provides all the abilities of the Crosshair Targeting, but provides a lock on without visual to the nearest target with a bias toward on screen targets. An inherent flaw exists in this technology in which if the pilot is chasing a target, another target that passes closer can distract the target tracker and cause you to lose your primary target. +10 to Hit.

Multi-target Tracker. Providing the abilities of the Target tracker, this system identifies all targets within a specific range and provides ranges for each target. Whichever target is within striking range gets a circle identifying it for attack. +15 to Hit.

Target Discriminator. Along with the abilities of the Multitarget Tracker, this targeting system not only chooses the best target and gives it a unique box, but is able to penetrate most forms of interference. +20 to Hit.

Targeting System Combat Modifier
Crosshair +5
Target Tracker +10
Multi-target Tracker +15
Target Discriminator +20

 

Weapon Mounts Table
Weapon Mount Size Type  #Weapons Loaded
AR Launcher Large Surface  1 Assault Rocket
Bolt Launcher Mount           Medium Any*  1 bolt launcher
Bomb Launcher  Medium   Internal   1 large or 2 medium Bombs
Dual-action Piston Mount Medium Any*  1 dual-action piston
Laser Piston Mount Small Any*  1 laser piston
Laser Pod Mount Small Any*  1 laser pod
Mini-rocket Launcher Small Any*  4 Mini-rockets
Missile Launcher Medium Any*  4 Missiles
Starburst Launcher Small Internal  1 Starburst
* Weapons not mounted on or in the body of the craft can only be surface weapons.

 

System Packages

In the list of new equipment are packages of communications, defense, and weapons programs with computer systems. These are packaged together to reduce costs and keep aerospace vehicle design simple. Any system can be used on any size aerospace unit that can fit the mass and volume, but you must pay the full price even for systems you do not use (ie., mini-flyers have no need for astrogation equipment).

System Package I. Ideal for keeping costs low, but is also low on amenities. Computer level 2. Contains: astrogation; crosshair targeting; videocom radio; computer lockout; life support; and parabattery.

System Package II. Often ideal for the standard personal fighter. Computer level 3. Contains: astrogation; target tracker; videocom radio; videocom screen (adjust cost for each screen according to Knight Hawks); computer lockout; damage control; life support; and parabattery.

System Package III. The most common military fighter control. Computer level 4. Contains: astrogation; multitarget tracker; subspace radio; videocom screen (adjust cost for each screen according to Knight Hawks); half-size camera system; skin sensors; security alarm; computer lockout; damage control; life support; and parabattery.

System Package IV. The most common military bomber configuration. Computer level 5 Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; security alarm; white noise broadcast; computer lockout; damage control; life support; and parabattery.

System Package V. Most often reserved for large military bombers and dignitary vessels. Computer level 6. Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; energy sensor; white noise broadcast; security alarm; computer lockout; damage control; life support; and parabattery.
 

Defenses

Starburst. A decoy that emits ionized plasma and radio and electrical signals that radiates bright light and heat and confuses infrared and radar-guided systems. Each time the vehicle is re-equipped with starbursts, the delivery system must be replaced. This makes starbursts a little more expensive, but also safer. These are similar to interceptor missiles in purpose, but are incapable of guided intercept and are very much smaller. You will find starburst stats on the weapons tables and the weapon mounts table below.
 

 
Weapon
 
Sub†
 
#Hnd
Dmg
(To hit)
M/R
Spaces
STR
(Size)*
 
Cost
ATYPICAL
  African Throwing Knife P/S 1 2D (+10) 1/15 35 13gp/26cr
    Old world. Exotic: African (Aboriginal). A strange-looking weapon with 2-4 concentric counter-balanced points. It is flat and edged on every side. The position of the points and counter-weighting cause the knife to spin more rapidly and with deadly precision and will almost never hit butt first even in the hands of an amateur.
  Bagakay 1/5 - (5) 3gp/6cr
    A bamboo dart measuring about six inches thrown at an enemy at close quarters. These darts were generally thrown five at a time to increase the possibility of hitting the target.
  Blade Fan gp
    Old world. Exotic: Asian.
  Boomerang gp
    Third world. Exotic: Australian (Aboriginal).
  Boomerang, Sharpened gp
    Third world. Exotic: Australian (Aboriginal).
  Caltrop/Makibishi gp
   
  Chakram gp
    Old world. Exotc: Eastern Indian. A flat metal ring with a sharpened edge.
  Dart, Throwing/Bo Shuriken P 1 1D/2 1/20 15 1gp/2cr
    Old world. A heavy iron dart used to penetrate flesh and bone. The European version has an arrow-like feathered fletching. The Japanese version has a feathered tuft at the end.
  Fan-tipped Knife gp
    Old world. Exotic: African (Aboriginal). A wide-bladed knife with a flanged tip having no pointed tip except to either side of the fan-like flange.
  Letter Opener P 1 1D/2-1 1/- 4 1gp/2cr
    Old world. Destructible: any kind of damage always breaks this weapon.
  Pick P 1 1D/2 1/- 5 1gp/2cr
    Old world.
  Sai gp
    Old world. Exotic: Asian.
  Shuriken gp
   
  Shuriken, Curl gp
    A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack.
  Shuriken, Glaive gp
    A large shuriken with 3 thick bent blades to produce a slicing effect more deadly than a Chakram.
  Shuriken, North Star gp
    A large shuriken with 4 straight thick blades that can produce a devastating piercing attack.
  Shuriken, Qotile gp
    A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack.
  Shuriken, Saber gp
    A large shuriken with 3 curved or slightly bent blades that can produce both a piercing or slicing attack. Due to the minimum of blades, it is able to pierce deeper.
  Throwing Needles gp
   
