Table of Contents

General Game Ideas

Ideas and concepts that have not yet been inserted into an existing game's concept notes. May include system-specific data.

Drugs and Poisons

Ubiquinine

This injection is designed as a universal panacea, and while it isn't perfect, it does do an efficient job of purging the body of known diseases. Against commonly known diseases, the injection gives an effective +8 to HT rolls to resist for a period of 24 hours; the enhancing effects on the immune system also provide a +3 to HT rolls against unknown or otherwise not easily treated diseases and ailments, as well as other biological threats such as poisons and toxins.

Side effects of Ubiquinine include a heightened food requirement (increase by one stage over normal), and a feeling of lethargy and fatigue (treat as missing half a night's sleep), due to increased demands placed on the body. Injection of multiple doses in a 24 hour period may cause severe nausea (resist per dose with HT minus total previous doses taken; critical failure also inflicts 1d damage.)

Ammunition Types

Stinger Bullet

This fragmenting round is designed to deliver a poison or drug upon impact. It is treated as a fragmentation round, with armor divisor one category worse than usual, but if any damage gets through, the poison or drug takes effect.

Weight of Money

The classic standard for coin weights is 50 coins per pound.

Weight of Gems

Standard value for a gem assumes a 1 carat gem; value of a gem per carat increases based on the square of the carat amount (if 1 carat is worth $1000 per carat, 2 carats is worth $4000 per carat, etc). Five carats equal one gram, 141.7 carats equal one ounce. 'Dust' - as in diamond dust, ruby dust, etc., is handled at the rate of 1 carat value per ounce, for relative simplicity.

Coinpurse of Holding

A special bag of holding that is designed specifically to hold coins and nothing else. Usually worn around the neck under clothing, this tiny pouch can contain up to 20 pounds (1000 coins or small jewels) with ease. Invaluable for merchants who are prone to carrying large quantities of valuables with them.

Conscript Battle Armor

Based on the time-honored tradition of enlisting convicts in a country's wars, the Conscript Battle Armor is effectively a mobile prison with systems designed to terminate the wearer or shut down various parts to enforce compliance and ensure optimum battlefield efficiency. In societies that don't object to chipping, they also likely have a number of reprogramming chips in the armor's helmet to improve combat usefulness while discouraging resistance.

LoGL - Sacred Grove

Healing and recovery rates are accelerated while resting in the Sacred Grove, in addition to the hidden benefits of using the chat interface.

LoGL - Sacred Spring

You can drink from the sacred spring, or you can bottle some of it (if you have empty bottles.) The Spring has varied and mysterious effects - usually but not always good.

Nonlethal KO and Long Term Effects

Instead of killing the person outright, reduce max HP temporarily until they can recover at an inn or be treated by a doctor.

Radiation damage is special - it can't be fixed with time, but has to be treated with medicine or the attentions of a doctor.

Addictions, likewise, have to be treated with medicine or a doctor's therapy.

HP and energy both gradually recover over time. Magical healing uses energy, and is sometimes necessary to heal damage that rest can't.

Hospitals may charge by the amount of service required ('so, that'll be 1 gold per lost hit point, plus 200 to remove those boils…'), and may even give rewards based on your being a good repeat customer.

Oxygen Recharge Station

In large space-bound facilities, constantly maintaining a breathable atmosphere may be a significant problem in certain areas, like ship hangars and such, and structural damage may abruptly cause an enforced dependence on pressure suits and personal air supplies. Enter the oxygen recharge station - a device that allows you to interface with a life support system to refill your air tanks while working in or moving through a vented area. Typically, the air supplies stored at oxygen recharge when the system is resupplied; for example, a space station may have a full life support system that can support five people, and five individual oxygen recharge stations that each hold one man-day of air.

Alert Levels

Blue - None. No security presence detected.

Green - Relaxed. Security presence is at standard activity levels.

Yellow - Passive Scan. Security presence is watchful for potential intruders, and may be performing cursory scans.

Orange - Active Scan. Security presence is expecting and actively searching for intruders and scanning for system damage.

Red - Red Alert. Security presence has detected intruders or other problems and is attempting to remove them from the system.

Purple - Critical Alert. Security presence has detected intruders and is shutting down the system.

Grey - Neutralized. Security presence has been specifically disabled.

White - Unknown. Security presence is being analyzed.

Black - Locked. Unable to monitor system security level.

Security Levels

Security levels are traditionally shown as comparative values to the user, with a 5 representing a moderate challenge, a 1 representing a minimal challenge, and a 9 representing a severe challenge. 0 represents trivial challenge or nonexistent security, whereas A through F are reserved for orders of magnitude theoretically beyond a system's capability to affect. One should always be extra-cautious when dealing with an A-level or higher system, especially if (as is likely) the Alert reading is black (unreadable.) Note that systems with a Vulnerability Spoofer may falsely scan as a lower security system until the more powerful programs are detected…

Network Map

Most systems are comprised of multiple individual stations connected by a wired or wireless network around main router points. Accessing these systems usually requires a clear path from the entry computer to the target computer - which may be simple or complicated depending on the number of systems between you and your target.

All of the previously mentioned notes regarding systems being able to record your activity also go for network infiltration; individual stations may be able to record your activities or leave record of your passing.

SIP Trace

This standard program allows someone to trace the connection path of a user back to their source. It is typically used by a system to determine whether a user is legitimate and to determine where they are connecting from. In most cases, SIP tracing occurs automatically as part of a secure connection, or when a security threshold has been passed, or when a system is currently in Orange or higher security mode. However, because it is resource-intensive, non-secure systems usually skip this activity.

Signal Trace

Most systems are designed to pass data from connection point to connection point in order to facilitate a stable network. Most users make use of this series of bounces without even knowing it, connecting through a series of networks to get from an end user to a target system.

As a matter of course, these connections are logged - the amount of detail involved depends mostly on the whims of the server in question. Most servers maintain at least a low-detail level of logging to report that a user connected from another system to another system. A network monitor can, if instructed, capture all data passing through a system in order to monitor someone's activities in detail - but unless this is already in place, it is of little use against an existing threat.

If a signal can be actively traced back to its source, usually this serves as probable cause to issue search and arrest warrants. In most cases, though, a user will disconnect before an active trace can complete. How a target system responds, again, is up to their personal policies. In most cases, the company involved begins a passive trace to determine the source of the attack, following the path of connections from server to server, examining log files. A legal passive trace request typically grants access to the log files for the exclusive purpose of checking a very small window of connection history (for example, checking what user connected to server 123.12.32.91 on August 20th at 7:30pm, with a five-minute margin-of-error window either way). Government passive trace requests, however, can be much more broad-ranging, in order to search for patterns of connection behavior, but do typically require probable cause (and jurisdiction in the area the server is hosted in.) Requests are typically granted quickly for large public hosting services, but privately owned corporate systems, government systems, and research systems are likely to require greater effort to legally access. Government agencies do have computer forensic experts on hand to acquire logs and other intel without formally notifying the target of the investigation - and often use this privilege to obtain server logs without going through the red tape of notifying the server owner unless action is necessary.

Carrier Virus

The carrier virus is designed to replicate and propagate a data file throughout all systems it connects to in a passive manner so as to avoid detection as long as possible. Carrier viruses may carry the entirety of the file encrypted within their code, or may contain pieces that are put together whenever two carrier viruses meet on an end system. Carrier viruses can be used in order to infect systems with unwanted programs or data files, including videos and audio. This is commonly used by underhanded sorts to transmit advertisements, set up complicated botnets, or set up systems for future infiltrations. In Digiview mode, Carrier Viruses usually self-identify as blocks of unfinished material (stone, wood, etc) until completed.

Bombardier Spider

This net-crawling fiend is autonomously operated without user intervention, and automatically runs along a pre-programmed series of servers. When connecting to each server, the Bombardier Spider unleashes a program payload on the target before swiftly disconnecting and moving to the next target in the list. Typically, a hacker scans a system on a prior run to gather information about defenses, develop access routes, and such, and then programs the Spider to handle the actual dirty work. Most Spiders automatically maintain a specific list of servers to connect to that can easily have their logs cleared (and/or do not keep logs), which they retarget and clear as part of their process.

Borrowed from the Black

These notes were originally for a 'Serenity RPG' campaign, hence the ruleset, but can probably be converted to more general use.

Tools

Fire Jelly: Sold in 8“ tall tin cans, fire jelly was originally designed as an alternative to camp fires for soldiers during the Unification War. When lit, the jelly burns at 550 degrees at a rate of 1/2” per hour; the can is largely heatproof, and putting the lid back on quickly snuffs the low-burning, smokeless flame. LC: 8. Avail: C3, F3, R3. Cost: 0.2 credits / $5. Weight 2 lbs.

Garden Bunk: When you can't afford to buy fresh vegetables, you can grow 'em - even on your boat where the 'garden bunk' has become moderately popular. Consisting of a plastic soil trough (sized to fit on a small bed), it comes with growing lamps and a small sprinkler system. Garden bunks don't afford a huge harvest, but when morale is down, a few fresh tomatoes can do wonders. Weight includes soil and plants the unit will hold. LC: 7. Avail: C3, F2, R1. Cost: 18 credits / $450. Weight 45 lbs.

Gun Case: (Modified from original rules) Some weapons just aren't properly vented to deal with space. A gun case is designed to rectify this matter, bleeding gasses from the propellant reaction off in a manner that will not cause the weapon (and user) to fly back wildly. However, as with venting, gun cases cause a one-step penalty to hit with the weapon; unlike venting, though, gun cases can be removed at will. Gun cases cost 20% of the cost of the weapon, on average, and weigh half as much as the weapon they are meant to encase; they must be custom-built to fit a specific weapon, and will not work properly on any other weapon. LC: 6. Avail: C3, F1, R0. Cost: See description. Weight: See description.

Gun Cleaning Kit: Every good soldier (and settler) knows that you need to take care of your weapons if you want them to take care of you. Guns need to be cleaned and sometimes repaired. This small kit includes all the tools necessary for such. Bought on the Rim, the kit most likely comes in a leather pouch the size of a shoulder bag. Purchased on the Core, it will come in a professional-looking metal case. LC: 6. Avail: C3, F3, R3. Cost: 2.4 credits / $60. Weight 4 lbs.

Multiband: The evolution of the digital watch has led, at long last, to the Multiband. It's an all-in-one watch, digital compass, calculator, alarm, radio receiver, generic remote control, and voice memo. Unfortunately, multibands break easily and are mostly popular among students as a fashion accessory. The most common version (functional, and not too breakable) is the one used for cost determination. LC: 7. Avail: C3, F0, R0. Cost: 4.8 credits / $120. Weight negligible.

Patch Tape: A holdover from the war, patch tape looks like a roll of shiny rubber material. This thin tape is airtight, and the adhesive coating on one side provides a hold strong enough to seal a vacuum suit at full pressure. Hull breaches and the like usually can't be fixed in this manner, but if some sah gwa wants to try, it's his funeral. Keeping a roll in a vac-suit pocket can often be a lifesaver. Price is for a 10-yard roll. LC: 8. Avail: C3, F3, R3. Cost: 1.2 credits / $30. Weight negligible.

Purification Crystals: Frontier settlers and soldiers usually stock packets of these powdery, pale blue crystals. One packet (a box has 20) can cleanse up to a gallon of water for human consumption, killing pretty much all bacteria and parasites, just as if you’d boiled it. LC: 8. Avail: C3, F2, R2. Cost: 0.4 credits / $10. Weight negligible.

Trash Incinerator: Most ships come equipped with some way to dispose of garbage, but there is always a market for ways to quickly and quietly get rid of refuse. The incinerator is a small metal crate fitted with electrical heating coils; it can destroy, in a matter of moments, almost any organic material that can fit into the 2’x2’x2’ space. The resulting residue and ash is collected in a small filter that occasionally needs to be cleaned. LC: 6. Avail: C3, F2, R1. Cost: 7.4 credits / $185. Weight 20 lbs.

Flashlight: A standard piece of equipment for any wanderer, this flashlight uses a P-III Cell and operates for six months of average use, illuminating to a distance of 50 feet. Cost: 1 credit / $25. Weight: 1 lb. For an additional 0.4 credits ($10), you can get a helmet model, or a belt-clip model, either of which leaves your hands free for other work. Professional-grade flashlights that can also be used to beat people run 5 credits ($125.) Mini-flashlights (with a range of about 15 feet) are also available; they use a P-I Cell, weigh 1/4 lb., cost 0.4 credits ($10), and operate for two months of average use. (A month of average use assumes no more than an hour of use per day; for constant use situations, do the appropriate math.) Penlights, which use an E-I cell, and operate for a total of one hour, provide a mere 5-foot light source, and cost a miniscule 0.1 credit ($2.5).

Fire Extinguisher: A vital tool for dealing with fires, this canister sprays flame-retardant foam over a distance of approximately 15 feet, extinguishing most small fires. One extinguisher holds enough foam for eight uses; ships and businesses are as likely to keep a fire extinguisher handy as a first aid kit. A bullet can cause you some problems, but if all the oxygen on your ship is burned up in a fire… LC: 7. Avail: C3, F1, R1. Cost: 2 credits / $50. Weight: 2 lbs.

Survival Tool: Although survival knives and similar fare have been known for quite some time, the Survival Tool is the latest innovation in situational survival. Appearing to be a nondescript black box with various slides and catches, a few simple twists, turns, or pulls showcase its variety of useful functions. At its core is a small rechargeable battery; users are advised to carry a small solar recharger with them in order to get maximum use out of the product. One panel slides open to reveal an unfolding paperscreen; the unit is voice-controlled and has a survival advice database stored within a series of chips on the inside. A utility knife and a variety of other common tools (plus one uncommon one - a small laser that can be used for light welding, cooking, or firestarting) can be unfolded from the base. The unit also has a built-in light on one end, and a whistle on the other. A magnetic compass and thermometer are accessible under a panel. A section slides out that includes needles, fishing line, hooks, and weights. A distress beacon with extendible transmission antenna completes the package; though it can only recieve/transmit text messages, it works. The Survival Tool is very expensive, though, and generally only available in the Core, but for the ultimate in self-preparedness, this is it. LC: 6. Cost: 300 credits / $7,500. Weight: 2 lbs. Avail: C2, F0, R0.

Food and Supplies

Crop Supplements: While terraforming has succeeded in making many planets habitable, the individual quirks of the various planets and moons make it difficult to predict whether or not a given crop will grow on each. Highly concentrated fertilizers and pesticides, packed into easily applied chemical pellets, are one of the more common solutions to this problem. Settlers usually bring a fair supply of crop supplements with them in order to ensure bountiful harvests for the first few years. The pellets come in drums, bags or boxes; one container is enough for five acres when mixed with the seeds before planting or tilled into the earth beforehand. The benefits usually last for two or three growing seasons, depending on the crops being farmed. LC: 7. Cost: 300 credits / $7,500. Avail: C3, F0, R0. Weight: 50 lbs.

Drink, Fine Wine: A case of twelve bottles of extremely good wine; what more needs to be said? Good wine is hard to come by, so it can get very expensive, but many folk consider it worthwhile. 750 ml per bottle. Cost: 6.4 credits / $160. LC: 6. Avail: C3, F1, R0. Weight: 24 lbs., not including refrigeration.

Drink, Good Whiskey: Wood alcohol is cheap. High-quality strong drink is a bit more costly. (One decanter). Cost: 5.6 credits / $140. LC: 6. Avail: C3, F3, R3. Weight: 2 lbs., including decanter.

Foodstuffs, Canned: While not as good as fresh food, canned or otherwise pre-prepared food is still a fair bit better than the processed protein. Since such food keeps indefinitely (or at least a while lot longer than the fresh stuff), food packs and canned fruit are popular among settlers and ship crews. The given price buys two or three boxes of different kinds of food, allowing one person to eat decently for about a week. Rationed, the food will go farther. LC: 8. Cost: 5 credits / $125. Avail: C4, F3, R2. Weight: ? lbs.

Foodstuffs, Fresh: This is what it’s all about: fresh vegetables, fruit and meat. Unfortunately, real food is fairly expensive; folk can’t usually afford it unless things are going real smooth for them. Most often, fresh food is bought in small amounts or is carefully rationed over a period of time, at least by those who live in the black. The given cost is for one week's worth of food. LC: 8. Cost: 8 credits / $200. Avail: C3, F3, R2. Weight: ? lbs.

Foodstuffs, Luxury: This is the kind of fancy-pants yummies you can’t even find most places on the Rim. A pound of fresh strawberries, a chocolate ice cream cake, caviar – such count as luxury goods to folk who live on the Rim. The units in which the goods are sold depends upon exactly what the food is. The price can vary as well, but whatever it is, it will almost always be quite expensive. LC: 6. Cost (per unit): 2 credits / $50. Avail: C3, F2, R1.

Foodstuffs, Nutrient Bars: Nutrient Bars – a Newtech Alliance ration – are perhaps the most compact form of food ever developed. Each bar is about the size and shape of a gold ingot and each is wrapped in foil. The actual bar is a brownish compound, nearly tasteless, but at least it’s better than protein paste. If sliced thinly, a single bar can provide 30 days’ worth of nutrition for one person. The person will still need water and additional calories, but the vitamins, minerals, immune supplements and so on will allow them to subsist on an otherwise minimal diet. LC: 6. Cost for a case of 100 bars: 570 credits / $14,250. Avail: C3, F1, R1. Weight: 500 lbs.

Foodstuffs, Protein Paste: Tubes of colored and (supposedly) flavorsome protein paste are the standard diet for spacefarers in the ‘Verse. The paste is sometimes molded into different forms and cooked different ways. Sadly, it tastes about the same no matter what you do with it. Healthy, if boring, the paste stores a good long while. LC: 8. Cost for one week: 2.5credits / $62.5. Avail: C3, F3, R3.

Spices, Common: Whether it’s protein paste, canned vegetables, or fresh meat, a sprig of rosemary can make your day a little brighter. Cost for a 1/2 lb package: 2 credits /$50. Avail: C3, F1, R1.

Spices, Rare: Popular in the Core for those who can afford high class dining, rare spices such as saffron can be extremely expensive. A good cargo to carry, and even better to have if you can afford it. Cost for a 5 oz package: 5 credits / $125. Avail: C3, F0, R1.

