Equipment
Drugs
Drugs can be consumed to gain a temporary benefit, yet are highly addictive. The first table lists all drugs that have a benefit upon consumption, and the second table lists other drugs that are mainly traded and dealt to addicts. After effects kick in when the main effect end. The effects of drugs do not stack with each other, and taking different or the same drug multiple times only add more after effects. Prices are for one dose.
Name | Description | Effects | After Effects | Cost |
---|---|---|---|---|
Speed | - | +1 Perception for 6 hours, stops tiredness | - | 600 |
Red Eye | Highly specialised combat drug | +1 Per and +1 Dex for 4 hours | Tiredness, exhausted and 1 HP lost | 1200 |
Blood Eye | Improved Red Eye | +2 Per and +2 Dex for 4 hours | Tiredness, exhaustion, addiction and 1d4 HP lost | 2500 |
Saat | Used in doping | +1 STR and +1 CON for 8 hours | Highly addictive, | |
-1 Dex and -1 Int for 24 hours | 1500 |
Red Eye and Blood Eye come in small vials and is sprayed into the eye. One vial has five usages before being empty. Consuming the entire vile in one go, results in a deadly overdose.
Saat is a pill and is often eaten, or made into a powder and drunk.
Healing Equipment
Wound gel is put over open wounds to stop bleeding and avoid infection. A doctor can still easily remove it and then tend to the wounds. Wound foam is used on open and with internal wounds and stops internal bleeding. It is used in combat to temporarily stabilise the patient until they can reach a medical doctor. It lasts for 24 hours, after which the patient begins to lose HP and accumulate wounds as normal.
An adrenaline shot (or combat shot) allows a character to "ignore" 2d4 HP for the next six hours. Adrenaline and combat shot are addictive, and extended use might result in a dependency.
Name | Description | Weight | Cost |
---|---|---|---|
Wound gel | Heals 1 wound | 0.2 | 750 |
Wound foam | Stops HP and wounds for 24 hours | 0.4 | 1500 |
Adrenaline shot | Heals 2d4 HP, lasts 6 hours | 0.2 | 500 |
Combat shot | Heals 2d8 HP, lasts 6 hours | 0.2 | 1000 |
First Aid Kit | Heals 1 wound, 1d4 HP +2 to first aid and medicine | 0.5 | 500 |
Medic Kit | Heals 2 wounds, 2d4 HP +4 to first aid and medicine | 1.2 | 1000 |
Reconstructive Surgery
Artificial limbs are robotic limbs that range from heavy and clumsy, to almost perfect. Cloned limbs are created from the DNA and stem cells of the actual host and take weeks or even months to finish (depending on the size). Cloned limbs are the more expensive (but more authentic) alternative to artificial limbs.
Artificial limbs cannot be detached from the body. They are directly crafted onto nerves and skin, and replacing them means another surgery to remove the old and reattach the new limb.
Name | Description | Penalties | Weight | Cost |
---|---|---|---|---|
Artificial Hand MK I | Robotic hand | -3 Dex, +1 Str | 4 | 35000 |
Artificial Hand MK II | Advanced robotic hand | -2 Dex, +1 Str | 3 | 50000 |
Artificial Hand MK III | Top of the line robotic hand | -1 Dex, +1 Str | 2 | 100000 |
Artificial Arm MK I | Robotic arm | 15 | 20000 | |
Artificial Leg MK I | Robotic leg | -2 Running, Climbing, Acrobatics, +5 kg carrying capacity | - | 25000 |
Artificial Leg MK II | Advanced robotic leg | -1 Running, Climbing, Acrobatics, +5 kg carrying capacity | - | 50000 |
Artificial Leg MK III | Top of the line robotic leg | +1 Running, Climbing, Acrobatics, +5 kg carrying capacity | - | 150000 |
Name | Time | Cost |
---|---|---|
Cloned Hand | 3-4 Weeks | 9-15 Million |
Cloned Arm | 2 Months | >25 Million |
Cloned Foot | 2-3 Weeks | 8-10 Million |
Cloned Leg | 1-2 Months | >20 Million |
Cloned Organ | 2-4 Weeks | 5-10 Million |
Cloned Eye | 4 Weeks | 15-25 Million |
Cloned Skin | 1-4 Days | 1-4 Million |
Vessel Items
Name | Description | Weight | Cost |
---|---|---|---|
Suspension Fluid | 100 litres of suspension fluid for one pod | 120kg | 10000 |
Miscellaneous
Name | Description | Weight | Cost |
---|---|---|---|
PDA | Personal PDA, hacking DC 8 | 0.4 | 1000 |
Permits
Permits and forms allow characters to carry around, purchase, or operate certain items.
Vessel Permits
Permit 12a allows the vessel to be armed with all weapons. Point defence are allowed even without a 12a. Nuclear missiles are only allowed with a 12b which is usually not obtainable. It is sufficient if one the crew has this licence.
Name | Description | Cost |
---|---|---|
Permit 12a | Allows a space vessel to be equipped with weapons. | 500000 |
Permit 12b | Allows carrying of nuclear weapons | Can't be bought |
Personal permits
Personal permits allow a character to wield, purchase and carry certain items. Owning of a semi automatic hand gun is legal, but only 22a gives the permit to carry them on space stations or on planets. Owning of semi automatic high calibre weapons (rifles, shotguns, PDWs) is generally forbidden for civilians.
Most of the weapon licences also allow the purchasing of ammunition for these weapons.
Most of these licences can be temporarily or permanently suspended or revoked by authorities.
Name | Description | Cost |
---|---|---|
Permit 22a | Allows carrying of semi-automatic hand-guns | 50000 |
Permit 22b | Concealed carry extension of 22a | 20000 |
Permit 31a | Allows owning semi automatic high calibre firearms, such as rifles | 100000 |
Permit 31b | Allows carrying semi automatic high calibre firearms | 100000 |
Permit 39 | Allows owning and carrying of military grade weapons | 500000 |
Pilot's licence | Allows owning and flying of space craft | 75000 |
Driver's licence | Allows owning and driving of vehicles | 4000 |
Trader's licence | Allows trading and hauling large quantities of goods | 10000 |
Mercenary's licence | Gives special privileges in terms of carrying weapons, and protecting civilians | 25000 |
Bounty Hunter's licence | Gives special privileges in terms of carrying weapons, and allows to turn in criminals for rewards | 10000 |