  Wind and Fire Wheel 1/- gp
    Old world. Exotic: Asian (Chinese). A flat ring with seven sharp protruding blades used only as a melee weapon. It has a padded grip between two of the blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent.
AX
  Battleaxe SB S 1-2 2D+2 1/- 50 10gp/20cr
    Old world.
  Greataxe, Heavy Double-bladed DB S 2 4D+2 (-20) 1/- 70 60gp/120cr
    Old world. The largest and heaviest of battleaxes, the greataxe is often uniquely designed and ornately decorated.
  Handaxe SB S 1 1D+2 1/15 25 2gp/4cr
    Old world.
  Handaxe, Double-bladed DB S 1 1D+4 1/12 40 4gp/8cr
    Old world.
  Meat Cleaver SB S 1 2D+2 1/10 35 4gp/8cr
    Old world.
  Pickaxe SP P 2 2D+3 1/- 40 5gp/10cr
    Third world. Designed as a mining tool, the pickaxe can be used to embed its sharp point or to chop and chip away with its narrow horizontal blade on the other side.
BOND
  Barbed Wire gp
    New world.
  Bolas gp
   
  Bone Whip gp
    Old world.
  Cat O' Nine Tails gp
    Old world.
  Chain, Regular gp
    Old world.
  Chain, Large Mooring gp
    New world.
  Garrote gp
    Old world.
  gp
   
  Razor Wire gp
    New world.
  Rope gp
    Third world.
  Rope, Large Mooring gp
    Old world.
  Scourge gp
    Old world.
  Whip gp
    Old world.
BOW
Though their weight is inconsequential, they require a lot of strength to pull back the string.
  Composite Bow P 2 2D+3 -/95 60 45gp/80cr
    Old world. Composite of senew, wood and horn elements with recurve for flexibility and power.
  Compound bow** P 2 3D+1 -/100 55-65 20gp/40cr
    New world.
  Compound bow, High-end** P 2 3D+2 -/120 60-75 30gp/60cr
    New world.
  Crossbow, Heavy*** P 2 3D -/100 60 30gp/60cr
    Old world.
  Crossbow, Hand*** P 1 1D+3 -/40 45 12gp/24cr
    Old world.
  Crossbow, Light*** P 1-2 2D+2 -/80 50 15gp/30cr
    Old world.
  Longbow** P 2 2D+3 -/100 50 35gp/60cr
    Third world.
  Short Bow** P 2 2D+1 -/60 60 12gp/24cr
    Third world.
CRUSHING
  gp
   
  Ball and Chain gp
   
  Baton/Billy Club/Blugeon gp
   
  Baton, Side-handle/Tonfa gp
   
  Blackjack gp
   
  Bokken (Wooden Kindo Sword) gp
   
  Flail, Star/Flanged gp
   
  Flail, Triple-Star gp
   
  Flail, Twin-Star gp
   
  Flail, Two-handed gp
   
  Flail, Two-handed Star/Flanged gp
   
  Flail, Two-handed Studded gp
   
  Greatclub gp
    At around 6 ft long with spikes instead of studs, the greatclub is considerably larger and more destructive than the two-handed war club. It is often designed specially and with ornate designs.
  Iron rod . gp
  Konsaibo gp
    Old world. Exotic: Asian. A little longer than a greatclub, but smooth without studs or spikes. At around 7 ft long, it is the longest of the clubs and particularly unwieldy.
  Mace, Ball gp
   
  Mace, Flanged/Morning Star gp
   
  Meteor Hammer gp
   
  Nunchaku gp
   
  gp
   
  Quarterstaff gp
   
  Shinai (Bamboo Kindo Sword) gp
   
  Spike Ball C&P 2 3D+2 (-10) 1/10 65 gp
    A large ball with around 100 spikes on a looped chain. The wielder holds the chain loop and spins around for momentum to either smash it into someone close range or launch it toward an enemy at several yards distance.
  Iron club/Tetsubo gp
    The size of a two-handed club, this bar is practically guaranteed to cripple an unarmored opponent if not kill them instantly. It can render the toughest armor all but useless.
  Three-Section Staff gp
   
  Walking Stick gp
   
  War Club gp
    Old world. Spiked club.
  War Club, Studded gp
    Old world. Studded club.
  War Club, Two-handed gp
    Old world. Spiked club.
  War Club, Two-Handed studded gp
    Old world. Spiked club.
HAMMER
  gp
   
  gp
   
  gp
   
POLEARM
  Atlatl AC 1 dmg+3 -/+10 - 3gp
    An accessory that improves distance and damage for darts, javelins and spears.
  gp
   
  gp
   
  gp
   
  Glaive gp
   
  Glaive, Greater gp
    Similar to the glaive, the greater glaive has a longer blade and many more sharp edges and spikes. It is often custom designed and ornately decorated.
  Javelin P/S 1-2 2D 1/30 45 2gp
    Third world.
  Pike 3/- gp
   
  Sky billhook D/P/S 1-2 2D 5/- 40 25gp
    Old world.
  Sky lance P 1 4D+5 5/- 65 35gp
    Old world.
  Spear, Sarissa 3/- gp
   
  Spear C/P 1-2 2D+2 2/20 30 10gp
    Old world.
  Trident/Trishula gp
   
  Ranseur/Yari, Jumonji gp
    Old world. Exotic: Asian.
  Vel gp
    Old world. Exotic: Eastern Indian. Spade-tipped polearm for chopping and spearing.
  Yari, Omi gp
    Old world. Exotic: Asian.
  Yari, Tsuki gp
    Old world. Exotic: Asian.
  Yari, Yajiri gp
   