Whether you're dressing for an evening shindig or just throwing on some overalls for grease-diving, you're gonna need something to wear. Since you can figure the cost of most clothes by looking up the dollar price and doing a quick conversion, this section has a list of less-than-standard protective gear. If you want a fluffy pink ball gown or some tight pants to show off your backside, do a quick conversion to find the price. Most goods here have an Armor Rating, which determines what sort of damage they block, and an Agility or Alertness penalty depending on how bulky and noisy (or muffling) they are. Objects with a * in their statistics have special effects listed in their description.

Protective / Emergency Gear

Ballistic Mesh: Used much like the bulletproof vests of Earth-That-Was, ballistic mesh is a finely-woven cloth of metal and plastic over a polymer sheeting. In basic dummy-talk, the mesh stops bullets, and it isn’t as heavy or bulky as other armors. The mesh was often used by the Independents during the war, since it was hard for them to find heavier body-armor. Ballistic Mesh is meant to stop bullets and that’s about it. The mesh absorbs 1 Wound point from any attack on an area covered by the suit (torso, arms and legs, usually), but it doesn’t do much more than that to protect against knives, bombs and so on. Against normal bullets, however, the mesh converts all Wound damage to Stun damage (and Shock Points, if the victim takes too much Stun). This effect doesn’t apply to arrows, bolts or explosive ammunition. Armor Rating: 1W*. Agl/Alert Penalty: None. LC: 5. Cost: 46 credits / $1,150. Avail: C3, F2, R1. Weight: 4 lbs.

Chameleon Suit: Snipers favor these to remain hidden while on the job. Mostly consisting of a baggy set of overalls with clumps of fiber optic wires sprouting here and there, the suit also sports a small computer and dozens of light sensors placed around it. When activated, the suit attempts to match its color to the surrounding area. It does a fairly good job if the wearer is holding still. This effect adds +2 Skill steps to any Covert rolls to remain hidden while unmoving; it also protects as normal armor, though damage may cause its stealthiness to stop working (as determined by GM). LC: 3. Armor Rating: 1W. Agl/Alert Penaly: None. Cost: 40 credits / $1,000. Weight: 17 lbs. Avail: C3, F1, R0.

Helmet, Infantry: A basic metal or composite helmet with a cloth or mesh covering (to which the wearer can attach grass and foliage). Hits to a helmeted head do not add extra damage except on Extraordinary Success (though the character must still make the Survival test to avoid being dazed). LC: 5. Armor Rating: 4W. Agl/Alert Penalty: -1 Alert. Cost: 16 credits / $400. Weight: 2 lbs. Avail: C3, F2, R2.

Helmet, Squad: This helmet originated with the Alliance during the war. It functions in the same way as an Infantry Helmet, but also includes a small communicator to allow members of a squad to stay in constant communication. Unfortunately, the design impedes hearing and peripheral vision. LC: 5. Armor Rating: 4W . Agl/Alert Penaly: -2 Alert. Cost: 35 credits / $875. Weight: 3 lbs. Avail: C3, F1, R0.

Mask, NBC: A fancy gas-mask, this gadget lets you breathe safely in an area contaminated by nuclear, biological , or chemical hazards. Unfortunately, the mask doesn’t let you see all that well, and it doesn’t protect the rest of your body. Armor Rating: 2W. Agl/Alert Penaly: -3 Alert. Cost: 8 credits / $200. Weight: 3 lbs. Avail: C3, F1, R0.

NBC Body Suit: A full-body, airtight, hazardous environment suit provides complete protection from nuclear, biological, or chemical hazards. The mask allows for slightly better vision than the NBC Mask. The bulky material makes it difficult to handle small objects or perform feats that require coordination. Armor Rating: 2W. Agl/Alert Penaly: -2Agl/-2Alert. Cost: 32 credits / $800. Weight: 14 lbs. Avail: C3, F1, R0.

Plate Vest: Ceramic inserts sewn into a ballistic mesh offer torso protection on both the back and the front. Any hits on an area covered by the vest do only Stun damage(and Shock, if necessary), as with ballistic mesh. Unlike the ballistic mesh, the plate vest will protect against sharp instruments (knives, axes), as well as bullets. Since the torso is the easiest target on a human, assume that most attacks would hit the vest, unless specifically targeted elsewhere on the body. The upside – the plate vest looks like a normal garment. The downside – the weight and bulk restrict movement slightly. LC: 5. Armor Rating: 4W*. Agl/Alert Penaly: -1Agl. Cost: 20 credits / $500. Weight: 10 lbs. Avail: C3, F2, R1.

Riot Gear: Full law-enforcement riot gear consists of composite and ceramic plating sewn in various special pockets all over a specially made ballistic mesh suit. The effects of the mesh apply only to bullets, but the Armor Rating reduces damage from all attacks (the suit includes a helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and the suit is bulky enough to be a mite cumbersome – but then, there’s some as like to see the law slowed down a bit anyway. LC: 4. Armor Rating: 3W*. Agl/Alert Penaly: -1Agl/-1Alert. Cost: 92 credits / $2,300. Weight: 24 lbs. Avail: C3, F1, R0.

HeartLine Health Suit: The HeartLine is an undershirt wired with sensors and other gadgets to monitor body temperature, heart rate, blood pressure and so on. It generally transmits this data to a doctor or to a computer where it can be read by a doctor, who can monitor the patient’s health. Armor Rating: None. Agl/Alert Penaly: None. Cost: 28 credits / $700. Weight: 3 lbs. Avail: C3, F0, R0.

Tactical Suit: This is the armor Alliance Federals wear, usually with a Squad Helmet. The suit covers the entire body and is armored with ceramic and composite plates, along with heavy padding. It will stop a heap of damage, but tends to rattle when you walk. LC: 3. Armor Rating: 5W. Agl/Alert Penaly: -2Agl. Cost: 110 credits / $2,750. Weight: 18 lbs. Avail: C3, F0, R0.

Vacuum Suit: Heavy, bulky, and generally restricting, vacuum suits are an absolute essential out in the black. They can be tricky to get on and off, though, so allow yourself some time to get into it. You need to take good care of these to keep 'em working. A bullet hole or similar can be closed up with patch tape, but it is generally worthwhile to invest in a new suit when you have the credits. Armor Rating: 2W. Agl/Alert Penaly: -2Agl/-2Alert. Cost: 67 credits / $1,675. Weight: 35 lbs. Avail: C3, F3, R1.

Firearms and Ammunition

Prayer for the Rim: “God grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the firepower to make the difference.” This is where you'll find the gumption to make the difference. Gun shops everywhere carry pistols, rifles, and shotguns; military surplus stores often carry more unconventional arms and melee weapons.

You should keep in mind that the Alliance strictly controls the sale of weapons on the Core. Permits are required for carrying weapons (especially concealed weapons) and many firearms and Newtech weapons are electronically tagged to make them traceable. Black markets exist on the central planets where you can buy illegal, untraceable firearms, but getting caught with such a weapon will land you on a penal moon.

On the Rim, folks aren't so picky. Gun shops are supposedly regulated, but, in truth, the government has better things to do than go around hasslin' gun dealers and manufacturers. There is also a black market for guns on the Rim and these dealers tend to carry weapons with a bit more bang for a bit more buck. 'Course, there's always a good chance their previous owners are looking for 'em, so you might want to keep what you buy under wraps until you're back on the ship.

There are so many kinds of weapons in the 'Verse that not all of them will be listed here. Then again, unless you're straying off into the realm of Newtech or Craptech, most weapons tend to have similar in-game effects and stats to others in the same class (even if they look different.) Spend some time figuring out what kind of weapons your crew carries. A bullet fired from any type of gun can kill you, but folk tend to give more respect to those carryin' big shiny guns, as opposed to those totin' derringers.

Hand-to-Hand Weapons

Baton, Security: The collapsible metal rod that extends up to two feet when unfolded is used for beatin' on folk who trespass where they ain't wanted. Usually has a rubber grip on one end. LC: 6. Damage d2 S. Cost: 1.2 credits / $30. Weight: 2 lbs. Avail: C3, F2, R1.

Baton, Stun: Kinda like a standard security baton, but with more zap and less thwap. Instead of smackin' someone with this, you use it like a cattle-prod and poke 'em. A battery in the handle discharges a fairly large jolt, enough to shock without doin' much real damage to the poor guy on the other end. All damage done by it is converted to Stun (and Shock Points if it knocks 'em out.) The batteries cost 1 Gold ($5), and last for up to ten shocks. LC: 5. Damage d2 S*. Cost: 12 credits / $300. Weight: 2 lbs. Avail: C3, F0, R0.

Brass Knuckles: This little piece of hand hardware converts unarmed damage into Basic damage instead of Stun damage (see the Flying and Fighting section for more information on unarmed combat.) A nasty little surprise in a bar fight. LC: 5. Cost: 0.8 credits / $20. Weight: 1 lb. Avail: C3, F2, R1.

Club: A good, old-fashioned heavy stick. A bit more brutal than a baton, since doin' some serious damage is now an option. You can buy a metal one, but if you're okay with something a little less deadly, you can fashion a club out of wood that works the same, but does only d4 B damage. LC: 6. Damage d6 B. Cost: 0.2 credits / $5. Weight: 3 lbs. Avail: C3, F3, R3.

Hatchet: One of the most versatile hurtin' tools ever invented, you can also use it to cut down trees and chop firewood. You can even upend it and use it like a club. (Just don't grab it by the sharp part!) LC: 6. Damage d6 W. Cost: 16 credits / $400. Weight: 4 lbs. Avail: C3, F3, R3.

Knife, Combat: A 6“ to 10” long blade is standard. Combat knives make deadly weapons. Can be used to stab or cut, and can also be thrown with some accuracy if you practice at it. LC: 6. Damage d4 W. Cost: 1.6 credits / $40. Weight: 1 lb. Avail: C3, F3, R3.

Knife, Utility: A paring knife or pocket knife can be used as a weapon, but not so well as others. LC: 6. Damage d2 W. Cost: 0.8 credits / $20. Weight: 1/4 lb. Avail: C3, F3, R3.

Machete: A broad, heavy knife used as both an implement and a weapon. Settlers on the Rim use machetes for chopping through brush. LC: 6. Damage d4 W. Cost: 3.2 credits / $80. Avail: C3, F3, R4.

Sword, Combat: Weapon made of metal with a long blade and a hand guard. The art of swordsmanship is considered a gentlemanly sport in the Core and for the wealthy on the outer worlds, where some indulge in the tradition of dueling to the death. Might be troublesome if you don't even know which end to hold. LC: 6. Damage d6 W. Cost: 24 credits / $600. Avail: C3, F0, R0.

Sword, Gentleman's: Swords like this are all fancied up with extra frills and decorations, and are more prone to breaking. Many gentlemen wear these to fancy-dress shindigs, to show what bad taste they have in weapons. LC: 6. Damage d4 W. Cost: 26 credits / $650. Avail: C3, F0, R0.

Sword, Laser: An idea as crazy and impractical as it is highly fictionalized, the Laser Sword is nevertheless highly popular as a (mostly fictional) tool of death dealing. The weapon consists of three sections: the hilt, which holds the battery and selector switch; the crossbar, which holds the laser projectors; and the blade, a highly laser-refractive nano-alloy tipped in a collector terminal. The laser 'blades' project from the crossbar to the terminal as low-intensity laser beams; when this connection is broken, the sighting beam's power is increased to cutting levels. It certainly looks imposing, but it does not sever limbs quickly (though it can 'saw' through a victim steadily) and its battery needs to be changed after 30 minutes of constant use or 6 hours of 'ready' state. It is an excellent, if dangerous, dueling weapon. Damage d6 W burn, can saw through anything with 6W armor or less given time, has 8W armor and 12 Life Points. Cheap models may cease to function temporarily on hard impact, become misaligned, or otherwise malfunction entertainingly when damaged. The listed cost (and energy consumption rate) assumes a single blade; for multi-bladed weapons, divide battery life appropriately and increase cost by 200 credits per extra 'blade'. Also, theatrical versions exist that have the sighting lasers, and 'brighter' laser intensity for impacts, but which inflict no actual damage; these cost only 10% of normal cost and last for 3 hours of constant use or 6 hours of 'ready' state. Battery costs 2 credits to replace for either model. LC: 3. Cost: 600 credits / $15,000. Avail: C2, F0, R0.

Ranged Weapons

Bow: Like the sword, the longbow has become a fashionable weapon of sport in the Core. Most quivers hold 20 arrows, costing about 5 Silver per arrow. The Alliance does not regulate the sale of bows and arrows. (Leastwise as of now.) Learning to skillfully use the bow and arrow can be part of the training of a Registered Companion. LC: 6. Damage d4 W. Range Increment: 70 feet. Max RoF 1. Cost: 6 credits / $150. Weight: 6 lbs. Avail: C3, F3, R3.

Crossbow: A little more practical than the longbow, the crossbow is used as a hunting weapon. A case usually holds 20 bolts that cost about the same as arrows. LC: 6. Damage d4 W. Range Increment: 150 feet. Max RoF 1 per two turns. Cost: 8 credits / $200. Weight: 13 lbs. Avail: C3, F2, R2.

Crossbow, Powered: High-powered, fancy crossbows are used almost like sniper rifles by some, though they were meant for hunting game, not people. The bolts for these cost as much as bullets. LC: 5. Damage d4 W. Range Increment: 175 feet. Max RoF 2, 6 shots. Cost: 24 credits / $600. Weight: 15 lbs. Avail: C3, F0, R0.

Derringer: Small and concealable, the derringer holds only two shots and is slow to fire - but it makes up for it by packing a wallop. Not much range to be had with one of these, though. Derringers use pistol ammo (d4 base damage.) LC: 5. Damage d4 W. Range Increment: 30 feet. Max RoF 1, 2 shots. Cost: 14 credits / $350. Weight: 1 lb. Avail: C3, F3, R3.

Grenade Launcher: These nasty devices can be loaded with any normal grenade, allowing them to be fired from a considerable distance. The damage done by the grenade is the same as the grenade used, but because the launcher is more inaccurate than most guns, range penalties are doubled. LC 3. Damage as grenade. Range Increment: 40 feet. Max RoF 1, 8 shots. Cost: 106 credits / $2,650. Weight: 12 lbs. Avail: C3, F0, R0.

Pistol: The staple of gunfighters everywhere, pistols come in all shapes and sizes. Most folk on the Rim are allowed to carry them in even polite society, since having a gun shows you've got good sense. LC 5. Damage d6 W. Range Increment: 100 feet. Max RoF 3, 8 shots. Cost: 18 credits / $450. Weight: 2 lbs. Avail: C3, F3, R3.

Pistol, Laser: A highly coveted piece of Alliance Newtech, laser weapons are illegal for all except those on the central planets who can obtain special permits for them (and that ain't easy!) and the Alliance military, who don't often use them because of the high cost involved. Laser pistols inflict more damage than a normal weapon, and the Wounds they inflict are considered burn wounds and thus are much harder to heal. Laser weapons require extremely high-density batteries, which cost 2 Credits each and are very difficult to find. Laser pistols don't sit on the black market for long. LC 3. Damage d10 W (burn). Range Increment: 100 feet. Max RoF 3, 10 shots. Cost: 330 credits / $8,250. Weight: 1.5 lbs. Avail: C3, F0, R0.

Rifle: Whether used for hunting or combat, the rifle is a very deadly weapon. Unfortunately, carrying one of these around is a mite conspicuous. Rifles use rifle ammo (d8 base damage), though certain rifles may use unusual ammo types. LC 5. Damage: d8 W. Range Increment: 225 feet. Max RoF 3, 30 shots. Cost: 30 credits / $750. Weight: 9 lbs. Avail: C3, F3, R3.

Rifle, Assault: Full-auto weapons are definitely frowned upon by most authorities ('cept when they're the ones using them), but the attraction of bein' able to saw a man in half is right strong in some. Most Feds carry a Newtech assault rifle as their main weapon. Rifles use rifle ammo (d8 base damage.) LC 4. Damage: d8 W. Range Increment: 150 feet. Max RoF 3, 40 shots. Can fire burst or autofire. Cost: 40 credits / $1,000. Weight: 11 lbs. Avail: C3, F0, R0.

Rifle, Sniper: Used by those who prefer one shot, one kill. Remember, though, that the larger range increment is for someone bracing the rifle and using the scope; using the rifle normally uses the normal rifle range increment of 225 feet. Rifles use rifle ammo (d8 base damage.) LC 4. Damage: d8 W. Range Increment: 225 feet (1,000 feet when using scope and bracing). Max RoF 3, 20 shots. Cost: 160 credits / $4,000. Weight: 15 lbs. Avail: C3, F0, R0.

Rifle, Sonic: The standard issue weapon of choice for law enforcement on the central planets, the sonic rifle looks like a fancy shotgun with a couple of nested radio dishes about five inches across where the barrel ends. The sonic rifle fires a sonic burst that stuns the target, potentially knocking him down (or out.) Armor works at only half effectiveness, rounded down, and there is no risk of damaging any but the most fragile of goods. The gun has a very short range and is inoperable in a vacuum. Like a laser weapon, it runs on hard-to-find batteries (1 Credit each), and like most government equipment it is usually equipped with a transponder chip that allows it to be tracked. LC 4. Damage: d8 S. Range Increment: 15 feet. Max RoF 2, 50 shots. Cost: 140 credits / $3,500. Weight: 6 lbs. Avail: C3, F0, R0.

Shotgun: Two barrels of death. 'Nuff said. Shotguns use shotgun shells (d10 base damage.) LC 5. Damage: d10 W. Range Increment: 10 feet. Max RoF 2, 10 shots. Cost: 50 credits / $1,250. Weight: 10 lbs. Avail: C3, F3, R3.

Submachine Gun: SMGs are popular in the criminal underworld. Machine guns eat ammo, but at least you can sleep better at night knowing your enemies are carrying around two pounds of lead. SMGs generally use pistol ammo (d6 base damage.) LC 4. Damage: d6 W. Range Increment: 60 feet. Max RoF 3, 35 shots. Can fire burst or autofire. Cost: 36 credits / $900. Weight: 4 lbs. Avail: C3, F1, R0.