SLUGTHROWER
  Blow Pipe gp
   
  Blow Pipe, Long gp
   
  Gun P 1 1/40 20 30gp/60gp
    Old world. Single-shot 1' barrel with gunpowder ammunition made of unjacketed lead
  Sling** C 1 1D+3 1/40 20 40gp
    Third world.
  Sling, Dart** P 1 1/40 20 3gp/6gp
    Old world.
SWORD & DAGGER
  Basket-hilted Sword/ Back Sword P/S 1 2D+2 1/- 45 (2.3) 13gp/26cr
    Old world. Shorter and lighter than the later long sword, and a relative of the rapier, it is best used for close-in combat, but is perfectly capable of severing heads and limbs. It is commonly improperly labeled a "broad sword". The backsword is a single-bladed or partial second-bladed version
  Bastard Sword P/S 1-2 3D 1/- 55 25gp/50cr
    Old world. English hand-and-a-half sword, half way between a long sword and a two-handed long sword that functions as both.
  Blood Glaive gp
    A dagger with thick, curved blades on both ends of the hilt.
  Bowie Knife P/S 1 1D+2 1/- 5 7gp/14cr
    New World.
  Dadao S 2 6D+3 (-20) 1/- 75 50gp/100cr
    Old world. Exotic: Asian. The dadao (big knife) is an extremely wide blade toward the tip, designed to topple horses. It looks like a 4' long meat cleaver.
  Dagger/Baselard/Poniard/Rondel P/S 1 1D 1/- 5 2gp/4cr
    Old world.
  Dagger, Ceremonial/Daga P/S 1 1D 1/- 5 2gp/4cr
    Old world.
  Dagger, Parry/Main Gauche P/S 1 1D 1/- 5 2gp/4cr
    +5 to RS checks. Old world. Though appearing as a long dagger, its blade splits into 3 parts to maximize defensive capability.
  Falchion P/S 1 2D 1/- 45 22gp/44cr
    Old world.
  Folding Knife/Stiletto/Switch blade/Butterfly knife P/S 1 1D/2+2 1/- 5 2gp/3cr
    New world.
  Gladius P/S 1 2D 1/- 40 12gp/24cr
    Old world. A small Greek short sword, little larger than a long dagger, weighted slightly toward the tip for effective hacking power.
  Great Sword P/S 2 4D/2+4 (-5) 1/- 70 (2.5) 70gp/140cr
    Old world. A long, wide, heavy blade made for cleaving plate armor, carried upon the back or shoulder. There are many variations of the great sword, most like the two-handed long sword, but this variation is particularly wide and the heaviest of all swords.
  Katana/Tachi P/S 1-2 2D+3 1/- 40 15gp/30cr
    Old world. Exotic: Asian. An extremely sharp 3' sword made from a strong, light metallic compound. It is nearly as effective as a long sword, but as light and portable as a basket-hilted sword. The difference between the katana and tachi is little more than craftsmanship.
  Kopesh Sword gp
    Old world. Exotic: Middle East. A double-bladed crooked sword with hooked features ideal for both maximizing damage and for disarming.
  Kopis Sword gp
    Old world. Derived from the concept of the kopesh sword, this Roman design featured a blade that simply bends forward.
  Long Sword P/S 1 2D+3 1/- 50 15gp/30cr
    Old world.
  Machete S 1 2D 1/- 25 10gp/20cr
    Old world. Destructible: critical hit with a bladed weapon always breaks this weapon.
  Makhaira gp
    Old world. Mycenaean Scimitar. It's weighting toward the tip and its scooped blade make it a superior hacking instrument.
  Minoan Short Sword gp
    Old world. Tapering from a wide base.
  Nagamaki/Zhanmadao gp
    Old world. Exotic: Asian. Much like a katana, but with an extra long hilt that takes up half the length of the sword. It is ideally used against polearms.
  Odachi/ Nodachi/ Changdao/ Miao dao P/S 2 gp
    Old world. Exotic: Asian. A larger version of the katana that actually predates it. The equivalent of the European two-handed long sword. This was an infantry weapon used against cavalry.
  Pointed Long Sword gp
    Old world. Tapering from a wide base. Effective for slipping between plates in armor.
  Rapier, Double-edged gp
    Old world.
  Rapier, Single-edged gp
    Old world.
  Rapier, Thrusting gp
    Old world. Also called the "dueling sword", the "estoc" (thrusting) rapier is a cylindrical blade with a sharp point, having no sideways cutting power. It is the most common type of fencing weapon. Variations include the tournament foil and épée.
  Rencong/Bichawa gp
    Old world. Exotic: Far East. A dagger with a blade that swoops forward.
  Saber gp
    Old world.
  Scimitar S 1 2D 1/- 50 12gp/24cr
    Old world.
  Short sword P/S 1 1D+3 1/- 35 8gp/16cr
    Old world.
  Side Sword (Rapier) gp
  Shuanggou (Hook Sword) gp
    Old world. Exotic: Asian. Requires specialization or it simply acts as a normal sword. Among the deadliest weapons in the world, two shuanggou are meant to be used together in two-weapon combat. They can be joined together at the tips to extend their length using one hand without diminishing their damage. With the hooked feature they can sever heads and limbs easily, especially when both are used to do so at the same time in opposing directions.
    Old world.
  Small-sword (Rapier) gp
    Old world. A shorter version of the thrusting rapier used in two-weapon fencing and close-quarters combat.
  Tanto/Kodachi gp
    Old world. Exotic: Asian. A small version of the katana used in two-weapon fighting and ritual suicide.
  Two-handed Long Sword P/S 2 3D 1/- 65 40gp/80cr
    Old world.
  Wakizashi gp
    Old world. Exotic: Asian. A slightly shorter version of the katana used in two-weapon fighting and beheading.
  Xiphos gp
    Old world. Mycenaean short sword weighted slightly toward the tip. Longer than a gladius.
UNARMED
  Brass Knuckles gp
    New world.
  Fist Roll gp
    Old world.
  Battle Glove gp
   