Specialty Guns

Rocket Pistol: These guns fire high-powered, rocket-propelled projectiles; these guns fire best in vacuum, where their self-propelled nature causes less general recoil; they are always properly vented for use in vacuum, and receive no step penalty to fire, either in or out of vacuum. Rocket guns are much less effective at close range (d4 B at less than 10 feet, d6 B at 10 to 20 feet.) Rocket shells cost 1 platinum for 5 normal rounds; many alternate rounds exist. Rocket Guns use rocket shells (d10 base damage.) LC: 4. Damage: d10 W. Range Increment: 300 feet. Max RoF 3, 12 shots. Cost: 150 credits / $3,750. Weight: 4 lbs. Avail: C2, F0, R0.

The Sureshot Special: This weapon is only found amongst elite combat forces, as it has several very non-standard modifications that provide it with exceptional accuracy, reliability, and utility. It comes with a laser sight that can also serve as a designator system for Seeker bullets (A, A, and A for combining them). It is capable of burst fire (B) and has a selector between burst-fire and singleshot mode (A). It comes with a snapaway holster (A), but most importantly, its ammo capacity is quadrupled (D). It takes Custom Ammo (in order to fit in its customized magazine), and normal bullets for it cost 0.1 credit per bullet (1 credit per ten bullets.) Gains +1 step bonus to hit within 50 feet when laser sight is used; +2 step bonus to Initiative to fast-draw from holster. LC: 3. Damage: d6 W. Range Increment: 100 feet. Max RoF 3, 32 shots. Can fire burst or autofire. Cost: 135 credits / $3,375. Weight: 2 lbs. Avail: C1, F0, R0.

Explosives

ChemPlast (CP-HE) Charge: A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Shrapnel isn't an issue (unless whoever set the charge packed it full of nuts and bolts and the such), but the blast wave is apparently a lot like being struck by a cruiser. LC 3. Damage: 3d12 W. Range Increment: 5 feet. Cost: 6 credits / $150. Weight: 1 lb. Avail: C3, F0, R0.

Grenade, Concussion: Used offensively because their smaller blast radius is less dangerous in the open, these grenades can still clear an area very effectively. LC 4. Damage: 4d6 B. Range Increment: 10 feet. Cost: 1.4 credits / $35. Weight: 1 lb. Avail: C3, F0, R0.

Grenade, Flashbang: Designed to stun enemies, flashbangs do relatively little damage, but everyone within 20 feet of the grenade is automatically stunned for one turn, and then they have to make a Survival roll against a Difficulty of 15. If they fail, they are stunned for 2d6 more turns. If they succeed, they are stunned for only 2 more turns. The only way to deal with this effect is complete ear and eye protection, which gives a +2 Vitality Step bonus to the roll. Flashbangs don't always have to be grenades. Certain creative individuals have disguised these explosives in such innocent lookin' objects as a stick of incense. LC: 5. Damage: 2d6 B*. Range Increment: 5 feet. Cost: 0.8 credits / $20. Weight: 1 lb. Avail: C3, F1, R0.

Grenade, Fragmentation: Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usually involves diving behind something - or someone - big and thick and heavy. LC 3. Damage: 5d6 W. Range Increment: 15 feet. Cost: 1.8 credits / $45. Weight: 1 lb. Avail: C3, F0, R0.

Grenade, Smoke: Inhaling the smoke does some damage, seeing as you get less air that way, but mostly the smoke obscures vision inside and through the cloud (counting as Thick Smoke, giving +8 to the Difficulty to hit any target through more than 10 feet of smoke.) The smoke fills the blast area and dissipates slowly (usually in about two minutes.) NBC masks prevent the damage. LC: 5. Damage: d4 S. Range Increment: 20 feet. Cost: 0.6 credits / $15. Weight: 1 lb. Avail: C3, F2, R1.

Grenade, Gas: These grenades release a special nerve gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask will prevent the damage. The gas dissipates in a few rounds. LC: 4. Damage: 3d6 S. Range Increment: 5 feet. Cost: 1.2 credits / $30. Weight: 1 lb. Avail: C3, F0, R0.

Mining Charge: Used to blast mine shafts, these charges are perfect for demolition of all kinds, and often come with a remote detonator or a timed electric fuse. LC 5. Damage: 5d10 B. Range Increment: 2 feet. Cost: 20 credits / $500. Weight: 5 lbs. Avail: C3, F3, R2.

Seeker Missile: A Newtech weapon from the war, Seekers are automated, flyin' grenades. They use a small hover-drive to move around, and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. They tend to move toward motion and heat, and explode when they think they're near a target - any mobile heat source not transmitting the proper transponder signal. Tossing a flare tends to fool Seekers, but the blast can still be deadly at a range. LC 3. Damage: 2d8 W. Range Increment: 5* feet. Cost: 95 credits / $2,375. Weight: 4 lbs. Avail: C2, F0, R0.

Squadkiller: A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried or hidden at a major intersection or common areas where people are likely to congregate. Built-in sensors wait until there are at least 12 warm bodies within 15 feet of this bomb, and then boom! Folk are all dead, just like that. LC 2. Damage: 4d12 W. Range Increment: 15 feet. Cost: 48 credits / $1,200. Weight: 8 lbs. Avail: C2, F0, R0.

Ammunition and Reloading

The amount of ammo you carry gets kind of important. Some GMs may want each crew member to keep track of how many bullets he has left, while others may just want to keep things simple by making the crew spend some cash every now and then and say, “I'm stocking up on ammo.” Either way, if you're empty, your slug thrower won't mean mi tian gohn when the Reavers start gnawin' on your insides.

Most ammo can be bought at the same place you buy weapons. On the Core planets, bullets are sold only in gun shops and you have to produce the proper paperwork (though ammo can be found on the black market.) On the Rim, most General Stores and similar will carry ammo. Because bullets are made of lead, there isn't exactly a shortage for most folk; though there are some who like to buy fancy, special-made bullets, such as explosive-armor piercing-hollow point-shaped charge shells of gruesomeness. That'll be quite a bit more expensive and most likely illegal, even assuming you can find it.

Disregarding that kind of extravagance, here's a pretty simple way to do ammo shopping on the outer worlds. Different guns use different caliber bullets, but the prices are basically the same. Players should know whether they're buying shotgun shells or pistol rounds, and how much they need. Figure the cost at about 0.2 credits / 1 Gold to buy 10 shots. If the guns are Newtech, the ammo will cost more - maybe a lot more - but otherwise price shouldn't vary too much from there. Double the cost for ammo purchased on the Core from a licensed gun dealer and quadruple the cost for black market ammo on the Core.

When you buy the bullets, you probably buy them in a box and load your gun yourself. The number of bullets in the box depends on the weapon and how much you feel like spending. Common numbers are 20, 50 and 100 bullets.

Custom Ammo vs. Standard Ammo

Any weapon that is listed as using Custom Ammo (generally Newtech weaponry, but some unique types exist) lists the specific price for its ammunition in its description. Custom Ammo cannot be interchanged with normal ammunition of its weapon type and die size, though Custom Ammo may be interchangeable with other weapons of its custom type (a Special Ops bullet may fit in several different Special Ops weapons.) Custom Ammo can still be Fancy, but good luck finding a provider; Avail for all custom ammunition is always one less than the Avail of the weapon itself (and in general, must be ordered direct from the manufacturer, making it much easier to track said purchases.)

Note that a weapon that receives its damage modifier from a different source (say, a rifle that fires d8 caliber bullets, but inflicts d6 damage due to a silencer) uses the normal ammo type for its damage die before modifiers (that is, d8 rifle ammo, in this case.) Only damage modifiers that occur due to 'bigger bullets', so to speak, change the ammo type taken.

Standard ammunition (that likely to be found in any gun shop) exists in the following quantities: pistol ammo (d4 or d6 base damage), rifle ammo (d8 base damage), and shotgun shells (d10 base damage.) Any gun that does not use Custom Ammo, but does not match these sizes, is considered to use non-standard ammunition (cost is generally higher, and availability is generally lower.) Remember, the price of a normal bullet is 0.02 credits per bullet ($0.50); the price of nonstandard ammunition is generally 0.04 credits ($1) or higher per bullet.

Fancy Ammo

Out away from the Core, a man's ammunition is as important to him as the pants he's wearing. One man's ammo loadout might fit him like a glove, but a Federal Marshal's is likely to be somewhat different. Bullet availability and legality depends on the bullet; not many people agree to selling the man on the street depleted-uranium rounds, and not many people stock such things to begin with. Note that Newtech innovation can reduce or counteract penalties, but is guaranteed to be even more expensive. Bullets have the following modifiers:

Features: What the bullet does. Damage Mod: Modifies Damage Die of bullet. Note that any bullet whose damage die would be reduced to zero as a result of this modifier cannot be made. Acc Mod: Modifies Skill to hit. Cost Mod: Modifies the cost of a normal bullet.

Bullet Mods

Normal: Regular, ordinary bullets made of lead. Regular damage, regular price.

Armor-Piercer: Ignores half (round up) of any armor. Base damage -1 step. Cost x 2.

Hollow-Point: Armor protection doubled, targets without protection have 1W protection. Base damage +2 steps. Cost x 2.

HP/AP: Ignores half (round down) of any armor. Base damage +1 step. Cost x 5.

Fragmentation: Explodes into shrapnel on impact. Inflicts (base damage -2 steps) extra damage if it wounds enemy, but targets with armor effectively gain 2W extra protection against base damage. Cost x 5.

Shaped Charge: Core is explosive, shooting a jet of molten metal forward; this inflicts 2d(base damage -2 steps) extra damage and ignores 4W of armor on a successful detonation. Must hit a hard target to detonate (strike 3W or more of armor, or inflict 5W or more damage.) Cost x 25.

Explosive: Core explodes on impact; this inflicts (base damage -2 steps) W damage (armor protects) if no wounds were inflicted, or 3d(base damage -2 steps) W damage if any wounds occurred (and armor does not protect.) Cost x 25.

Injector: Bullet contains a tiny amount (one dose, usually) of a specific drug; if bullet inflicts wound damage, the drug is considered injected. LC depends on drug. Base damage -2 steps. Cost x 10 (+ drug cost per dose.)

Gas Puff: Round releases a brief cloud of gas that for one turn creates a 5-foot cloud of inhalant drug. Precise effects depend on the drug; an Alertness + Discipline roll (Hard for a person hit by the round, Average for anyone else) allows you to take proper action (don't breathe, etc.) Base damage -3 steps. LC depends on drug. Cost x 10 (+ drug cost per dose x 10.)

Smoker: Round releases thick smoke upon impact, obscuring vision within 5 feet for d3 turns. Autofire can create a powerful smoke screen. Base damage -3 steps. Cost x 5.

Tracer: Round glows brightly in flight, adding +2 Steps to observe its flight (if a roll is necessary at all). When used to help aim, can add +1 or +2 steps at GM's option to future shots. May start fires if it hits flammables, also at GM's option. Base damage -2 steps. Cost x 2.

Shrieker: Round shrieks in flight, adding +2 Steps to hear its flight (if a roll is necessary at all.) Base damage -2 steps. Cost x 2.

Cacophony: Combine Tracer and Shrieker effects. Base damage -3 steps. Cost x 5.

Incendiary: Round deforms on impact and releases white phosphorus, causing d6 W fire damage (-1 step per round, unless a fire starts.) Armor protects normally. Base damage -2 steps. Cost x 5.

Seeker: Gains +2 step bonus to hit if using Designator or firing at a target a previous Seeker has hit. -2 steps to hit if not using Designator and previous Seeker has missed. Seeker signals last 10 turns. Base damage -1 step. Cost x 25.

Tracker: If bullet inflicts wound damage, or otherwise remains with target, it can be tracked with a signal tracker for up to 24 hours. Base damage -2 steps. Cost x 10.

Irradiated: Very nasty bullets - lead around a depleted-uranium core. Inflicts damage as per radiation exposure - a Resistance check for every minute the bullet remains in the victim, with a starting difficulty of Easy, and increasing by a cumulative +4 difficulty for each roll. Failed rolls while the bullet remains in the victim result in d2 S damage. After no further Stun can be taken, the character suffers both Wound and Shock damage until death. Removing the bullet quickly is generally recommended. Cost x 50.

Silver: These silver bullets look awful pretty, and inflict +1 step damage as well due to their quality. Cost x 10.

Gold: These golden bullets look awful pretty. That's about it. Cost x 25.

Bronze FMJ: Not pretty, but effective. Base damage +1 step. Cost x 5.

Titanium FMJ: Incredibly strong, lightweight, and deadly. Base damage +2 steps. Cost x 25.

Holy Cross: A perversely popular sales item - bullets with the Holy Cross engraved on them. No special effects. Cost x 2.

IR-Seeker: Gains +1 step bonus to hit warm objects (+2 step bonus to hit precise, intense heat sources, like an exhaust coil); -1 step penalty to hit anything that isn't warmer than the environment. Base damage -1 step. Cost x 25.

Signalseeker: Gains +1 step bonus to hit transmitting objects or people (+2 step bonus to hit transmitting devices directly); -1 step penalty to hit anything else. Base damage -1 step. Cost x 25.

Radseeker: Gains +1 step bonus to hit radioactive devices (+2 step bonus to hit precise points that are emitting radioactivity); -1 step penalty to hit anything else. Base damage -1 step. Cost x 25.

Rubber: Nonlethal rounds for crowd control; all but 1 Wound from shot converted to Stun damage after armor. Cost x 2.

Blanks: These rounds make noise, but do zero damage; if within 10 feet of target, target does take (base damage -2 steps) Stun damage, but that's about it. Cost x 0.5.

Target Rounds: These rounds are designed to mark up a target without causing much real damage. Damage converted to Basic, leaves a paint mark on impact. Base damage -1 step. Cost x 0.5.

Long-Range: Range increment doubled. Base damage -1 step. Cost x 2.

Extreme Range: Range increment quadrupled. Base damage -2 steps. Cost x 5.

Hyper-Range: Range increment x 8. Base damage -3 steps. Cost x 10.

Subsonic: Range increment halved, -2 step modifier to any Alertness rolls to notice shot. Base damage -1 step. Cost x 5.

Shotgun Shell Mods

The listed damage for shotgun shells assumes that the shotgun is using buckshot, but that isn't always the case.

This uses the assumption that the shotgun shell's high damage yield is due to its shot spread. Since there's no fancy rules about armor being better against a shotgun blast than a rifle shot, I've taken that tack in regards to dealing with other forms of shotgun shot, shotgun slugs, etc.

Based on suggestions, I've adopted the following: Shot adds +1 step to hit, but damage from it decreases 1 step per range increment.

Shotgun Slug: Converts a standard shotgun shell to a 'bullet' that can then be augmented with any Bullet mod. Range increment x 10. Base damage -1 step. Cost x 2.

Buckshot: Regular, ordinary shotgun shells, these fire a spray of small projectiles that provide ideal damage for cutting through big game - or for use in combat. Normal cost, normal damage.

Birdshot: A shell containing a multitude of small projectiles, ideal for hunting birds, but less so for killing people. Armor protection doubled (and targets without armor get 1W armor.) Base damage -1 step. Cost x 0.75.

Smallshot: A shell containing a multitude of tiny projectiles, good for target practice and very little else. Range increment halved, armor protection doubled (and targets without armor get 1W armor.) Base damage -2 steps. Cost x 0.5.

Flechette: Round fires a multitude of tiny darts. Range increment x 1.5, armor protection doubled. Base damage +2 steps. Cost x 5.

Beanbag Shell: Converts all but 1 Wound to Stun damage after armor. Cost x 2.

Rubber Pellet Shell: Fires a burst of rubber pellets; all but 1 Wound converted to Stun damage after armor. Cost x 2.

Canister: Fires a canister that releases a brief cloud of gas on impact, which creates a 5-foot cloud of inhalant drug. Precise effects depend on the drug; an Alertness + Discipline roll (Hard for a person hit by the round, Average for anyone else) allows you to take proper action (don't breathe, etc.) NBC masks generally protect against this effect. Base damage -3 steps. Cost x 2 (+ drug cost per dose x 10.)

Tear Gas: These canister rounds create a cloud of tear gas (2d6 Stun to anyone within 5 feet, 1d6 Stun to anyone within ten feet); anyone within this cloud also is at an effective -2 steps to all Attributes if they breathe in the cloud or have their eyes open. An NBC mask protects against this effect. Cost x 2 + 12 credits.

Flashbang: These rounds explode with effects similar to a flashbang grenade, but in a much smaller package. Everyone within five feet of the impact of a flashbang round takes d6 B damage, and everyone within 10 feet is automatically stunned for one turn, and must make a Survival roll against a difficulty of 11 or be stunned for 2d6 more turns. (Complete ear and eye protection gives a +2 step Vitality bonus to this roll.) Cost x 2 + 8 credits.

Bolo: Fires two small weights strung together by a fine wire, with the intent of capturing a combatant at a distance. Does Stun damage only, but target must succeed at a Hard Agility + Strength action in order to free arms / legs to act (shooter's choice.) Base damage -2 steps, -1 step to hit. Cost x 5.

Dragon's Breath: A shell loaded with exothermic metals that sends an enormous gout of flame forward when fired. Range increment x 10, Base damage -1 step, inflicts Burn damage and is likely to start fires on any flammable object in range. Weapon has a 1 in d4 chance of immediately ceasing to function (may be more or less depending on reliability of weapon, if notable). Cost x 10.

Baton: Loaded with a wooden dowel segment for less lethal use. All but 1 Wound is converted to Basic damage after armor. Generally used for incapacitation. Cost x 2.

Bad Things With Weapons

Overheat: Energy weapons don't jam, but they do overheat. If use continues, roll vs. d8 (higher or lower for more or less durable weaponry) for each use; if it equals or is less to the overheat number, weapon breaks down immediately. Otherwise, add one overheat level. Gun loses one overheat level per 30 seconds when relevant. Most weapons have a safety feature which makes the gun unfireable when in a state of overheat.