† Subtypes - (SB) Single Bladed, (DB) Double-bladed, (AC)cessory, (TB) Thrusting or (SP) split-purpose and (A)sphyxiate / (C)rush / (D)rag / (P)ierce / (S)lash / (W)hip. See weapon notes for details.

† Damage reduced by 1D if minimum STR not met.
* -20 to hit and damage reduced by 1D if minimum STR not met. Can't be used if minimum size not met.
** 20 ammo cost 1gp/2Cr.
***Shoots 1 shot per round. No other actions can be performed that round. 20 ammo cost 1gp
‡ Unless gadgeted, is single-shot 1' barrel with gunpowder ammunition made of unjacketed lead, 10 shots/1cr

Weapons Type #Hands Damage Range STR** Cost
Ax

    Battleaxe Melee 1 2D+2 – 50 20cr
    Handaxe Melee or Ranged 1 1D+2 15 – 4cr
    Greataxe Melee 2 3D – 70 80cr
    Pickaxe Melee 2 2d+3 – 40 10cr

Blade

    Bowie Knife Melee 1 1D+2 – – 14cr
    Dagger Melee or Ranged 1 1D 10 – 4cr
    Falchion Melee 1 2D
    Folding Knife/Stiletto/Switch blade Melee or Ranged 1 1D/2+2 3cr
    Gladius Melee 1 2D – 40 24cr
    Hand-and-a-Half Sword Melee 1 or 2 2D+2 – 55 50cr
    Longsword Melee 1 2D+3 – 50 30cr
    Machete Melee 1 2D – – 20cr
    Pick/Letter Opener Melee 1 1D/2 – – 2cr
    Scimitar Melee 1 2D – 30 28cr
    Shortsword Melee 1 1D+3 – – 16cr
    Two-Handed Sword Melee 2 3D – 65 80cr
    Xiphos Melee 1 1D+2 – – 15cr

Bow

    Compound Bow* Ranged 2 2D+4 120 65 100cr
    Crossbow* Ranged 2 2D+2 80 50 60cr
    Hand crossbow* Ranged 1 1D+1 30 – 20cr
    Longbow* Ranged 2 2D+3 100 60 70cr
    Rapidfire Crossbow* Ranged 2 2D+2 80 40 120cr
    Rapidfire Hand Crossbow* Ranged 1 1D+1 30 – 80cr
    Shortbow* Ranged 2 2D+1 60 50 24cr

Crushing

    Bludgeon Melee 1 1D+2
    Club Melee 1 1D+1 – – 2cr
    Flail Melee 1 2D+2 – 50 4cr
    Mace Melee 1 1D+3 – 45 14cr
    Mace, Flanged Melee 1 2D – – 17cr
    Morningstar Melee 1 2D+2 – 50 20cr
    Nun-Chuku Melee 1
    Quarterstaff Melee 2 1D – – 8cr

Hammer

    Claw Hammer Melee 1 1D+3 – – 12cr
    Horseman's Pick Melee 1 2D+3 -- 60 16cr
    Warhammer Melee 1 2D+1 – 30 18cr
    Maul Melee 2 2D+3 – 50 20cr

Garrote Melee 2 1D+2 – – 2cr
Polearm

    Glaive Melee 2 2D+3 – 55 34cr
    Halberd Melee 2 2D+3 – 60 24cr
    Javelin Melee or Ranged 1 2D 30 45 4cr
    Man-o-war Melee 2 1D+2 – 40 12cr
    Pike Melee 2 2D+1
    Pitch Fork
    Spear Melee or Ranged 1 2D+2 20 50 20cr
    Trident Melee or Ranged 2 2D 20 50 20cr

Slugthrowers

    Gun*** Ranged 1 2D 50 – 50cr
    Slingshot* Ranged 2 1D+1 30 – 2cr
    Sling Ranged 1 1D+3 40 – 4cr

Unarmed Melee 1 1D/2 – – –

    Brass Knuckles Melee 1 +2 – – 2cr
    Fist Roll Melee 1 +1 – – 1cr

Whip Melee 1 1D+2 – – 6cr
* 20 ammo cost 2cr.
** Damage reduced by 1D if minimum STR not met.
*** Unless gadgeted, is single-shot 1' barrel with gunpowder ammunition made of unjacketed lead, 10 shots/1cr

Body Armor DR STR* Cost
Light Armor**
  Reduced Heavy Furs 0+ 15 2gp
  Fire suit, wool 1 (10 v. fire) 30 50gp
  Partial Studded Leather 1+ 20 10gp
  Partial Padded Leather 1+ (3 v. crush) 20 8gp
  Partial Ringmail 2 30 18gp
  Chainmail Shirt 2 35 20gp
  Partial Leather Plate 3 35 30gp
  Partial Bandedmail 4 40 115gp
  Partial Plate 5 40 160gp
Heavy Armor***
  Leather, Padded 3 (6 v. crush) 45 25gp
  Leather Plate 6 80 100gp
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met.
** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time.
*** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like.

Body Protection (Includes Helmet)*

    Street Clothes DR0 – 2cr
    Fine Clothes DR0 – 8cr
    Heavy Furs DR1 35 10cr
    Corset DR2 – 2cr
    Leather Armor DR2 40 30cr
    Padded Leather DR2 (DR3 v. fall) 45 45cr
    Fire Suit DR2 (DR10 v. fire) 50 300cr
    Studded Leather DR3 45 30cr
    Hunting Armor DR 3 (DR8 v. unarmed) 50 100cr
    Ring Mail DR4 60 110cr
    Chain Mail DR5 65 140cr
    Scale Mail DR6 70 250cr
    Splint Mail DR7 75 400cr
    Banded Mail DR8 80 700cr
    Breastplate DR10 Torso 65 360cr
    Plate Mail DR10 85 1000cr
    Reinforced Plate Mail DR10 (DR8 v. guns)

* Provides no defense against guns. Round shield, breastplate, banded mail and plate mail provide DR5 against guns. Does not cover face.
** DEX resistance checks, thief skills and MOV cut in half & prevents casting spells, unless minimum STR is met.
† Weapons cannot be used with both hands.

 

Accessory Protection DR STR* Cost
HEAD PROTECTION
  None gp
    Roll of 00 is a head shot. Head shots are kill shots.
     gp
   
     gp
   
     gp
   
     gp
   
     gp
   
FACE MASK
     Lamé (Fencing Helmet) gp
      gp
SHIELD
    Buckler +10 (destructible) 45 25gp
    Jousting Shield DR3 (+10 Res) (-10 to other DEX checks) 25gp
    Round, Small Metal gp
    Round, Medium Metal +20 60 10gp
    Round, Large Metal gp
    Tower, Metal gp
    Tower, Hide gp
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met.
** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time.
*** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like.

Armor DR STR** Cost
Head Protection

    Safari Helmet (Head) – 14cr
    Leather Flight Helmet (Head) – 14cr

Face Masks

    Mask Resist Cost
    Party Mask – 1cr
    Gas Mask +20 (Element) 12cr
    Oxygen Mask +40 (Element) 20cr
    Molded Leather Mask DR2 (Face) 20cr
    Molded Metal Mask DR9 (Face) 40cr
    Welding Mask DR10 (Fire, Face) 20cr

Shields*†

    Shield Phys Resist STR** Cost
    Buckler +5 30 20cr
    Large Curved Shield +15 75 200cr
    Round Shield +25 65 300cr
    Large Round Shield +30 80 500cr
Trained Animal Companion Cost
gp
gp
gp
gp

Trained Animal Companions Cost
Alligator 100cr
Young ape* 1500cr
Carrier Pigeon 3cr
Cat, Domestic 6cr
Cat, Large 1,000cr
Chimpanzee* 300cr
Crocodile 120cr
Puppy 8cr
Dog, Domestic 20cr
Dog, Guard 50cr
Dove 4cr
Hawk 60cr
Monkey, Small 20cr
Monkey, Tiny 10cr
Lizard, Giant 300cr
Parrot 12cr
Raven 15cr
* Must be raised from infancy.

Mount DR STR* Cost
   gp

Mount Capacity Animal STR/DEX Cost*
Camel 300 lbs 55/40 85cr
Cat, War 500 lbs 65/80 800cr
Donkey 250 lbs 40/45 26cr
Elephant, Domestic 900 lbs 85/35 200cr
Elephant, Large 1,200 lbs 95/40 300cr
Elephant, War 1,200 lbs 95/55 500cr
Horse, Draft 1,000 lbs 70/45 500cr
Horse, Racing 350 lbs 60/65 250cr
Horse, Riding 450 lbs 55/45 150cr
Horse, War 1,000 lbs 70/60 500cr
Mule, Pack 650 lbs 50/45 50cr
Pony, Small 200 lbs 45/45 40cr
Riding Lizard 300 lbs 55/70 600cr
* Add saddle, bag, tack & harness for 25cr.

Hireling Cost
gp
gp
gp
gp

Hirelings Cost (per day)
Alchemist, Enchanter, Magical advisor, etc. 40cr
Archer (Rank:1-3)* 4cr x Rank
Artist (novice/pro/expert) 6/30/100cr
Craftsman (novice/pro/expert) 4/20/50cr
Sailor/Captain (Rank:1/5)* 4cr/100cr
Servant (unskilled/skilled) 2cr/10cr
Footman (Rank:1-3)* 2cr x Rank
Horseman (Rank:1-3)* 8cr x Rank
Sellsword (Rank:3-5)* 10cr x Rank
* Minor NPC with a score equal to 40+10xRank.

Contraption Cost
gp
gp
gp
gp

Contraptions Cost
Airship, galleon* 350,000cr
Airship, brigantine* 65,000cr
Airship, corsair* 15,000cr
Airship, catamaran* 90,000cr
Canoe 10cr
Clock, wall (windup) 5cr
Clock, wall (steam, perpetual) 100cr
Clock, grandfather (windup) 150cr
Clock, grandfather (steam, perpetual) 300cr
Clockwork man/woman, tasker* (windup) 800cr
Clockwork man/woman, tasker* (steam) 2,000cr
Clockwork man/woman, robot* (steam, self-sustaining) 15,000cr
Dinghy 300cr
Fob watch 10cr
Ornathopter (steam airbike) 8,000cr
Raft 55cr
Railway Boxcar 12,000cr
Railway Car (cargo: 5 tons) 7,000cr
Railway Car (passengers: 22) 19,000cr
Railway Cargo Bed (cargo: 12 tons) 3,000cr
Railway locamotive 25,000cr
Railway locamotive, Steam 65,000cr
Railway tracks 56,000cr/league
Riverboat (steam) 16,000cr
Rocketship, Steam-powered 1,200,000cr
Seaship, brigantine (2 mast) 12,000cr
Seaship, catamaran* 55,000cr
Seaship, corsair* (double-sail, single mast) 12,000
Seaship, frigate* (3 mast) 32,000cr
Seaship, galleon* (3-4 mast, 5 level) 250,000cr
Seaship, steam barge 22,000cr
Tugboat, steam 10,000cr
*See the Vehicle and Robot creation rules.