Gun Jam: When guns jam, someone's gotta take the time out to fix them. This generally takes an Intelligence + Guns check at Average difficulty; you can try this as a simple action, but if it fails, a complex action is required to get it working again (with each roll counting as one turn.) Better to use a different gun.

WEAPON MODIFICATIONS

People want to customize nearly everything about their lives, especially when they live close to the Core; customizing one's weapon can be the best investment one ever makes, as it might mean the difference between living and dying. These modifications can be purchased at costs relative to the weapon they are meant to go onto, or can be used to build a specialized weapon. Aftermarket addons cost the listed amount, while newtech modifiers are handled in the newtech section, above. Aftermarket modifications that require dismantling of the weapon generally require a complex check (for the gunsmith, with one hour between checks - difficulty between Hard and Heroic depending on the extent of the modification) for each modification. Some modifications require other modifications to be installed for them to function properly. Components that are compatible with each other, if not installed at the same time, add an additional Hard complex check to reconfigure them properly. Professional gunsmiths generally get paid per hour of work, in addition to the cost of the modifications purchased.

Iron Sights: The standard sights found on a weapon, providing a standard bonus to aim. If for some reason these are removed, subtract one step from all Aim bonuses unless there is some replacement. No cost.

Laser Sight: +1 step bonus to hit a target within 50 feet. Others can notice a laser sight in use on an Average difficulty Perception + Alertness roll (Hard if they're the target.) Adds 50% to weapon cost / counts as Newtech[A].

Laser Rangefinder: Requires either Digital Sights or Optical Scope. Provides a precise distance to any target (within approximately one mile; better rangefinders can operate over longer distances.) Can be integrated with Laser Sight. Adds 50% to weapon cost / counts as Newtech[A].

Digital Sights: Digital sighting systems incorporate a small camera system into the gunsight, and provide a small viewscreen. This provides the viewer with the ability to see where the gun is aiming, and zoom in on targets (effectively doubling range increment if the gun sights are used and three turns are spent adjusting the scope range, and allowing the viewer to fire around corners and similar such at a -2 step Skill penalty. Furthermore, Digital Sights can recieve additional enhancements that give it added capabilities. Effects of Optical Scope are cumulative with Digital Sights if built into each other. Adds 100% to weapon cost / counts as Newtech[B].

Holographic Sights: Holographic sights are the same as digital sights (and mods that require Digital Sights can do Holographic Sights just as well), but do not require an actual viewscreen - they display pertinent data wherever the user wants them to. Adds 150% to weapon cost (50% if Digital Sights are already installed) / counts as Newtech[B] + Newtech[A].

Optical Scope: An optical scope provides magnification from 1x to 20x or better. The cost listed is for a scope that is built specifically for the weapon it will be used with; 'generic' scopes that can be mounted on any weapon are also available, but subtract -1 Step from Skill rolls to use the weapon due to their clunkiness. Newtech scopes are generally either built into the weapon itself, or are integrated with other modifications. Scopes only improve range increment if sufficient time is spent to properly adjust and use them (three turns or more). A decent scope can double range increment and costs 50% of weapon cost / counts as Newtech[A]. A good scope can quadruple range increments and costs 100% of weapon cost / counts as Newtech[B]. An excellent scope multiplies range increments by 8 and costs 150% of weapon cost / counts as Newtech[B]. A superb scope multiples range increments by 12 and costs 200% of weapon cost / counts as Newtech[C].

Attachment System: While not in itself a significant modification, an attachment system allows a variety of other modifications to be added and removed at the user's convenience. Cost of the attachment system is per attachment point; a sample weapon might have one attachment system at the top for different scopes, while an undermount attachment system can connect an undermounted weapon, designator, or flashlight. Adds 50% to weapon cost per attachment point / counts as Newtech[A] per attachment.

Designator: Provides Seeker bullets, missles, and other weapons that rely on a Designator the information they need. Adds 50% to weapon cost / counts as Newtech[A].

Burstfire Mod: Converts a single-shot weapon to fire three-shot bursts instead. Adds 50% to weapon cost / counts as Newtech[A].

Autofire Mod: Converts a single/burst weapon to be capable of automatic fire. Adds 100% to weapon cost / counts as Newtech[B].

Selector: Allows user to switch between illegally altered mode and normal mode. Adds 50% to weapon cost / counts as Newtech[A].

Extender Clip: A clip that sticks out a lot more, but holds 2 to 4 times the normal amount of ammo. Extender clips are not 'newtech', in that the bullets themselves do not change in size. If concealing the weapon is an issue, it is one step harder to conceal / easier to notice per x+1 after x1. (A x4 ammo clip makes the weapon three steps harder to hide.) Adds 25% to weapon cost per added multiplier, adds 10% weapon weight per added multiplier.

Barrel Shortening: Makes weapon more concealable, but range is halved and damage reduced one step. Adds 50% to weapon cost / counts as Newtech[A]. Further Newtech mods can be taken to offset the damage / range mods. Can be taken multiple times by doubling the cost each time / increasing Newtech level by 1.

Barrel Lengthening: Makes weapon less concealable, but range is doubled and damage increased one step. Adds 50% to weapon cost / counts as Newtech[A]. Further Newtech mods can be taken to offset the damage / range mods. Can be taken multiple times by doubling the cost each time / increasing Newtech level by 1.

Gun Venting: Provides -1 step to hit, but weapon can be used in vacuum safely (ie without pushing the user around to significant degrees.) Adds 50% to weapon cost / counts as Newtech[A]. Note that gun cases can also be used for this purpose, and are removable - but are also a lot heavier.

Silencer: Provides -1 step to hit, but provides a -2 step modifier to be heard when fired. A modern silencer lasts for around 100 shots before the baffling must be replaced, but most people prefer to keep these maintained much more frequently whenever possible. Most well-made guns can have a silencer attached to them - or at least be modified so that they can have one attached. Adds 50% to weapon cost and 25% to weapon weight. The baffling usually costs about 20% of the weapon's cost, and is about 5% of the weapon weight if it matters. A weapon with built-in silencing is a Newtech[A] innovation; increasing this by one level (Newtech[B]) cancels out the to-hit penalty. Weapons with built-in silencers still need baffling replacement (though further Newtech innovation can expand the effective lifespan of the baffling.)

Suppressor: As Silencer, but for burst/autofire weapons. A modern suppressor generally lasts around 200 shots as well - but as the weapons they are meant to silence usually hold more ammunition, this tends to go away much faster. Adds 50% to weapon cost and 25% to weapon weight. Baffling replacements cost 20% of weapon cost and 5% of weapon weight when it matters. Weapons with built-in suppression is a Newtech[A] innovation; increasing this by one level (Newtech[B]) cancels out the to-hit penalty. Weapons with built-in suppression still need baffling replacement (though further Newtech innovation can expand the effective lifespan of the baffling.)

Autotargeting: Requires Digital Sights; once a target has been chosen, sight lights up when weapon is properly aimed. Provides an effective +1 step bonus to hit. Adds 50% to weapon cost / counts as Newtech[A].

Silk-Trigger: +2 step bonus to Initiative for purposes of shooting first; an Initiative botch means a misfire (especially if the attempt was a fast-draw.) Furthermore, in any turn in which multiple actions are taken, if the first action is shooting (not drawing), there is no penalty to hit. Can be combined with Snapaway Holster for purposes of fast-draws. Adds 50% to weapon cost / counts as Newtech[A].

Snapaway Holster: +2 step bonus to Initiative for purposes of fast-draws; taking weapon from holster by enemy is an Average Unarmed Combat action resisted by Alertness + Agility. Snapaway holsters, like normal holsters, must be fitted for their weapon (almost exclusvely pistols). Cost is 25% of weapon cost.

Tracer Chip: These chips allow the weapon to be tracked if stolen, and can be identified easily with appropriate scanning equipment. They come standard in all Core-based weaponry, and generally are included in the price. Removing a chip from one that is equipped, or adding a chip to one that is not, generally costs 10% of weapon cost.

Recognition Grip: This bit of newtech is used mostly by law enforcement officers who don't want their prized possession taken from them and then used on them. The grip can be trained to recognize up to five different fingerprint types; if a fingerprint type that is unrecognized attempts to use the gun, the weapon will not fire (and locks down if Safety Lockdown is purchased.) Cost is 50% of weapon cost / counts as Newtech[A].

Safety: Most weapons include a safety mechanism free of charge. Removing such a mechanism generally costs 20% of weapon cost (as does adding one, for weapons that lack it.)

Safety Lockdown: An advanced version of the safety, this locks a weapon down electronically, and without the proper electronic key the weapon cannot be unlocked and used. Cost is 50% of weapon cost / counts as Newtech[A].

Variable Power: On energy weapons only; user can choose to control amount of weapon damage, to the limit of the amount of damage the weapon can inflict. Cost is 100% of weapon cost / counts as Newtech[B].

Overpower: On energy weapons only; weapon can inflict twice as many damage dice for four shots, three times as many damage dice for nine shots, etc. Any Botch immediately overheats weapon. Weapon cannot be used for (multiplier - 1) turns after firing or it will immediately overheat. Cost is 100% of weapon cost / counts as Newtech[B].

Overheat Lockdown: On any weapon that generates sufficient amounts of heat, this modification automatically stops the unit from functioning if temperature levels are getting dangerously high (especially problematic in vacuum), preventing weapon breakdowns. Cost is 50% of weapon cost / counts as Newtech[A].

Safety Override: Requires Overheat Lockdown; allows you to manually deactivate safe use protocols (you can fire when the gun is overheating, etc.) Cost is 50% of weapon cost / counts as Newtech[A].

Burstfire Beam: On energy weapons only; enables weapon to fire in bursts. Weapon overheats more quickly if you do this, though. Cost is 100% of weapon cost / counts as Newtech[B].

Autofire Beam: On energy weapons only; enables weapon to autofire. Weapon overheats immediately after use, though. Cost is 200% of weapon cost / counts as Newtech[C].

Undermount: You can mount a secondary weapon into the held weapon (popular favorites include lasers, sonic rifles, and grenade launchers.) Cost is 50% of weapon cost, plus the cost of the undermounted weapon / counts as Newtech[A].

Digital Enhancement: Requires Digital Sights or Optical Scope. Attempts to automatically enhance and delineate targets and provide ideal focus for target's distance, lowering penalties for range by one step if the scope is used. Cost is 100% of weapon cost / counts as Newtech[B].

Light Amplification: Requires Digital Sights or Optical Scope. Enhances natural lighting for targeting purposes. Halve darkness penalties when looking through scope. Complete darkness reduced to Dark if any light source at all available. Cost is 50% of weapon cost / counts as Newtech[A].

Infrared Vision: Requires Digital Sights or Optical Scope. Negates all darkness penalties if target is significantly different temperature than environment. Cost is 100% of weapon cost / counts as Newtech[B].

Computerization: This computer system can monitor and display weapon data (temperature, battery power, ammo, etc) as well as data from other integrated systems. Can also control weapon systems, presets, etc, if provided data, and can store data if properly configured. Generally has its own tiny OS and program storage, but can be supplemented with Memory Storage, Interface Port, or other useful stuff. (Setup reduced to one turn if a proper preset is available.) Cost is 50% of weapon cost / counts as Newtech[A].

Interface Port: Requires Computerization. Allows any networkable device to interface with the weapon to control, manipulate, or analyze data from it. Cost is 50% of weapon cost / counts as Newtech[A].

Memory Storage: Allows a memory tab to be inserted for presets/storage/etc. Size of storage is dependent on size of memory tab. Cost is 50% of weapon cost / counts as Newtech[A].

Quickloader: A side port that allows you to quickly feed ammunition into a weapon without removing the clip. Cost is 50% of weapon cost / counts as Newtech[A], and adds 25% of weapon weight.

Recorder: Allows weapon to record audio data; requires Memory Storage or Computerization to retain significant amounts. Can be used for voice control systems if properly integrated. Cost is 50% of weapon cost / counts as Newtech[A].

Parabolic Recorder: Recorder upgrade that allows weapon to record as if using a parabolic microphone (amplifies hearing in one direction, up to 300 yards away). Cost is 50% of weapon cost / counts as Newtech[A].

Camera: Allows weapon to take still pictures; requires Memory Storage or Computerization to retain more than one picture for viewing. If the weapon also has Digital Sights or Optical Scope, cost is 50% of weapon cost / counts as Newtech[A]; otherwise cost is 100% of weapon cost / counts as Newtech[B].

Vidcam: Requires Camera or Digital Sights or Optical Scope, and either an Interface Port, Memory Storage, or Computerization. Allows weapon to film movies; audio requires a Recorder as well. Cost is 50% of weapon cost / counts as Newtech[A].

Holocam: Requires Camera or Digital Sights or Optical Scope, and either an Interface Port, Memory Storage, or Computerization. Allows weapon to create holovids. Cost is 200% of weapon cost / counts as Newtech[C].

Battery Power: When adding any electronic apparatus to a weapon that does not already use battery power, it is generally assumed to include a small battery as part of the modification. This incurs no additional cost, and lasts for a duration determined by the GM (8 hours of regular use, in general.) Weapons that already include a battery drain negligible amounts from the battery to power their other systems. No cost.

Integral Cell: Rather than a regular battery, this weapon has a recharger unit and has a long-lasting rechargeable battery. Takes 8 hours to recharge on standard current; recharger weighs about 25% of weapon weight for weapons that use battery power to fire, or 1 lb. otherwise.

Undermount Conversion: This converts a weapon to be usable as an undermount weapon for another weapon; weight is reduced by 1/2 and weapon can either be a direct undermount or an attachment without paying further. Cost is 100% of weapon cost / counts as Newtech[B], and total cost is directly added to cost of main weapon, which must take Undermount or Attachment.

Electronic Firing Mechanism: This converts complete control of the weapon's firing mechanism from mechanical systems to electronic systems. (Note that this means a Mag Charge or similar will disable the gun entirely!) With this, Computerization, and Recorder, a gun can be voice-activated - capable of changing between fire options on verbal command, or even firing when the owner says the word! An EFM gun requires less active maintenance, though the EFM 'pin' must still be replaced occasionally, and the gun must still be cleaned regularly. Cost is 50% of weapon cost / counts as Newtech[A].

Collapsible / Folding: This weapon is designed to be folded down into a less identifiable, smaller package. Cost is 100% of weapon cost / counts as Newtech[B], and this limits other options (GM's decision).

Easily Disassemblable: This weapon can easily be disassembled and reassembled, and can be done so much more quickly than a normal weapon. Cost is 100% of weapon cost / counts as Newtech[B], and may limit other options (GM's decision.)

Innocent Disassembly: This weapon disassembles into many, many minute parts, which are easily concealed as parts of outfits, in clothing linings, etc. Cost is 200% of weapon cost / counts as Newtech[C], and limits other options (GM's decision.)

Gunscanner-Proofed: This weapon is made mostly of hard plastics, and is designed with the intent to spoof gunscanners in mind; although a regular search will still detect it as a gun unless it is Concealed, gunscanners and other objects are generally at a -2 to -4 step penalty to detect the weapon. Costs 200% of weapon cost / counts as Newtech[C], and may limit other options (GM's decision.)

Concealed: This weapon is not an obvious weapon, but is concealed in an otherwise innocuous object. If the object functions normally under scrutiny and the weapon function is concealed (a Bible with a gun built into the spine), add the costs of both items together, and add 100% / Newtech[A] to the resulting product. Objects with lessened / no real function are treated as craptech versions of normal items, to a limit of 5% object base price, though 100% / Newtech[A] is still added to the result.

Voice Recognition: Requires Recorder capability. Compatible with Computerized for higher storage options and so forth; otherwise, recognizes up to 5 voiceprints entered by the user (either when the weapon is set up, or through an Interface Port, or through reprogramming). This can be used with, for instance, a Safety Lockdown to lock a gun until an authorized voice speaks the appropriate passphrase, or to recognize your target by sound alone. Costs 50% of weapon cost / counts as Newtech[A].

Optical Recognition: Requires Digital Sights, Optical Scope, or Camera capability. Compatible with Computerized for higher storage options and so forth; otherwise, recognizes up to five different targets by comparing them to high-resolution photographs in its internal memory. This is very useful for identifying bounties, especially when aided with enhanced programming. Costs 50% of weapon cost / counts as Newtech[A].

Do-it-yourselfer types can perform their own gunsmithing checks to upgrade their fancy guns. Of course, a professional gunsmith will do a better job, but is likely to insist on being paid for their time, as well. Most upgrade 'kits' come with at least reasonable instructions to perform the given task - at the GM's option, certain 'brands' may provide better instructions (adding a step bonus to the gunsmithing roll.)

Computers and Technology

Be advised that the information in this section will be modified, as the GM has a beef with the very flighty computer rules of the Serenity RPG and has a thing for hacking and programming. As such, this section may not match up with the original.

When humanity's home in the 'Verse was established, the tech-heads began working on an interplanetary communications network. If the central planets are the beating heart of the system, then the Cortex is its nervous system. Nodes have been placed around every planet - even newly terraformed outer worlds - with communications lines along most every trade route and shipping lane. Only those who deliberately go out of their way to avoid bein' noticed (flyin' under the Alliance radar, for instance) will find themselves cut off from their fellow folk.

The Cortex can be accessed by anyone with the right equipment, which means to say anyone with the cash to afford an access terminal, or - for something even more shiny - a handheld access device. Once on the Cortex, a 'Verse full of talk, news, information, and entertainment is waiting to be had.

Most Cortex-based communication comes in the forms of “waves,” which can be as simple as text messages, but are more often viewed on flat-screen video. And for those with the right equipment, three-dimensional holographic imaging is possible. Most waves are delayed messages, though if two parties are close enough, the communication can be live and direct. While a source-trace can locate the origination node for each end of the signal, the trace cannot specifically track where a particular wave came from in the first place.

The Alliance government works to control content on the Cortex, and they are adept at doing so for the most important and sensitive material. But the sheer volume of information means that if some file or document is broadwaved from a location with the right equipment, it will reach every data node strung throughout the system and can be accessed by anyone ready to receive.

One important thing to remember about Cortex access points is that every screen serves also as camera and microphone. Watch your favorite episode of Razor Frog and someone on the other end could be watchin' you pick your teeth. Privately owned devices are harder to pull feeds from, though someone with the right know-how can do it. Public terminals are supposedly private, but it's widely known that someone could be watching you at just about any time. However, since there are so damn many screens in the 'Verse, no one could watch every one all the time. The truth is out there. You can't stop the signal.