General Cost
Dragon rig (Saddle, safety straps, tack & harness) 50 gp
Pole hook* 10gp
Extinquishing powder pack (10) 100gp
Flammable gel pack (20) 40gp
* Requires extinguishing powder or flammable gel pack.

General Equipment Cost
Alchemist kit 170cr
Backpack (empty) 4cr
Barrel, wooden (small/large) 2cr/10cr
Book (50 pages, blank) 1cr
Belt pouch, small/large 2cr/4cr
Blanket or bedroll 2cr
Block and tackle 10cr
Boat (river/sail) 2,000cr/8,000cr
Bottle, wine 6cr
Box, small/large 10cr/30cr
Building, wooden 20cr/ft2
Candles (10) 1cr
Cart/Wagon 60cr/250cr
Case, map or scroll 2cr
Castle 40cr/ft2
Chest, small/large 2cr/4cr
Crowbar 2cr
Flask or Vial 1cr
Flint and steel 2cr
Grappling hook 3cr
Hammer, Driving 2cr
Hangar (10) 2cr
Holy symbol (wood/silver) 3cr/25cr
Holy water (flask) 25cr
Ink (1 oz. vial) 8cr
Manacles, iron w/key 5cr
Manacles, combonation steamlock 25cr
Iron pot 2cr
Ladder, 10-foot 20cr
Lantern 5cr
Lock, iron 5cr
Lock, combonation steamlock 25cr
Mirror, hand (steel/silver) 5cr/15cr
Mirror, wall (steel/silver) 20cr/50cr
Oil (1-pint flask) 2cr
Palace 50cr/ft2
Parchment/Paper (10) 2cr
Pole, 10-foot wooden 1cr
Quill and nib 1cr
Rations (per day) 1cr
Rope (10ft)/Chain (50ft) 1cr/10cr
Sack, small/large 1cr/2cr
Saddle, Bag, Tack, & Harness 25cr
Shovel (small/full) 1cr/3cr
Spectacles (with protective case) 20cr
Spikes, iron (12) 1cr
Spyglass 100cr
Stakes, wooden (10) 2cr
Survival pack* 20cr
Thieves’ tools 30cr
Torches (12) 3cr
Water/Wineskin 3cr
Whistle 1cr
Wine (1 pint) 1cr
* contains: backpack, bedroll, candles, flint & steel, 10 days rations, rope, torches, and a waterskin.

Gadgetry

Under Construction. Discussion of costs welcome.

Though BareBones Fantasy is designed for simplicity and versatility, it is known that gamers like their variety of weapons. So a gadgetry system is provided here to allow players to make the weapons they way want.

Robotic and Altered Body Parts

Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.

Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.

There are no slots. The GM must approve all robotic body parts using his sensibilities. It is recommended that the GM put thought into it.

There is only one rule regarding robotic body parts: it can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, cybernetics is modular. You buy cybernetics by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.

 
Body Gadgetry
Item
Cost
Surgery
Cost
ARM
 Forearm (includes hand and elbow)  
 Hand (Must have forearm replacement)  
 Tentacle, Manipulator  
 Upper arm (Forearm, elbow and hand must also have replacements)  
LOWER BODY
 Foot (Must have foreleg replacement)  
 Foreleg (includes foot)  
 Knee (Foreleg and foot must also have replacements)  
 Lower Body (Includes hips and both legs)  
 Tentacle, Arm  
 Thigh (Knee, foreleg and foot must also have attachments)  
TORSO
 Breast (Left or Right)  
 Chest (Both breasts and heart)  
 Heart  
 Neck (Includes Throat)  
 Spine  
 Throat  
ABDOMEN
 Belly (Includes Stomach, Liver and Intestines)  
 Intestines  
 Liver  
 Stomach  
HEAD
 Ear (Left or right)  
 Eye  
 Forehead (Includes partial brain replacement)  
 Full Brain Replacement  
 Mouth  
 Nose  
 Partial Brain Replacement  
MISCELLANEOUS
 Cyber implant (Requires flesh to which to attach)  
 Gel implant (Requires flesh to which to attach)  
SPECIFIC MODIFICATIONS
 Ability Enhancement (Up to 1 magnitude above unit's original ability.)----
 Automation (total cost x 3)  
 Magnify Ability  
 Subdermalize Gadget (surgery cost x 2)  

Gadgetry Lists

The simple gadgetry list is given first, followed by the more detailed extended list for players who want more options.

Simple Gadgetry List

GadgetryCost
 
   

Armor Modifications
Density (Improve or reduce)
Ablative

Bow and Arrow Modifications
Arrow/bolt

    Head
      Armor-piercing
      Explosive
      Incendiary
      Injector
      Steel-tip
      Splintering

    Shaft

      Increased Accuracy

Bow

    Increased damage (Increases STR requirement. STR requirements greater than the character's STR require a crossbow loader.)
    Compound (Decreased STR Requirement)
    Length (Increased damage; increases the cost of arrow/bolt)

Loader

    Quickness (Improved speed)

Gun Modifications
Ammo

    Improved Damage
    Jacket
      Full Metal
      High Velocity
      Hollow-point
      Soft-point
      Tracer

    Payload

      Armor-piercing
      Buckshot
      Explosive
      Incendiary
      Injector
      Splintering
      Tank-buster

    Self-destructing (Not available for buckshot)
    Size

Firing Mechanism

    Firing Surety
    Simultaneous (for multiple barrels)

Loader

    Quickness
    Self-Loading Mag (Automatic)

Barrel

    Anti-Meterial (Reinforced muzzle)
    Calibur
    Extra (Requires additional firing mechanism or simultaneous firing mechanism)
    Re-sized (Longer or shorter; affects accuracy)
    Retractable (Requires re-sizing; rifling and extra barrels prohibited)
    Rifled Bore (Extended Range and accuracy)

Magical Modifications
Personal Lock

Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight

Extended Gadgetry List

Simple gadgetry is identified with an asterisk (*). Use this option if you do not wish to construct every aspect of your equipment.

Armor Modifications
Density (Improve or reduce)
Ablative

Bow and Arrow Modifications
Arrow/bolt

    Head
      Armor-piercing
      Explosive
      Incendiary
      Injector
      Steel-tip
      Splintering

    Shaft

      Increased Accuracy* (Because the materials used for the accuracy of the shaft are dependent upon the strength of the bow, no list of materials is provided.

Bow

    Increased damage* (Because the compression force of the bow is dependent upon the materials used for both the bow string and limbs, no list of materials is provided. Increases STR requirement. STR requirements greater than the character's STR require a crossbow loader.)
    Compound (Decreased STR Requirement)
    Composite (Decreased STR Requirement)
    Length (Increased damage; increases the cost of arrow/bolt)

Loader

    Quickness* (Improved speed)
    Arrow Drop-Loader (Bow; does not pull string.)
    Arrow-holder (Improved speed)
    Bolt Crank-Loading (Crossbow)
    Bolt Gravity-Loading (Crossbow)
    Bolt Harmonica-Loading (Crossbow)
    Bolt Lever-Loading (Crossbow)
    Bolt Mag-Loading (Crossbow)

Gun Modifications
Ammo

    Improved Damage* (Simple option; not for use with other ammo options)
    Jacket
      Tracer
      Full Metal
      Short Brass

    Payload

      Armor-piercing
      Buckshot
      Explosive
      Girdling
      Grooved
      Incendiary
      Injector
      Machined Steel
      Splintering
      Tank-buster

    Self-destructing (Not available for buckshot)
    Size

Firing Mechanism

    Firing Surety* (Not for use with other firing mechanism options)
    Bolt-Action
    Crank-Action (Gatling/Mitrailleuse)
    Falling-Block Action
    Gas-Action
    Lever-Action
    Pump-Action
    Revolver-Action
    Simultaneous (for multiple barrels)
    Steam-Action

Loader

    Quickness* (Not for use with other loader options)
    Band-Loading
    Breech-Loading
    Cycling (Gatling)
    Extra
    Gravity-Loading
    Harmonica-Loading
    Mag-Loading
    Self-Loading Mag (Semi-Automatic)
    Self-Loading Mag (Automatic)

Barrel

    Anti-Meterial (Reinforced muzzle)
    Calibur
    Extra (Requires additional firing mechanism or simultaneous firing mechanism)
    Re-sized (Longer or shorter; affects accuracy)
    Retractable (Requires re-sizing; rifling and extra barrels prohibited)
    Rifled Bore (Extended Range and accuracy)

Magical Modifications
Personal Lock

Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight

Merchandising

Following is an equipment modifications system based on commerce.
Common services such as engine repairs, overhauling and weapon repairs are all subject to differences in cost in similar ways to products so may use many of these same tables.

HAGGLING
Haggling is usually a contested WIL roll between yourself and the one buying or selling in order to adjust the cost. (Modifiers may apply.) The winner of the contest adds the amount of their success to the amount of the loser's failure and multiplies it as a percentage adjustment to the cost. The player character may choose to cancel the transaction and go somewhere else if they do not like the roll. You can't haggle more than once.

To simplify this, you can simply take a list of items needing to be purchased and roll against your score to determine the general cost of all items purchased. You may haggle using either your INT score or your WIL score. Sharks may use their skill score instead.

Vehicles and engines cannot be haggled below 15% off unless they are used or are acquired through the underground market.

Haggling for services may only occur with individual contract workers.

HAGGLING BY ROLE-PLAYING
Role-playing the sale may be done, in which case, you may give specific offers and perform a contested haggling roll. If you succeed, your offer is accepted. If you fail, you are not allowed to purchase the item. If it is a tie, the other proposes a counter offer that they must roll for. The GM or player may deem an offer to be too extreme for which to roll.

QUALITY (VALUE)
All things made have varying levels of quality from very poor to extremely high, and this is demonstrated through design, workmanship, and quality of materials.

When a pre-owned item is purchased, roll on the following chart to determine its quality. If the quality is already known, and is to be purchased, multiply the list price by the percentage provided and add or subtract that number from the normal listed price.

QUALITY TABLE
Roll Quality Item Level* Bonus/Penalty
00-04 High Quality 6 +20%
05-19 Very Good 5 +10%
20-29 Good 4 +5%
30-39 Average 3 0
40-69 Poor 2 -5%
70-86 Very Poor 1 -10%
85-96 Disposable 0 -20%
97-99 Worthless -- --

Experimental items move up this list with each stage, starting with Disposable.