Laws against electronic crimes are heavily enforced and law breakers punished, but the potential rich rewards of the bits and bytes still encourage hackers and the like to keep on tryin' their luck. Black market tech helps the nefarious stay one step ahead of the Feds.

Computers, Hardware, and Progs

Cortex Terminal, Black Box: An illegal terminal, designed to disguise the user from Alliance snoops. Unfortunately, since so many features of the Cortex are closely monitored, pretty much everything interesting is locked up tighter than the First Allied Bank. About all you can do with this clunky unit is send anonymous waves (basically voice and video mail) and read the news. LC: 3. Cost: 747.2 credits / $18,680. Weight: 20 lbs. Avail: C2, F0, R0.

Cortex Terminal, Personal Access: What most Core citizens use. Essentially a 2’x 2’ touchscreen monitor, 5” thick, with a moderately sized base to allow for the rest of the equipment, Cortex terminals are a phone, a computer and a TV all rolled into one – to put it in the terms of folk back on Earth-That-Was. You can surf the Cortex, access almost any information (assuming you can pay for a pass code), send waves, use progs, store almost limitless amounts of data… assuming, of course, that the gorram thing wants to cooperate. Since a terminal is just that—a terminal—sometimes you can lose Cortex access if a satellite or transmission station goes down, and then you lose whatever you were working on, and have to hope your connection gets going mightey quick, because you have no storage capacity. LC: 6. Cost: 100 credits / $2,500. Weight: 15 lbs. Avail: C3, F1, R0.

Cortex Terminal, Public Access: These terminal panels can be found in all sorts of places. Generally they serve a specific purpose, and can access only a limited number of functions. Police, Telofonix (a local-area communication service), and emergency calls (direct to a hospital or ambulance) are three standard options. Docking berths on the surface usually have public terminals for ship specs and for logging travel plans, which can be useful if you want to advertise for cargo or passengers. LC: 6. Cost: 52 credits / $1,300. Weight: 15 lbs. Avail: C3, F3, R3.

Data-library, standard: Knowledge is power, and power costs money. If you want access to a vast library of literature, history texts, recipes, and so forth, then paying for a data-library subscription is the way to go. These can provide a lot of information; how general or specific is up to the GM. LC: 6. Cost: 22.8 credits / $570. Avail: C3, F2, R1. Note: Annual renewal costs ¼ original price.

Data-library, professional: The latest in medical science, gravitic engineering, ship construction, and pretty much anything else can be had by those who feel the urge to pay for it. Sometimes a fellow needs to be licensed to get access to such, but at least you can be guaranteed to get pretty much all the information the Alliance doesn’t feel it’s too dangerous for you to know. LC: 5. Cost: 92 credits / $2,300. Avail: C3, F1, R0. Note: Annual renewal costs ¼ original price. May require Alliance certification.

DataBook: The exact appearance can vary, but these data readers range in size from a paperback novel to a hardback textbook. They can store up to 5 terabytes of data (enough for a few useful progs or 3-D schematics or such), read data discs, and link to the Cortex through a terminal or sourcebox. They can even be linked to other electronic devices to be used for programming or control purposes, though that’s less of a sure thing. Not many on the Rim bother with such a posh bit of gear, but it has its uses. LC: 6. Cost: 30 credits / $750. Weight: 2 lbs. Avail: C3, F2, R1.

Mass Storage Unit: This small bookshaped box can interface with any unit that has a port, and serves as a self-contained storage unit. It requires its own power adapter to function properly. LC: 7. Cost and weight are dependent on storage unit size; a 10T storage unit weighs 1 lb. and costs 2 credits / $50. A 100T storage unit weighs 5 lbs. and costs 15 credits / $375. A 1P storage unit weighs 25 lbs. and costs 125 credits / $3,125. A 10P storage unit weighs 125 lbs. and costs 1000 credits / $25,000. Continuations in this theme continue to weigh five times as much and cost about eight times as much with each 10x increase. Avail: C3, F0, R0.

Data Disc: These crystalline hexagonal discs can be clicked into a data reader for access at most any terminal or computer station. The standard disc holds enough information to store even short holographic recordings and can be reused. A normal datadisc holds one terabyte of data. LC: 7. Cost: 0.2 credits / $5. Weight: 1/8 lb. Avail: C3, F2, R1.

Memory Tab: This small memory card is about the size of a nickel, square-shaped, and can be inserted into memory tab interfaces. A normal memory tab holds as much memory as a datadisc, but in a much smaller package. A normal memory tab holds ten gigabytes of data. LC: 7. Cost: 1 credit / $25. Weight: negligible. Avail: C3, F0, R0.

Dedicated Sourcebox: Expensive sourceboxes that not only act as terminals, but can also store up to 200 terabytes of data and maintain a terminal link for up to a mile around. LC: 5. Cost: 154 credits / $3,850. Weight: 30 lbs. Avail: C3, F1, R0.

Encyclopedia: Another expensive little toy, these devices are slick Core databooks with their own extensive data-libraries. While the common geatures are Languages, Human History, and Universal Encyclopedia, different models come with up to three other libraries. For example, a doctor might get one with Medical Science, Anatomical Engineering, and a Bio-Physical Atlas in addition to the standard three. Otherwise, it functions as a normal DataBook. LC: 6. Cost: 60 credits / $1,500. Weight: 2 lbs. Avail: C3, F1, R0.

Holo-Image Development Suite: Holographic tech is expensive, but not uncommon in the ‘Verse. This device allows you to produce holographs. A bunch of progs and a 3-D manipulator (little box you stick your hand in, so you can move it about and shape the images) lets you make durn near anything you put your mind to (if you have the right skills). LC: 6. Cost: 64 credits / $1,600. Weight: 5 lbs. Avail: C3, F1, R0.

SubKelvin: Where there’s a will, there’s someone working against it. SubK is a well-known (and thus almost useless) security-removal utility. It works against Core softies who don’t know their operating matrix buffer from their main feedback path, but that’s about it. There’s better stuff out there, if you know where to look. LC 4. Cost: 80 credits / $2,000. Avail: C3, F0, R0.

XerO Security: One of the most popular Cortex Profile Protection Utilities, XerO self updates, autoruns, and jumps through hoops on command. LC: 7. Cost: 7.2 credits / $180. Avail: C3, F1, R0. Note: 5 credit annual fee for updates.

Communications and Security Equipment

Barrier Field: Force barrier technology may once have been just bie jih mone, but now it's just extremely costly. Some of the wealthier families on the Core and the outer worlds can afford to surround their homes with the 10“ tall, square projector pillars that make up the generator system, but not many. A pillar has to be situated at each corner and end point - as the fields only project along straight lines - and the tech is expensive. However, once operational, the barrier field is extremely durable: it takes at least 50 Damage inflicted in one turn to overload it. Attacks on the barrier generally alert a security system to the problem. Even if the security is disabled, the fireworks may attract unwanted attention. Normally invisible, the barrier field is highlighted by timed energy surges to show that it's active; when you start poundin' on it, the energy flow can get a lot brighter. Cost is for 50 feet of force-barrier fencing. LC: 5. Cost: 1,062 credits / $26,550. Weight: 450 lbs. Avail: C3, F1, R0.

Commpack, Long Range: A backpack-sized transmitter capable of sending and reading on a range of frequencies. The batteries for the Commpack will last for up to two months of normal use, and are relatively cheap (between 40 and 50 Silver each), so this unit was often used by the Independent Faction during the war, despite the unfortunate fact that the signal isn't exactly secure. Range of 300 miles. LC: 6. Cost: 37.8 credits / $945. Weight: 10 lbs. Avail: C3, F1, R0.

Commpack, Short Range: Essentially the same as the long range version, the difference in the short range Commpack is that the signal is heavily encoded. The drawback is that this reduces the range available at the unit's power level. Range of 20 miles. LC: 5. Cost: 22.4 credits / $560. Weight: 7 lbs. Avail: C3, F2, R1.

Distress Beacon: A pre-set common distress signal transmitted at extremely high power will generally attract the attention of the Feds or police if you're on the Core. Out on the Rim, Alliance patrols may hear the call, and, if so, they'll respond. Since patrols are pretty few and far between, though, the chances are they may not hear it or they may have other priorities. The beacon is only about the size of a duffle-bag, so moving it around isn't too much of a problem for most folk. Automated distress signal, range of 750 miles, self-powered for 10 hours. LC: 6. Cost: 31 credits / $780. Weight: 14 lbs. Avail: C3, F1, R0.

Emergency Signal Ring: A Newtech distress beacon miniaturized down to where it can be worn as a ring, and activated without any overt movement. Wealthy folks find them useful to protect them against kidnappings and the like, since they can be tracked easily and a personal code built into the ring lets the authorities identify them. When the police get an emergency code call, they tend to respond in force. LC: 6. Cost: 300 credits / $7,500. Weight: negligible. Avail: C3, F0, R0.

Fedband Scanner: A ship's communication system can be tuned in to most frequencies, but civilian ships do not typically pick up the official government and police channels. There are ways around this, if you feel like tinkering, but for most folks, a wave-scanner such as this does the trick. LC: 4. Cost: 19.8 credits / $495. Weight: 3 lbs. Avail: C3, F2, R1.

Gunscanner: A fairly standard security device in the Core, most banks and government buildings have a gunscanner installed at security checkpoints. Of course, folk with the proper permits can carry weapons, but all others will have their weapons confiscated. The scanners can be calibrated to detect a lot of things, though most look for a concentration of metals, traces of common propellant chemicals, and the ID chips installed in most legally acquired firearms. Newtech gunscans are even more efficient, and could include barrier field tech to keep out anyone with a weapon. LC: 4. Cost: 132.8 credits / $3,320. Weight: 220 lbs. Avail: C3, F0, R0.

Micro Transmitter: Usually a hard-to-spot earpiece, microtransmitters are used by the majority of security forces in the 'Verse. The transmitter's range is generally limited to a few hundred yards, but it makes up for that by allowing easy and discreet contact. LC: 6. Cost: 8 credits / $200. Weight: negligible. Avail: C3, F1, R0.

Motion Sensor Array: A main hub unit about the size of a small databook monitors the transmissions from the eight motion sensors. The sensors are 1” cubes with glass panels over the sensors and can be stuck to walls, stashed in tree branches, or wherever. They just need to be placed within 100 feet of the hub. LC: 5. Cost: 22 credits / $550. Weight: 12 lbs. Avail: C3, F1, R0.

Ship-linked Handset: A clunky little walkie-talkie handset, this is the standard device used for keeping crew members in touch with their ship. Most ships come with several handsets, but generally additional or replacement units are needed - there's always some lummox who sits on his handset and smashes it. 10 mile range. LC: 6. Cost: 3.2 credits / $80. Weight: 1 lb. Avail: C3, F2, R1.

Surveyor's Box: A local area geoscanner combined with a mapping utility prog make this device, that is about the size of a foot locker, useful for surveyors laying out mine shafts and tunnels. Some are sold to nonprofessionals, but what uses they find for 'em aren't always apparent. LC: 5. Cost: 230 credits / $5,750. Weight: 65 lbs. Avail: C3, F1, R0.

Transmission Station: Offering franchises for carrying the Cortex signal has become an extremely popular way for the Alliance to spread and maintain the Cortex farther out on the Rim. Of course, once you own a Transmission Station and a license (at 1,000 credits a year), you still need an approved place to put it - usually that means on an orbital station somewhere, and that usually means high rent and living costs, since you'll be paying spaceport prices for food and services. Not a choice for those looking for an exciting, high-paying life, though if you can afford to finance one of these (and a few operators), they can be a good way to make money. LC: 5. Cost: 2,200 credits / $55,000. Weight: 3,000 lbs. Avail: C3, F0, R0.

“Jabberwocky” Signal Blocker: The Jabberwocky box is only one of any number of illegal devices used by some folk to prevent other folk from hearing what they figure they have a right to say. Once activated, the box can scramble all to hell any signal within five miles. If you use it for more than a minute or two, it quickly becomes obvious to the authorities that something isn't quite right. The Jabberwocky is difficult to locate, but it will eventually be found. LC: 3. Cost: 13.3 credits / $332.50. Weight: 10 lbs. Avail: C3, F0, R0.

Some folk who are professionals in their particular field require gear that is specially designed for their needs. Such gear can generally be effectively used only by those who have been professionally trained in the operation of the equipment. Specialty equipment can either be very expensive and difficult to come by (such as a Cryo Chamber), or it may be fairly commonly found (such as lock picks.) Those who are professionals in their chosen fields will know where to obtain the equipment they need and how to obtain it. (Doctors will know where and how to acquire medical supplies; engineers will know where to obtain cutting torches, etc.)

Outfitters

Most Outfitter goods are LC 5 (available as long as you can prove you have a need), with the exception of covert-ops gear. Certain goods are more difficult to legally require, however, requiring licensing fees or black-market intervention.

Medical Equipment

Blastomere Organs: Cloning and growing organs for those needing transplants has become a viable practice in the Core, but Blastomeres - a recent Newtech creation - could make this practice obsolete. Designed to be acceptable by any human body, the synthetic organs could eliminate the time needed to grow a cloned organ. Blastomeres are longer-lasting and are more durable than normal human organs, potentially improving the body and increasing the lifespan of the recipient. Needless to say, they are extraordinarily expensive nad, since they are still undergoing testing, they are not available to the public. LC: 1. Cost: 18,000 credits / $450,000. Weight: 5 lbs. (on average). Avail: C0, F0, R0.

Cryo Chamber: Designed originally to put patients in stasis until they can be properly treated (or a cloned organ can be grown), cryogenic freezing chambers have a number of other uses. Slavers sometimes transport their victim in cryo, though this is expensive and can pose a problem if the people handling the cryo unit don't know how to use it properly. Putting a body in cryo requires giving the person a carefully measured set of injections, depending on how long the stasis is supposed to last. Removing the person from cryo requires a careful “warm-up” procedure. Not following these procedures doesn't necessarily mean that the subject will die, but this can happen if the user bungles it badly. LC: 3. Cost: 1,300 credits / $32,500. Weight: 275 lbs. Avail: C3, F0, R0.

Dermal Mender: Another fancy medical innovation, this is for those who don't like stitches and can pay to avoid scarring. Through a combination of regenerative stimulation and the application of artificial skin, the dermal mender can close almost any wound in a matter of minutes. Unfortunately, while the mender works well for tissue bond (don't fiddle with it and it should be good as new in a few days), the dermal mender can't fix bone, cartilage, or organs. It'll patch up your skin (and maybe even help put an ear or a nose back on, at least partially), but that's it. After surgery, the dermal mender can close the incision (maybe healing some of the Wound damage) and prevent infection. The GM is the final arbiter as to what Wounds inflicted on a character can be healed with a dermal mender. LC: 5. Cost: 800 credits / $20,000. Weight: 15 lbs. Avail: C3, F0, R0.

Doctor's Bag: A collection of basic medicines, antibiotics, scalpels, extractors, etc. Everything a doctor needs to perform minimally in house-call environments, though far from enough to treat everything he might encounter. Out on the Rim, this may be the best there is. The GM will assign a -2 to -3 Skill step penalty for trying to perform any surgery or complex procedure equipped only with the supplies found in this bag. LC: 5. Cost: 27.4 credits / $685. Weight: 7 lbs. Avail: C3, F3, R3.

Doctor's Bag (MedAcad): A doctor who graduates from one of the major Medical Academies (on Osiris, Londinum, or Sihnon) will almost certainly have one of these. Technically, they are available to any licensed practitioner in the Core (as are most medical supplies, if the buyer can pay), but that means that the person must have attended one of the major MedAcads or has his training certified by one, which is no mean feat. These more advanced doctor's kits include the best in portable instrumentation, the latest in commonly needed medicines (though in small amounts), and so forth. The penalty for any surgery with this is reduced to between -1 and -3 Skill steps from a normal doctor's bag, though some things (such as major open-heart surgery) still require more than is available here. LC: 5. Cost: 210 credits / $5,250. Weight: 8 lbs. Avail: C3, F0, R0.

First-Aid Kit: A standard first-aid kit containing several pain killers, weaves, smelling salts and other minor but useful items. At the GM's option, someone using a first-aid kit can staunch bleeding, apply painkillers to reduce Wound penalties, and so forth. It counts as 'standard equipment' for first-aid rolls. LC: 6. Cost: 0.6 credits / $15. Weight: 3 lbs. Avail: C3, F3, R3.

Immunization Packet: These little foil packets contain several hypos of medicine and a couple of chewable tablets. Using a packet will help prevent the user from being infected by almost any known disease. The effects last for only about 48 hours. LC: 6. Cost: 3 credits / $75. Weight: negligible. Avail: C3, F1, R0.

MedComp: While a bit big to carry by hand (being a little bigger than a Cortex terminal), the medcomp combines most necessary medical scanners with a set of diagnostic progs. Most of the sensors operate via a plastic-cased finger sleeve attached to the medcomp by a wire; someone hooked up can have his heart rate, body temperature, blood chem levels, and so forth monitored by the computer. Use of a medcomp gives the doctor +2 Skill steps to diagnose a problem or disease, and the monitors may allow a doctor extra time to react to and treat emergency situations (if a patient's heart stops, for example.) LC: 5. Cost: 312 credits / $7,800. Weight: 23 lbs. Avail: C3, F0, R0.

Medical Supplies, Emergency: The doctor who pays the monthly cost for keeping these on hand should be equipped to deal with most major medical situations he could reasonably expect to encounter (serious gunshot wounds, major infections, massive blood loss, etc.) Being well-stocked with emergency medical supplies gives +2 Skill steps to rolls to treat both major and minor medical problems - as long as the GM rules the situation is not so unusual that the doctor is unprepared for it - and the bonus stacks with that when the doctor has Medical Supplies, Standard, when applicable. Constant use may require that the supply be restocked more often than once a month. LC: 5. Cost: 110 credits / $2,750. Weight: 20 lbs. Avail: C3, F1, R0.