Bonuses and penalties also apply to all rolls made with the item. Add the number to the percentage chance.

Additionally, the percentage is added to or subtracted from 100 each time the item is used or when determining structural failure.

REPAIRS
To move an item up the Quality Table list that was acquired from a junk dealer (See Junk Dealers below), a person with the appropriate repair skill can repair an item of equal or lower level by taking 1 day for each difference in level of the item minus 1 for each level of the repair skill used times the number of steps moved up in quality. You cannot move an item further up in quality than its original quality level.

The success rates vary depending on what is being repaired, but the procedure is the same for all skills. If the damaged equipment is repaired in a shop, there is no chance it will break down again based on damage before repair and is still subject to aging. (See Aging Item Quality below.) When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day; a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on. When something breaks down, the referee must decide whether the damage is minor, major or total. A minor repair takes 1 d10 minutes, a major repair takes 1d10 hours and a total repair takes 1d10 x 10 hours.

AGING ITEM QUALITY
The age of an item will affect its quality. Every item moves down in quality 1 step for each PanGal year up to 3 years after its creation, and then 1 step for every .5 PanGal years. An item may be repaired, but still must follow age progression. If repaired after the first 3 PanGal years, the quality still continues to drop every .5 PanGal years.

    Example: An item repaired in its second year takes 2 steps down in quality over the next 2 years, and then a step for each half year afterward.

To randomly determine the age of a salvageable found item, use the Age Table.

AGE TABLE
Roll Age
98-00 New
93-97 .5 yrs
85-92 1 yr
78-85 1.5 yrs
70-78 2 yrs
61-69 2.5 yrs
51-60 3 yrs
41-50 3.5 yrs
32-40 4 yrs
24-31 4.5 yrs
16-23 5 yrs
11-15 5.5 yrs
01-10 6+ yrs

QUANTITY (VOLUME)
The amount of supplies you purchase can decrease expenses.

QUANTITY TABLE
Item* Qty reduced**
Staples 20 lbs. %5
Technology 20 ct. %10
Chemicals 20 gal %5
Fuels 100 gal or 100 ct %5
* Each product only. For instance, not just all fruit, but bananas only.
** Add a zero to the Qty to reduce the cost even further by the stated percent.

Under special circumstances, such as seeking to get rid of stock, a merchant may reduce his costs to be lower than the cost reductions in the table above.

AVAILABILITY
Different products are more readily available in some places than in others. The price of an item may be adjusted by the Referee based on its availability to the region, legality, rarity, or special order. This is the Referee’s discretion based on the region and item.

Region. The region can affect the product’s availability through distance and legality. A region may be a province, country, continent, planet, solar system or sector of space.

Legality. When an item can be obtained, but is illegal for public consumption, this can affect the cost substantially. If legally obtained from another source and in good demand, but illegal for general sale, known as contraband, the item may be marked up considerably and haggling is usually almost non-existent. If acquired through some question of legality, such as stolen, it is in need of being moved quickly, so the item may already be reduced in cost and may be easily haggled down further.

Rarity. Some items are exceptionally rare no matter where you buy them. These items are usually in very high demand, driving their cost up substantially. If you’re after a rare item, expect to pay a hefty sum.

Special Order. These are items that the merchant doesn’t normally sell or they are currently out of stock on. You are generally only allowed to pay the full cost of the item without haggling. If the item was on sale, you may order it at the sale price only if you pay in advance.

Direct. Sometimes you can purchase items directly from the manufacturer if you buy in the area of the manufacturer. This can afford you some significant cost reductions up to 30% off the listed price for new items.

AVAILABILITY TABLE
Circumstance General Adjustment
Imported Up to +20%
Contraband Up to +50%
Questionable Acquisition Down to -50%
Rare Up to +30%
Special Order At cost
Direct Up to -30%

UNDERGROUND
The further you are from civilization, the more expensive items and fuel are. This is because of both traveling distances and piracy. Because of this, the most expedient and least expensive purchases are going to be those found on the black market.

SMUGGLING
Smuggling is a lucrative business. With so many trying to avoid detection or the transfer of questionable or much needed materials for starving colonies, smuggling is the cogs that keep the world turning. For this reason, it is tentatively tolerated by the authorities.

Smuggling is a great way to make money and is also a great way to acquire anything you need. For the right price, a smuggler is often willing to transport any goods you ask them to.

Generally, the cost for smuggling items will be around 1/3 the end cost of the items. Use the haggling chart above to adjust the cost.

SLAVERY
Slavery is a condemned practice in many places, but antislavery laws are not generally enforced in outside or fringe territories unless the physical health of the slaves are being endangered, and when certain people of at least moderate importance are forced into slavery.

Slavery is also looked down upon because of the availability of anthropomorphic constructs. If you wish to buy a slave for whatever reason, it will cost you around 2,000 Cr. The tables in this article may also apply to slave purchases.

There are 3 types of slaves: those who are forced into slavery, those who are paying off a debt, and those who volunteer themselves to slavery in exchange for food and lodging. Those forced into slavery are considered to be under Questionable Acquisition in the Availability Table and is punishable where slavery is allowed, but regulated.

JUNK DEALERS
Salvage is a booming business, making junk dealers extremely common and a good alternative to the underground market or paying the full price for new items. However, without someone to repair or reconstruct the item, there are going to be quality issues affecting the item. Roll twice on the Quality Table. Whichever roll is higher is the unchangeable original market condition of the item. The lower roll is the current condition of the item.