Medical Supplies, Standard: Paying the monthly cost to keep an infirmary stocked with the basics allows the doc to make rolls without penalty to treat most common or mild problems, such as a cold or a bullet in the leg. For treating a minor wound (usually 1-4 Wound points), using such supplies can even give a +1 Skill step bonus. LC: 5. Cost: 46 credits / $1,150. Weight: 15 lbs. Avail: C3, F1, R0.

Operating Theatre, Modular: Developed during the war so that base camp hospitals could be set up quickly almost anywhere, a Modular Operating Theatre equipped with a MedComp and standard and emergency medical supplies counts as Superior Supplies / Ambulance Conditions for first-aid and surgery purposes. Since many ships were equipped with them during the war, most ships use a similar model for their infirmary. LC: 5. Cost: 346 credits / $8,650. Weight: 1,250 lbs. Avail: C3, F0, R0.

Covert Ops Gear

Debugger: A palm-sized signal scrambler, these generally won't interfere with high power transmissions, such as the Cortex, but they play merry hell with most electronic bugs in a 15' radius. LC: 5. Cost: 20 credits / $500. Weight: 1 lb. Avail: C3, F1, R0.

Disguise Kit: A suitcase filled with makeup, hair dye, wigs, fake beards, plastic skin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user's skin tone and a few sets of 'John Doe' artificial fingerprints that adhere seamlessly and remain good for 24 hours. On worlds where obtaining a complete kit is not feasible, one can generally build their own kit (with less legal trouble), but have to pay twice as much due to shopping around. Refills cost 5 credits for ten uses; a basic kit contains ten uses. LC: 4. Cost: 65.6 credits / $1,640. Weight: 5 lbs. Avail: C3, F1, R0.

Eavesdrops: If you want to know what people are saying behind your back, this is the way to find out. The microphones (no larger than the size of a pinhead) can be hidden anywhere within 30 feet of the transmission hub. The hub collects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile. Includes four bugs and a transmitter. LC: 3. Cost: $1,180. Weight: 3 lbs. Avail: C3, F1, R0.

Fake Identcard: Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it's easier to steal someone else's card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it through a card-reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won't match Cortex records, meaning careful examination will reveal the fraud unless trouble is also taken to alter all Cortex databanks… LC: 1. Cost: 4,000 credits / $100,000. Weight: negligible. Avail: C0, F0, R0.

Laserlight Mist: A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires, and so on without setting off alarms. The mist dissipates within two turns. One can is good for checking about 25 cubic feet. LC: 4. Cost: 1.8 credits / $40. Weight: 1 lb. Avail: C3, F2, R1.

Lock Picks: An assortment of small picks and wrenches for opening locks rolled up in a piece of cloth. Not worth much, since old-fashioned mechanical locks are rarely used where there's something worth stealing. LC: 4. Cost: 14 credits / $350. Weight: negligible. Avail: C3, F2, R1.

Lock Picks, Electronic: Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they'll open. This little pack of gadgets can help accomplish both. LC: 4. Cost: 35.4 credits / $885. Weight: 1 lb. Avail: C3, F1, R0.

Mag Charge: A short-range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible, to do fully), all electrical equipment in the 10' affected radius will short out and stop working until repaired. (Objects with Durability ratings roll that die against Average Difficulty; a failuire means they cease functioning.) Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmospheric craft is not advised. LC: 3. Cost: 27 credits / $675. Weight: 1 lb. Avail: C3, F1, R0.

Optical Bomb: A bundle of LEDs and fiber-optic cabling around a capacitor, optical bombs are designed to temporarily blind an opponent (and possibly nearby security cameras), making it easier to disable said opponent. To be truly effective, the bomb must go off within 15 feet of people and 10 feet of cameras, and must be within the line of sight of the people and cameras. An NBC mask will protect a person's eyes from this, while some more expensive security cameras have an auto-reactive coating to protect cameras from such attacks. LC: 4. Cost: 16 credits / $400. Weight: 1 lb. Avail: C3, F1, R0.

Poison, Kortine (Debilitating): If a dose (usually about two milliliters) of this poison enters a victim's bloodstream, it will do 1d8 Stun damage each turn for six turns, with extra Stun counting as Shock Points. Unless a further dose is applied, the poison will not raise a victim's Shock Points high enough to put him into a coma (so maximum Shock Points from a single dose of Kortine is equal to a victim's Life Points -1). If ingested, the effects are the same, but the damage is only 1d4 Stun each turn. LC: 4. Cost per dose: 11 credits / $275. Avail: C3, F0, R0.

Poison, Cyanol (Lethal): Equally lethal by ingestion or injection, a milliliter of this poison will do 2d12 Wound damage, and the victim must make a Hard Endurance Roll (see Flying and Fighting section.) Failure indicates heart attack and imminent death (barring immediate medical treatment.) LC: 3. Cost per dose: 12.6 credits / $315. Avail: C3, F0, R0.

Narcotic Lipstick - This lipstick is doublesided. One side provides a protective lip coating that makes the wearer temporarily immune to lip-based contact poisons. (This does not provide protection against ingested poisons, so the wearer is advised to either use additional protections or beware sloppy kissers.) The other side provides a debilitative narcotic poison, generally smeared on the lips over the protective coating, that requires a Resistance roll (Hard difficulty) to prevent the kisser losing consciousness immediately, as well as suffering d4 Stun per turn for three turns; the subject will awaken after regaining half of this Stun, or when roused with smelling salts. (As a side effect, those kissing the unconscious person must make an Average Resistance roll to prevent passing out themselves and suffering d4 Stun for one turn… not that this is a common occurrence or anything…) One stick is good for 20 applications. LC 3. Cost: 100 credits / $2,500. Weight: negligible. Avail: C3, F1, R1.

Engineering Supplies

CAD Board: About the size of a dinner tray, this device operates much like a databook. The large screen is meant to aid engineers and architects in the creation of plans and schematics, and allows in-depth examination of building plans, ship layouts, and the like. LC: 6. Cost: 27.2 credits / $680. Weight: 5 lbs. Avail: C3, F1, R0.

Cutting Torch: Whether you're working on your ship or cutting your way into someone's vault, this is the tool of choice for most folk. The small energy pack can be worn at your hip, and the device includes a face mask to keep you from burning off your eyebrows. Requires atmo to work. LC: 5. Cost: 4 credits / $100. Weight: 8 lbs. Avail: C3, F2, R1.

Gravcart: A six-inch thick platform, two yards long and one yard wide, the gravcart uses a small grav-drive to float and carry up to one ton. It does not supply its own lateral motion, requiring it to be pulled or towed. (Effective weight for purposes of being pulled is 1% normal.) LC: 6. Cost: 485 credits / $12,125. Weight: 150 lbs. Avail: C3, F1, R0.

Scrapware: Salvagers sell crates of good-condition materials such as wire, metal sheeting, springs, etc., at junkyards and spaceports. Scrapware won't help you all that much if a catalyzer or some other complex part busts, but it can allow a good mechanic to perform basic repairs on the fly, so you can make it back to port. (Scrapware can also be kept on hand to provide routine maintenance.) LC: 7. Cost: 5 credits / $250. Weight: 50 lbs. Avail: C3, F2, R1.

“Sticky” Scrapper's Gel: When cutting your way into derelict ships, sometimes you have to do it with no atmo around - and then your trusty cutting torch won't work. The solution is Scrapper's Gel. The device lays down a line of the goo (price is per 10 yards of gel) that has a conductor embedded inside. When a small surge of energy is applied, the goo turns into a powerful acid that can eat its way through most metal. Since it doesn't work in atmo, someone bent on cutting a hole in the hull with gel will have to go outside to do it. LC: 5. Cost: 2 credits / $50. Weight: 2 lbs. Avail: C3, F2, R1.

Tool Kit, Basic: Hammers, saws, wrenches, screwdrivers and the like (and their powered equivalents) can be used by most folks and are good to have around. A carpenter, mason, metalworker or similar will find that these are the right tools for the job. If you want a big workship with table-saws, sandblasters, and powered arc-welders, then you need one of the bigger tool sets. LC: 6. Cost: 14.4 credits / $360. Weight: 15 lbs. Avail: C3, F3, R3.

Tool Set, Electronic: A full set of equipment for working with modern electronics in the 'Verse. If you're a computer designer, a holo-set repairman, or something along those lines, this is what you need. Most of the tools probably fit in a utility belt, but there are one or two bigger pieces that are a bit more difficult to carry around. LC: 6. Cost: 138 credits / $3,450. Weight: 45 lbs. Avail: C3, F2, R1.

Tool Set, Mechanic: A full set of mechanic's tools used by ship's mechanics, engineers, and those working in garages. You need this setup to do any real repair work on a vehicle of any sort from a mule to a full boat. LC: 6. Cost: 284 credits / $7,100. Weight: 130 lbs. Avail: C3, F2, R1.

Robotics

Robots are an interesting type of gear. They could be just about any shape and size. They can do a helluva lot that real folks can't. But before we get to talking about robots, let's get one thing straight: there aren't any thinking robots in the 'Verse! Sure, lots of progs and robots can sound like a person, maybe even act like a person in some way, but they're not people. Scientists and programmers are working long and hard making robots ever smarter, but there's a big difference between convincing programming and being sentient. (That point said, it is not impossible to have a robot capable of engaging you in an intellectual debate… it's all in how it's programmed.)

Robots in the 'Verse are much like they were on Earth-That-Was. Generally, a robot is designed with a specific job in mind, and it can do only that job. Some have completely pre-set commands, and some are smart enough to make decisions (such as 'stop', when they'd run into something.) Some of the more common models are described here, but there are other types in use, especially in heavy industries. Prominent manufacturers push their prototypes in mass advertising, so they pop up on the Cortex as commercials. The Foreigner Corporation (Cybernetics & Robotics Division) has more than a few models they'd like to see get some sales.

Robots

AgriCultivator: A brilliant design, the AgriCultivator has all the necessary tools to till, plant, tend, and harvest a field. It runs off rails suspended above the field on which it is working. This robot has become colloquially known by the shortened name, AgriVator, because of its propensity for breaking down. LC: 6. Cost: 2,240 credits / $56,000. Weight: 1,300 lbs. Avail: C3, F1, R0.

Automated Secretary: To all appearances, a pleasant-looking young person (man or woman, at the buyer's option) sits behind a desk, answering the Telefonix calls and greeting visitors. If you were to steal a peep around the desk, though, you would find the person has no legs - just the wheeled chair it's built in to. The unit can answer simple questions related to its function, such as giving directions, typing memos, and filing documents. When faced with something it doesn't understand, it will ask politely if it can refer the person to a more capable party, usually a help-desk or other human in the area. To operate, the automated secretary must be plugged into the local power grid. LC: 6. Cost: 1,600 credits / $40,000. Weight: 100 lbs. Avail: C3, F0, R0.

LoveBot: No self-respecting robotics manufacturer makes such a self-indulgent toy, but there's enough demand to keep a small but steady underground market supplied with these extremely expensive 'bots. Usually built to custom specs (desired sex, build, skin tone, hair color, etc.), the LoveBots are designed for companionship. They are capable of a slow walk, simple conversation, and the physical acts for which they are primarily designed. They generally lounge quietly on sofas or beds, and remain plugged into the power grid by a cord (which can be detached; a LoveBot can run on battery power for 12 hours.) As a concession to practicality, LoveBots have an internal emergency signal beacon, and are capable of summoning the police or an ambulance if they detect the need. They can also be used to record and play back simple messages. Anyone known to own such a device automatically earns a black mark in the Companion Registry. This device is technically not illegal, but is not sold openly in stores. LC: 5. Cost: 1,960 credits / $49,000. Weight: 120 lbs. Avail: C0, F0, R0.

Excavator: One of the few robots manufactured and operated almost solely on the outer worlds, Excavators are used in most mining concerns. Capable of identifying, cutting, and loading minerals and ores into an attached cart, the unit runs on tracks that guide it and supply it with power. Humans still have to do the truly dangerous work of mining, since they still have to blast through rock, shore up tunnels, bring in and construct the tracks, and identify areas in which to concentrate operations. After that, the excavators are brought in to do the rest. The arms that fold into the rectangular body contain laser-saws, mining-charge layers, measurement and cutting tools, sensors, and claw-like manipulators. LC: 5. Cost: 2,350 credits / $58,750. Weight: 950 lbs. Avail: C2, F2, R2.

Household Assistant: Not much bigger than a trash can, this angular little robot has a vacuum, a static dust-cleaner, bays for polishes and waxes, and so on. It can clean a room fairly well in a matter of minutes, assuming it doesn't bungle its sensors and start running into things. Popular as a show of wealth in the Core, the Assistants are owned by many of the wealthiest families (even though they still employ housekeepers.) Consequently, the wealthy Core-wanna-be's living on the Rim consider them status symbols and will pay well for them. LC: 6. Cost: 1,344 credits / $33,600. Weight: 55 lbs. Avail: C3, F1, R0.

Scout Drone: A newly modified expansion on the Seeker missile, the scout drone is slightly larger than its explosive predecessor. Capable of both automated seeking and manual guidance, the drone can travel up to two miles from its launch point and return safely on a full battery charge. It carries several cameras, an infrared sensor, and a variety of other sensory instruments, all of which constantly transmit data back to base. These drones have yet to undergo a real field test, since they went into mass production after the war ended. LC: 3. Cost: 640 credits / $16,000. Weight: 12 lbs. Avail: C3, F0, R0.

NewTech

Not all gear is created equal. Sometimes your rusty old six-shooter looks mighty shabby compared to the fancy new piece the Alliance has just issued to the Feds. Both guns do about the same thing - put a hole in a man - and yours has sentimental value. But while you're having a sentimental gun jam, the Feds have slapped you in cuffs and hauled you off.

Because it would be too cumbersome to list all the brands, makes, and models of each and every bit of equipment in the 'Verse, the tables here give the average stats for most things. If a character (or NPC) needs a pistol with a little more kick to it, a computer with a bit more power, or a med kit with the latest in bandages, the GM can let them find (or buy) a Newtech version of what they'd normally use.

These levels can fluctuate. Unique or truly dangerous items may cost considerably more. Basically, the crew decides what they're looking for, and the GM will let them know if it exists and, if so, how much it costs. The guidelines below should serve to work out the price, though there's sure to be add-ons and gadgetry that aren't listed, so don't feel limited by the following.

The Newtech rules in this game differ from those included in the Serenity RPG. Newtech comes in six categories instead of three, covering price modifications from +50% (1.5 times as expensive) to +4900% (50 times as expensive.) In addition, multiple NewTech mods are totalled slightly differently. The GM's word is final mandate on the feasibility of any NewTech design and final price.

Newtech Categories

A - Halve weight, combine two objects into one of similar weight, slight damage or effect increase, 50% ammo or battery power increase, multiply technical capability by x2. Add 50% to 100% to cost. B - 1/4 weight, moderate damage or effect increase, double ammo or battery power, multiply technical capability by x4. Add 100% to 200% to cost. C - 1/10 weight, major damage or effect increase, triple ammo or battery power, multiply technical capability by x8. Add 200% to 400% to cost. D - 1/25 weight, severe damage or effect increase, quadruple ammo or battery power, multiply technical capability by x16. Add 400% to 900% to cost. E - 1/100 weight, extreme damage or effect increase, quintuple ammo or battery power, multiply technical capability by x32. Add 900% to 1900% to cost. F - 1/500 weight, miraculous damage or effect increase, extraordinary capabilities, multiply technical capability by x64. Add 1900% to 4900% to cost.

Multiple Newtech Mods: Add best mod + 1/2 of each lesser mod to price.

A comm pack (normally 20 pounds) that weighs less than one pound (D) and has doubled range (A) costs a max of 1050% of normal price, before modifiers (like legality and quality.)

Newtech Mod Minimums

Adding certain gear to a piece of equipment that doesn't normally deserve such generally automatically provides a Newtech mod price, even if you don't do anything else to it. The following is not an exhaustive list, and is likely to change.

A: Computers, experimental medicines, holographic technology, automatic fire, special ammo, add the functions of another (less expensive and less heavy) device without increasing weight.

B: Auto-targeting systems, biotechnology (cloned or genetically improved replacement organs, body-enhancing gene therapy, etc.)

C: Cybernetics (robotic prosthetics and interfaces), neural technology in general.

D: Laser technology, force-field technology, and gravitic technology (besides shipboard artificial gravity.)

E: Highly experimental medicines and projects.

F: Bleeding edge prototype technology.

Sample

Eyetap Computer. Looks like a standard pair of nondescript reading glasses that come in a bulky case. The eyetap allows the wearer to view what might almost be considered a new level of reality. Any flat surface can be turned into a 'screen' in the wearer's vision (or a 'screen' could be conjured up in the middle of empty space.) Anything the wearer sees can be downloaded and recorded. The information can then be called up at any time, so long as the glasses are being worn. Essentially this mimics a photographic memory, though some folks may wonder why the wearer is staring blankly before speaking!

Casual observers will not be able to detect that the eyetap computer user is accessing data, for the 'screen' and its contents are visible only to the person wearing the glasses. Commands can be entered through a keypad on the inside of the glasses' case, or via a small touchpad device that can be palmed or kept in a pocket.

To make this nifty little device, take a databook and miniaturize it down to 1/10 the weight (C), add some holographic technology as part of the display (A), and incorporate the features of a video camera (A). The databook normally costs 30 credits; the GM rules that this particular gadget costs an extra 300% (+200% for the miniaturization, and +50% for each of the added capabilities and display), for a total of 120 credits. This is quite a hefty sum, but it might escape notice, and allow those who bought it to make good on their investment.

Craptech

For every bit of technology that performs as well as expected, and everything that is shiny and futuristic, there's always that bit of technology that's seen better days. If you want a piece of technology that is a bit cheaper than usual, and are willing to take slightly less quality for the money, you can pick up a piece of craptech - something that doesn't work quite properly, but is significantly cheaper.

Craptech is most definitely not in the Serenity RPG rules, but is included for completeness, and to explain why people who can't afford 30 credits can still carry a gun. If you don't want to pay much for something, you can always buy something shoddy and poorly produced…

Craptech Categories A - Increase weight by up to 25%; reduce ammo, battery life, or range by 25%; multiply technical capability by 1/2. Subtract 0 to 10% from cost. B - Increase weight by up to 50%; reduce ammo, battery life, or range by 50%; multiply technical capability by 1/5; reduce damage or skill by one step. Subtract 10 to 25% from cost. C - Increase weight by up to 100%; reduce ammo, battery life, or range by 75%; multiply technical capability by 1/10; reduce damage or skill by two steps. Subtract 25 to 50% from cost. D - Increase weight by up to 200%; reduce ammo, battery life, or range by 90%; multiply technical capability by 1/20; reduce damage or skill by three steps. Subtract 50 to 75% from cost. E - Increase weight by up to 400%; reduce ammo, battery life, or range by 95%; multiply technical capability by 1/50; reduce damage or skill by four steps. Subtract 75 to 90% from cost. F - Increase weight by up to 800%; reduce ammo, battery life, or range by 99%; multiply technical capability by 1/100; reduce damage or skill by five steps. Subtract 90% to 95% from cost.

Multiple Craptech Mods: Subtract worst mod + 1/2 of each lesser mod to price, to a minimum price of 5%.

Sample: Frontier Shotgun. This double-barrelled shotgun is manufactured, if such one could call it, locally. Its biggest particular problem is its incredibly low ammo capacity; each barrel has but one shot, and after that, better hope you have something else to rely on. It is also particularly heavy (weight + 50%), and a little inaccurate (reduce skill by one step). This is a C mod and two B mods; the GM decrees that this totals to a 75% discount. You can buy your frontier shotgun for the low price of 12.5 credits at retail prices.

Services

Some folks have special talents that others are willing to pay good platinum for. Knowledge can turn straight into cash if someone else needs the knowing you've got in your head. This is the place to look for such services. If you can't find it here or you can't afford it, don't despair - poke around the odd spaceport, look through the Cortex listings, maybe post a sign. You'll find someone with the know-how you need at a price you can manage.

Allied Postal Service: The Allied Postal Service is a fairly reliable way to send small parcels on interplanetary freight. This costs 1.2 credits ($30) for a load of up to 10 lbs, and the Postal Service will ship loads of up to 500 lbs. for a cost of 5 credits ($125) per 25 lbs., or fraction thereof, beyond the 10 lb. limit. If the recipient does not have a permanent home address or lives on a ship (at least currently), the receiver will be sent a wave and then have 2 weeks to pick up his parcel from a nearby Postal Office, though service and quality depend on the individual franchisee. Wave-ordered deliveries sent via the Allied Postal Service will generally take the amount of time a ship would normally require to reach the destination, plus two days, to reach the branch office nearest to you. (Whether they bother to deliver it directly to you from there or not is up to their judgment.)

Companion: Companions are trained in all the arts, at least rudimentarily (though they must demonstrate skill at several), as well as games and pastimes of all manner, including fencing and archery. Schooled in music, dance, etiquette, languages, and, of course, the physical skills required, Companions provide comfort and care to their clients. Companions choose their own clients and may reject and even blacklist those who cross the line.

The Companion's Guild has transformed the sex trade into an established and respected industry. The Guild is very powerful and protects its own (and its reputation) through networks of contacts that they have established over the years. Cost is generally 350 credits for an evening with a Companion, and 450 credits for a full day with one. This service is generally only available with regularity on the Core.

Interplanetary Freight: Running cargo and passengers from one place to another is a necessary part of the industry of the Alliance, and most other organizations in the 'Verse. A reputation for speedy and reliable service, as well as the quality of the transport can be weighty factors in the negotiation of prices. A Firefly-class or similar vessel (which offers not too much comfort) could expect 20 credits per passenger per day of travel, or 70 credits per day for an 'average' cargo run, not including expenses. A luxury liner could charge up to 300 credits per day, providing fresh food, entertainment, private suites, and the like to its customers.

Sailing the black can be mighty expensive. The ship needs to be in good condition to be spaceworthy. Since help may be far away, you need to keep supplies on hand for all sorts of emergencies. Parts, supplies, and fuel are more expensive for spacecraft than for planet-side vessels. You can make a lot of money hauling cargo for the Alliance (and maybe a lot more hauling it without the Alliance finding out), but one big breakdown, a problem with a major crime boss, or a run-in with the law can cost you your ship - and maybe even your life. Things often don't go smooth, so the trick is to stay five minutes ahead of the posse and hope there's a Shepherd praying for you. There are two general types of freight runs:

– Cargo Run. People pay to have cargo shipped. The cargo may be legal, in which case they are likely also paying government tariffs (cutting into profits on all sides.) The cargo may be illegal, meaning you might have to split the profits with a middleman, but you might well get more money due to the danger involved. If the goods are legal, then you'll have to settle for less so the owner can get a tax break (otherwise, she'd just use legal channels.) Banned goods bring in a heftier profit, but can get you jailed for possession. Either way, you'll probably stand to make money.

– Passengers. Aren't generally worth as much as cargo on lower-class ships, but they can pay for the cost of a fuel cell or two, and sometimes folk can't afford better or they might want to move around without much publicity (in which case they might even be willing to pay a bit more!) However, since a passenger eats food, takes up space, and uses air (unless stowed away in a cryo chamber, in which case you definitely want to keep the Feds' noses out of your business), the prices for travel still tend to be high.

Medical Care: Medical care on the Rim can be spotty or nonexistent at times. Not many MedAcad-trained doctors want to move out where there's nobody with the money to pay 'em. If you can even find a local doctor, chances are he's a crackpot or a drunk, a self-taught 'talent', or maybe even a fugitive on the run. In any case, this doc probably won't charge as much as doctors on the Core. Then again, you get what you pay for.

Sometimes a local baron might hire his own personal physician and pay to transport him from the Core. If he allows the locals to use his M.D., the doctor will likely charge 10 times the going rate. The baron will get his cut, of course.

– Antibiotic Course. A basic treatment course for an infection. Pop one pill a day for about two weeks. Unfortunately, sometimes you can't find even common antibiotics on the Rim. Cost: 10.4 credits / $260.

– Full Physical. A basic exam. Generally, it's a good idea to get checked out regular. Cost: 8 credits / $200.

– Surgery, Major: Major surgery can mean anything from extensive cosmetic alteration to heart replacement surgery. The price varies widely between different operations, but the listed price can serve as a median for surgery of this nature, which probably requires at least three medical personnel and an extended stay in a hospital. Cost: 600 credits / $15,000.

– Surgery, Minor: Minor surgery refers to reattaching ears, laser surgery on eyes, appendix removal, or other operations that are potentially serious, but do not require extraordinarily advanced equipment, extended hospital stays, etc. However, the prices can still vary, so use the listed cost as a baseline. Cost: 150 credits / $3,750.

Ship Repair: The price listed refers to the time spent on repairs. Much of the higher costs come from replacing expensive parts. Generally, replacing major parts (engine components, etc) should cost about 1% of the value of the ship. Systemic repairs (replacing the entire drive system) should cost 10%-20% of the value of the ship. Routine maintenance costs are handled on a ship-by-ship basis. Cost per hour of labor: 640 credits / $16,000.

Assorted Old Notes

Little Guns and Big Guns

d4 - Tiny pistol d6 - Avg pistol d8 - Big damn gun d10 - Shotgun slug d12 - Extra-large gun (d0 vehicular)

As noted in the Armory section, the tiniest standard pistol - the Derringer - ranks in at d4 status, whereas a shotgun ranks in as theoretically the most powerful with a d10. Using Newtech rules, you can adjust any weapon to a higher damage value; this provides some idea of how big a gun's bullets are. In general, though, bullets of the same die type (before Fancy Ammo modifiers) that are meant for the same basic gun type, will work in the same basic gun type. Any rifle bullet that inflicts d12 damage before other modifiers will work in any other rifle that inflicts d12 damage. The exception to this rule is Custom Ammo, which will only work in the gun it is built for. See the Armory section for more information.

Legality Levels

8 - Ubiquitously common; even a prison planet wouldn't object to its inmates owning this. (Toilet Paper) 7 - Most people can easily acquire this. (Nail File) 6 - This is generally legal for purchase, though it may draw suspicion if it's conspicuous. (Hacksaw) 5 - You can generally purchase this as long as you show some need for it. (Pistol) 4 - You probably need to pay a small licensing fee. (Ship Cannon) 3 - You must have a license (or pay appropriate bribes) to own this item. (Laser Pistol) 2 - You must pay extensive licensing fees / bribes to own this item. (Chemical Warhead) 1 - Even rich people can't get one without significant effort. (Nuclear Warhead) 0 - Strictly off-limits to even the richest private citizens. (Rod of Blue)

The Legality Class system is meant mostly as a GM tool for determining just how likely it is that someone might be able to come up with a certain object in a certain place. This variable controls black market rates (how much an object is generally worth or sold for on the black market, as compared to its base value). It is also used with Availability to determine whether a certain dealer might happen to have it handy. Legality Class is effectively 1 higher on the Border, and 2 on the Rim, so long as the Alliance isn't looking too hard (although you may end up paying 10 to 60% more for the 'privilege' of owning an otherwise illegal weapon or whatnot.)

Availability

0 - Impossible to find without placing a special order. Cost generally is increased by shipping (in addition to any other problems.) Cost x 200%. 1 - Very difficult to find locally, and usually fairly expensive. Cost x 150%. 2 - Somewhat difficult to locate, and generally somewhat more expensive than usual. Cost x 125%. 3 - Generally can be found on this planet. Cost x 100%. 4 - Fairly common, to the point where it's slightly less expensive than usual. Cost x 90%. 5 - Very common, and generally less expensive here than anywhere. Cost x 75%.

Note that these are exaggerated numbers that reflect what you'd pay in a store, as opposed to what a retailer might pay for them. Buying a large number of Avail-3 objects and trying to sell them in an Avail-0 location will likely not get you a 100% profit (even discounting the expenses to bring it there.) Generally, objects have three Availability numbers: C (Core), F (Frontier), R (Rim.) The above rates are entirely up to the jurisdiction of the GM; a certain locally produced highly craptechtacular shotgun may not only be Avail 5, but even cheaper than 75% of normal… or more expensive, because while it's everywhere, there's only one guy who produces it and he likes spiking prices.

If a player is trying to find a specified object (red wedgies, a chaingun, a used car) in a particular area and the GM has no idea where to proceed from there, here are a few semi-simple rules for determining whether or not such an object is available:

If the object is legal in this area (generally LC 5 or higher on the Core; LC 4 on the Border and LC 3 on the Rim, assuming you don't mind the extra fees), you may be able to find it on the legal market. In this case, roll against Intelligence + Influence / Barter (or any other 'legitimate businessman' specialty the GM allows), with the difficulty based on the size of the area and the Availability (see below.) A failure means the object, or a reasonable facsimile, cannot be found in this area. An Extraordinary Success allows the character to find what they're looking for at an excellent deal. If the Difficulty is reduced below 3 (due to high availability), no roll is necessary unless the player particularly wants to try to find that wonderful deal - in this case, Difficulty is set at 3 (and failure is handled normally.)

If the object is not legal in this area, for whatever reason, you have the added complication of dealing with underhanded sorts. Roll against Intelligence + Influence or Covert / Streetwise (the GM may approve other Specialties), with difficulty as mentioned below. A failure means that the object cannot be found (or that the local underworld won't deal with you); a botch is almost guaranteed to get you in trouble, either with the law or with the criminals! Difficulty to find any illegal object is also increased by 4 for each level below the legal limit (remember, LC 5 on the Core, LC 4 on the Border, and LC 3 on the Rim), as the less legal something is, the less likely someone is to be able to get their hands on it!

These rules should not be meant to circumvent the GM, who can always declare that a particular item can, or cannot, be found; instead, it is meant as a tool to determine those cases where an area might have it, but the GM just isn't sure.

Merchant City / Space Bazaar – Easy Difficulty (3) Large Marketplace – Average Difficulty (7) Small Marketplace – Hard Difficulty (11) General Store – Formidable Difficulty (15)

Availability 5: Difficulty - 8 Availability 4: Difficulty - 4 Availability 3: Normal difficulty Availability 2: Difficulty + 4 Availability 1: Difficulty + 8 Availability 0: Difficulty + 12 (not bloody likely!) Black Market Rates

Legality Rate 8 10% to 40% 7 20% to 60% 6 25% to 80% 5 40% to 100% 4 70% to 125% 3 100% to 150% 2 125% to 200% 1 150% to 300% 0 200% to 500%

Black market goods are usually stolen property; 'legitimate' black market values are often for fenced goods (sometimes traceable) or portions of stolen shipments ('it fell off the shuttle', so to speak.) In addition to the possible discounts listed here, bear in mind that any easily traceable shipment of goods is likely to cost much less (5% to 50% of normal price, depending on just how hot it is and how likely one is to get pinched for having it.)

Note that selling stolen goods of dubious legality is likely to suffer similar price deficits; a stolen shotgun (LC: 5) that cost 50 credits in that nice shiny display case may net you 20 to 50 credits on the black market - assuming it doesn't have a tracking chip in it. If it does, you'll be more likely to get between 1 credit and 25 credits for your ill-gotten goods, depending on how easy it is to track and how likely the merchant is to be looking for his purloined merchandise.

Unorganized notes that belong in no other section at this time will be handled below. Read at your own risk, as even the GM may choose not to use anything written here. – The GM

Batteries

Batteries are controlled by size and speed. In general, certain devices demand a certain speed, and all devices demand a specific size.

Battery Size: Batteries are generally measured by classification, with Roman numerals to determine specifics between classifications. P-I through P-V cover most personal items. N-I through N-V cover nanobatteries. E-I through E-V cover small electronic batteries (E-I covers hearing aids; E-V covers phone batteries…)

Conjectural Items

Neural Interfacer: Provides a +2 step Skill bonus to properly use the item interfaced with. However, provides a -2 step Attribute penalty to Alertness for anything not relating to the system. Requires training in Neural Interfacing (a new General Skill whose specialties involve specific equipment types), or else provides a -2 step Skill penalty to any skill attempted while using the Neural Interfacer. Neural Interfacers are incorporated into a helmet; the cost and weight shown are for a unit that is incorporated into an otherwise unspectacular helmet. Neural Interfacers are experimental technology, and thus not generally found in the hands of unauthorized personnel. Generally comes with Newtech[F] addon due to being prototype technology. LC: 3. Cost: 50 credits / $1,250. Weight: 2 lbs. Avail: C0, F0, R0.

Items as Characters Rules: No, we're not recommending you roleplay every orange and pistol that comes along. However, this attempts to, in a manner similar to the Ships as Characters rules, allow you to customize an 'average' piece of goods in such a manner that you can feel better about walking down the street wearing it. In general, this applies mostly to technology and hardware (oranges of d12 succulence are few and far between, and an example of taking this all way too seriously…)

Durability Price Mod Notes 0 5% Completely worthless aside from salvage value d2 10% Very poor d4 25% Poor d6 50% Acceptable d8 100% Reliable d10 150% Very reliable d12 200% Extremely reliable

Durability (Vitality) measures the structural integrity of an object - how well it stands up to regular (and irregular) abuse. In general, if something bad happens to the object, and you really want to see if it broke, roll Vitality + Vitality, with any Step modifiers you feel are appropriate - however, only on a Botch does the item in question break down. (This automatically occurs if Step modifiers reduce Vitality to 0.) Typical items have a Vitality of d8; this represents their durable craftsmanship and the technological wonder of the times. Of course, cheaper manufactured goods are available… especially on the Rim, where people don't have a whole lot of money to begin with. Vitality also modifies the preset Armor of items in a manner determined by the GM.

Items also have Resistance (Willpower), which measures an item's ability to resist disruptive influences or damage and still manage to operate successfully. Willpower is calculated using the same table, and used under similar circumstances (usually against EMP.) It also increases the Life Points of items in a manner determined by the GM.

Strength Price Mod Notes 0 10% Useless d2 25% Very poor (50% as effective, -2 steps to skill, etc) d4 50% Poor (75% as effective, -1 step to skill, etc) d6 100% Acceptable (normal effectiveness) d8 150% Good (125% effectiveness, +1 step to skill, etc) d10 200% Very good (150% effectiveness, +2 step to skill, etc) d12 300% Extremely good (200% effectiveness, +3 step to skill, etc)

An object's 'Strength', in general, refers to its Quality. In general, this means a wide variety of things depending on what the object is supposed to actually do. Generally, the difference between an Acceptable postholer (it digs holes for posts) and an Extremely Good postholer (it digs holes for posts… in solid rock) is evidenced in the specific item's description. Items that are used in a skill generally exhibit their Quality in a skill modifier; a poorly made set of lockpicks might provide a step penalty, whereas a lockpick that is made of a memory metal that conforms to the inner workings of a lock would provide a hefty step bonus (in addition to likely getting further bonuses from newtech mods.)

Agility Price Mod Notes 0 10% Terrible (no real capability to handle difficult situations) d2 25% Very poor d4 50% Poor d6 100% Acceptable d8 150% Good d10 200% Very good d12 300% Extremely good

An item's Agility determines its ability to manipulate itself or other objects; the higher this is, the better. Items with no ability to manipulate themselves or other objects have no Agility. Items that do not normally have Agility that take it directly add the Price Mod to 100% to get the actual Price Mod for their modification. Items that do have Agility generally have it at a d6 level, indicating their ability to handle things within their normal field of operation.

In general, roll vs Agility + Agility to perform tasks for which the object is suited, and Agility or Agility + Skill (if applicable) for tasks outside of the item's usual parameters (using a pair of robotic hands on an extendable spring in order to hit a switch, for example.)

Intelligence and Alertness are examples of similar behavior; statistics that are not always required for an object, but which cost extra to improve in items that do not normally have them.

In general, Acceptable levels mean that an item that is normally supposed to have this statistic will function as expected; however, even a Very Poor Intelligence built into a rifle is capable of reminding the owner when he should reload before he actually runs out! (Whereas an Acceptable Intelligence gun would be capable of conducting that computer analysis of the target before telling you if it's okay to shoot him…)

All of this nonsense means that an Acceptable-Durability Laser Pistol might run normal prices on the black market (+50% for LC 3, -50% for d6 Durability.)

Food

Aboard the ship, fresh vegetables and fruits are often in short supply, as is fresh meat. Often alternate sources of protein are used (protein bars and supliments, tinned meats and fish), and a lot of food comes in cans. The most popular food brand is Blue Sun. Some vitamin and nutritonal supplement bars are manufactured by the Alliance, and provided to settlers on struggling planets. One can imagine they don't taste all that good. They look similar to energy bars, though much bulkier; one will provide sufficient nutrients to feed a family of four for a month. (Three cases of it, unimprinted, is supposedly worth approximately 500 platinum; 200 platinum on the black market if it's traceable.)

Some specific food and drink items:

Mudder's Milk - All the protein, vitamins, and carbs of your grandma's best turkey dinner, plus 15% alcohol. The ancient Egyptians, back on Earth-That-Was used a similar form of beer that they fed the slaves to build their pyramids. In short, it's liquid bread. Kept them from starving and knocked them out at night so they wouldn't be inclined to insurrection. Popular in Canton.

New Canaan Brandy - A rare and expensive brandy imported from New Canaan, usually aged to perfection.

Fresh Bao - A steamed delicacy that Wash seems to enjoy.

Strawberries - Favorite food of Kaylee, when available.

Curly Carrots - A fried snack food frequently found at fairs.

Dogs - Strips of meat that may or may not be made from actual dogs.

Ice Planet - An icy confection shaped like a planet that dangles from a string on a stick.

Lucky Shepherd Cookies - Crispy cookies with a wise shepherd saying on the inside.

Protein Noodle Laska - spicy noodle soup

Serenity Stew - a hearty stew recipe, handed down from Mal's mom

Sweet Prosperity Pie - an apple pie with a crumb crust, a favorite of Jayne's.

Weapons/Armor:

Laser technology is in use, but laser weapons are only legally allowed to be carried by the Alliance. As a result, most weapons that are seen are the more traditional guns. Firearms or “slugthrowers” are still the main weapon of choice in the future mainly because they are easy to manufacture, maintain and use. In addition on less civilized worlds or enviroments the rugged construction and simple design give them and edge in terms of reliablity. In space, firearms require a case or spacesuit around it to feed it oxygen when fired in vacuum. These firearms make a distinct “vorp” sound when fired, use caseless ammunition, use chemical propulsion (which is why it sounds funny when many of the guns are cocked or fired), and increased ammo capacity and rate of fire on guns that you wouldn't expect it from (revolvers with burst-fire capability, for instance.)- thus they are not exactly the same as firearms today. In general, weapons resemble modern weapons with better capabilities.

Crew Weapons:

Vera - Jayne's favorite gun is Vera. She is a Callahan full-bore auto-lock, with customized trigger and double-cartridge thorough gauge (whatever that is). It is worth noting that the Callahan is the only weapon on Serenity (or at least in Jayne's collection) that has armor-piecing capabilities: though Jayne is unsure whether it would be able to pierce the hull of Serenity herself.

Buhnder - A weapon of peculiar caliber in Jayne's collection, difficult to find ammunition for.

Mal's pistol - A standard-issue officer's pistol from the war. Modified extensively since then - but Mal still carries it.

Zoe's Sawed-Off - a shotgun that's easily concealable, a Winchester M1894 lever action carbine with an old west flavor - and a big handguard on the lever for knocking people on the head with. Also known as Mare's Leg. The large loop was not designed for smacking people (though it's very handy for that). It was designed so the rifle could be flipped, thus allowing it to be levered, and a new cartridge chambered using only one hand. The larger loop's main purpose is to allow one to work the action while wearing heavy gloves. Flipping a lever action rifle is a very good way to accidently shoot oneself and greatly increases the wear on the action; but it does look impressive. The Mare's Leg is not a carbine (a rifle with a 16 inch barrel), as it has a 12 inch barrel. It is considered a pistol. Most folk consider it a six gun as its magazine holds six rounds.

Inara's Pistol - A finely-made 'dress' pistol, probably modified for accuracy… and quiet. Based on a Ruger Mk. II auto-pistol with compensator on the barrel and a laser scope on the top.

Other Weapons:

54-R Sniper Rifle - A top of the line sniper rifle - used by Niska's men. ( Possibly a reference to the current standard Russian sniper and medium machine gun round, the 7.62x54R - in which case, this may refer to any rifle that fires this round.)

Alliance Assault Rifle - The standard-issue bullpup longarm of the Anglo-Sino Alliance. Based on the RSAF L-85 Enfield rifle.

Aliiance Pistol - The standard sidearm for officers of the Anglo-Sino Alliance. Based on the Beretta 92 semi-automatic.

Alliance Submachine Gun - An SMG in service with the Anglo-Sino Alliance Military. Often seen in the hands of Alliance troopers. Usually based on the Heckler and Koch MP-5 series, though other types exist.

Autopistols - A standard automatic pistol used by many (though revolvers are also common.) Based on the Heckler and Koch VP70Z (among others.)

Chaplain - A fancy pistol for personal defense. (Nandi's pistol at the Heart of Gold.)

Compressed Air Gun - A gun that uses compressed air for its firing power; reputedly 'so accurate that it can cut through a roach's butt at 100 yards'.

Energy Powered Crossbow- Powered by a nuclear power pack that can push out 200psi when shot. Several bolt choices are available, including titanium arrows that can punch through a few inches of steel A more recent model, the T4, pushes 300psi when shot.

Grizwald - A pressure-sensitive grenade the size of a battery, easily concealed.

HoB Rods - A mysterious weapon employed by the 'Hands of Blue' Agents. This small rod-like device is about as long as an average hand, and when activated doubles in length as the two ends extend. A peculiar sound is emitted from the device when in use, and when active causes profuse bleeding from orifices and fingernails. How it accomplishes this is unclear (possibly a microwave emission?); in a matter of a few seconds, however, significant damage is caused, ramping up to lethal damage in fifteen to thirty seconds. A side effect is excruciating agony for the persons being targeted (starting as the bleeding does.) This seems to affect a certain radius, but does not seem to harm the 'Hands of Blue' Agents.

Independent Faction Armaments - The Independents used a variety of weapons during the war, including a bull-pup configuration rifle, a more conventional assault rifle, and a heavy pistol utilized as a sidearm.

Laser Pistol - An example of advanced technology that is not authorized for the public use. Rarely seen out of the Alliance Military's hands, these pistols are extremely deadly in the hands of anyone, and as such are illegal to private owners (although certain wealthy types can get dispensations.) Laser pistols are powered by a battery that must be recharged or replaced after a certain number of shots. Laser pistols are much lighter than ordinary firearms, as they are mostly made of plastics and electronic components (the heaviest part is generally the battery itself.) Rance Burgess' pistol was a silk-trigger active-return bolt laser, with a custom-made auto-target adjust (something that standard Alliance Military laser pistols do not come with.)

Lassiter - One of the only two remaining original handheld laser pistols from the Earth-That-Was known to exist. It was the forerunner of all modern laser technology. Haymer picked this prize up during the war for cheap. It was stolen from Haymer's possession in 2517; where it is now is unknown.

Seeker - A tiny missile that is designed to track heat signatures and explode on impact, usable in anti-personnel and anti-vehicular combat.

Sonic Rifles - Advancement in non-lethal Law Enforcement weapons. The weapon emits a low-pitched sound wave with enough force to drive a big man to the ground. The weapon seems to stun for a few seconds as well, allowing the officer to handcuff the suspect. The weapon is available only to Core Planet Marshals. It generally inflicts less damage on the surrounding environment than a firearm, as well (though at very close ranges, it can be used for smashing open doors.) The Sonic Rifle is not entirely reliable, and tends to break down if treated as roughly as a standard firearm.

Armor - This ultra-lightweight body armor can deflect bullets, although it is prone to denting under sufficient impact force, and does not help against kinetic impact damage (in short, it still hurts to get shot.)

Other Technology:

Magnetic Grappler - The Firefly 'verse equivalent of a tractor beam – a magnetic grappler is much more… tactile. A large clamp (looking like nothing so much as the huge magnet that salvage yards use to pick up automobiles, but with larger outer flanges) is deployed and fired like a grappling hook at another spaceship. This grapple is on a tether, which is then reeled in. A few facts, or inferred facts:

The grapple has a relatively short range. (In the chase scene in Serenity, we don't see the Reavers ready the grapple until they are within approximately 10 ship lengths – roughly 2000 feet or 600 meters.) This shorter range might be atmo-only (or when in a gravity field). Range is likely greater in open space, where air resistance and gravity are not factors; in this case, range is basically determined by length of cable and whether the ship can move out of the way in time. It seems to have a forward firing arc. It is very unlikely that breaking away is possible once the grapple has fastened onto the ship – certainly we are led to believe that a direct hit from the grapple would be the end of the line for Serenity and her crew. Reavers are notorious for the use of the magnetic grappler – this is inferred: we don't see any other large craft using the device or threaten its use, and Wash's comment in the pilot episode ( “there's their magnetic grappler” ) gives the impression that such a device is almost expected on a Reaver ship. (Certainly, pirate-style activities in the middle of space would require some sort of means of forcing the other ship to stop.) Holography - Recording and projecting images in three dimensions. Used in a variety of applications from medical (the Imaging Suite, an advanced medical scanning tool) to practical (holographic pool balls in a pool table) to stylistic ('glass' windows in a bar). It is likely not seriously expensive, though more expensive than normal A/V displays.

Paper Screens - A paper-thin computer monitor, CPU, and touch screen all worked into one sheet of paper. This sort of miniature computer is seen throughout the 'verse.

Terraforming - Terraforming is the process of transforming a planet's surface and atmosphere to Earth-like standards, so that human and Earth animal and plant life can live on it. Once planets are thus changed, colonists are placed on them with minimal resources and expected to develop on their own. Thus, the closer to the center of the Alliance one goes, the older the planets and higher the level of technology, and, as one might expect, the further out towards the rim you get, the younger and less developed they are.

Ident Card - An identification card apparently digitally encoded with a person's personal information. These cards can be scanned (using the correct device), allowing the viewer access to all of said information. While paper identification still exists, Alliance officials and upstanding citizens are likely to carry one of these instead, and they are likely to be taken more seriously and less likely to be forged.

Land Lock - A system that disables a ship's engines and keeps it docked / grounded. This is generally utilized by planetary authorities to stop escaping fugitives; it is likely a required component of spaceship controls (and, judging by the fact that Serenity has one, one that is difficult to remove.)

Solar Sheeting - An inexpensive way of collecting power from the sun. The most efficient form of solar sheeting (and likely more expensive) would be matt black and non-reflective to absorb as much of the sun's energy as possible. Likely it's a system involving flexible thin-film solar cells converting sunlight into electricity which will be stored in batteries for later use. Systems with a black absorptive coating would probably also have water piped behind it to absorb the waste heat - which could then be used to supply hot running water for the facility, or ducted away to run a Stirling engine to generate even more electricity. As far as energy output goes, assuming 25% efficiency for Solar Sheeting and the visible surface area of the 'Heart of Gold', a sunny day would give you approximately 30Kw of electricity from solar absorption alone. In contrast, the average home only requires approximately 10Kw.


Effective Target Range:

The range at which a weapon becomes ineffective as a tactical threat, due to velocity decay, ease of evasion, dispersion, etc.

Heat rising to unsafe levels. Life support systems in imminent danger of failing. Integrity rating 85% and falling.

NanoEssence: Restores nanites to your nanotanks. Red Essence is used in the NanoMed, etc.

Minovsky Particle (Mobile Suit Gundam): MSG is the Trope Namer for Minovsky Particle. The author realized that futuristic space combat would most likely NOT involve giant robots and sword fights, so he used the titular particle to create a setting in which long-range electronic warfare is impossible or impractical. The M-particle, when spread out over an area, will destroy unshielded circuitry (making guided missiles useless) and refract all beams and signals pointed through it (so no lasers, guidance beams, or sensors.) Thus the Humongous Mecha Mobile Suit, which is big enough to carry electronic shielding and tough enough to take on the enemy at close range where sensors are unnecessary, becomes the most effective weapons platform. Though they tend to be armed with all sorts of powerful gun-type weaponry, they are designed to only fight things they are close enough to see, thus invoking this trope.

Honor Harrington - lightminutes away - missles effective at up to 1.5 million miles at start, 75 million currently.

Energy Range: Light-seconds away. Suicidal (no time to shoot them down)

Old-Fashioned Contact Nukes - Useless against modern craft, standoff range essentially direct-contact.

Laser Head Detonation - A porcupine of X-ray lasers

Fightercraft Systems:

Deflector shields Decoy systems Evasion systems

Evasive Autocorrections System

EAS is the system of automatic course corrections used to anticipate and evade incoming attacks, based on tactical analysis, sensor data, and previous combat data. It can provide advice to a pilot, or take command of the vehicle. A basic form of EAS is used in commercial systems for safety, providing course correction to prevent accidental crashes as well as an autopilot function for reasonably safe travel.

How EAS Protects Craft

EAS uses a constant feed of sensory information from all vehicle sensors and diagnostic equipment to determine optimum defensive strategies for increasing survivability of a craft. Course corrections and auxiliary defensive measures can then be taken to minimize or neutralize damage.

Civilian EAS

Civilian-grade EAS is focused primarily on preventing collisions with other craft, obstacles, and debris.

Triphase Laser Cannon

Burst Length: 20 shots / 1 second Power Used: 200MWh Damage Inflicted: 20000 Minimum Cooldown Period Between Bursts: 3.0 seconds at room temperature in normal atmosphere Safe Cooldown Standard: 10.0 seconds

Temperature Increase After Firing: +500 degrees per burst

Maximum Safe Temperature: 1250 degrees

Coolant System: -50 degrees per second

Bioelectrical Energy Drain powers nanomachines… nanoessence…

Autorepair Communications Life Support Navigation Gun Recharge Targeting System Sensor Systems Power Management Shield Generators Weapon Systems Flight Controls Engine Power Power Plant Computer Systems Hull Integrity

BioPreserves - Nutrients to sustain a space passenger for long periods, including both dietary and water requirements. BioPreserves are tailored towards specific racial requirements, and optimally towards individual dietary needs. BioPreserves weigh half the normal amount of nutrient paste if customized to a racial requirement. If tailored to a personal biology, they may recover and heal slightly faster than normal.

Futuristic Security Systems

Optical security cameras are concealed behind one-way plastic so as to obscure the direction they are currently facing. They are connected to a remote computer system (ideally kept offsite) which is responsible for handling incoming data feeds. A recognition system scans through live and past video feeds, looking for suspects to match to its internal database (past data is scanned for newly added items). The system that scans the feeds is backed by a redundant human system that monitors the cameras at all times. Should a feed source fail for whatever reason, a security detail is assigned with a repairman to investigate the source of the failure, repair the nonfunctional system, and if the failure is the result of an infiltration, eliminate or capture the infiltrator.

Pinhole security cameras trade power for concealment, as they can be hidden virtually anywhere and provide a difficult-to-detect surveillance option. Pinholes are usually scattered throughout a system for best effect; they are monitored normally, and are considered a useful backup system in the event that primary sensor packages are disrupted. However, their frame of view is often small and their useful range is limited, as they often lack the optical enhancements of their larger brothers.

Thermal scanners are usually concealed behind a special plastic that blocks light, but allows IR wavelengths to get through. These scanners look for changes in the thermal signature, and use this information along with visual scanners to coordinate a response.

Alarm Systems

Most facility alarm systems are divided into 'silent alarm' and 'active alarm' types. A silent alarm generates no audible or visual clues at the monitored location - thus optimizing surprise for the would-be thief when security details descend upon them. An audible alarm generates a klaxon that can be heard by patrolling guards in the vicinity, and may encourage intruders to vacate the premises immediately.

Security Turret

A security turret, at its most basic level, combines a weapon system with a sensor system to enable active elimination of detected threats within a facility or location. Security turrets may be automatic (in which case they usually use IFF detection and target recognition routines; these are usually used in locations where the risk of friendly fire is at a minimum) or manual (in which case a human operator must manually control the system in question).

Networked Systems

As technology advances, the definition of a 'networked' system expands widely due to varying levels of sophistication and connectivity. Note that networking levels are variable based on the ability of the client, target, and their connectivity to handle the requirements; the worst component determines the networking capability available. A HI-Net security turret with a Neuro-Net remote operator connecting through a Mini-Net commlink will only allow Mini-Net in realtime (and trying to get High-Net capabilities out of it will result in hilariously out-of-date streaming data.)

Computer Components

Computer systems have the following components:

Akos Arms and Weaponry

AAW is a major competitor in the small arms market with sidelines in tactical gear, with product lines targeting security forces and contractors specifically. Their products are usually of decent quality, neither shoddy nor spectacular, though they do offer a few premium items for their higher-ticket customers.

Akos Streetrunner Line

The Streetrunner Line of Akos products is marketed specifically for the 'private consultant'; Streetrunner weapons are reliable enough to be trusted in a tense firefight, resistant to damage from abuse in the field, and easily maintained between operations. Streetrunner weapons universally feature an Akos-model mounting rail for accessories such as a laser sight, rangefinder, or scope system. Concealed armor and other tactical gear are also available.

Akos Bulwark Line

The Bulwark Line of Akos products is marketed for home defense, although some security personnel use them as well. Akos Bulwark products usually are designed to require minimal maintenance and are mostly focused on close-range urban combat. The product line focuses on pistols, shotguns, and submachine guns.

Akos Survivalist Line

The Survivalist Line of Akos products is built for the outdoorsman, survivalist, or all-around gun nut who simply won't tolerate anything less. Most Akos rifles are from the Survivalist line, and are designed for accuracy and usability in all conditions. A respectable selection of shotguns and handguns are also available, as are a series of hunting and survival knives.

Akos Protector Line

The Protector Line is utilized by law enforcement and security personnel, and is a series of weapons and ammunition designed for quick target suppression with minimal hazards to bystanders, as well as a sideline in tactical armor, uniforms, and duty gear. While not top-of-the-line, Protector gear is commonly seen amongst police departments and private security companies.

Maverick Security Supplies

Maverick Security Supplies is dedicated to providing low-cost security products – in short, they supply low-budget rent-a-cops and security teams with everything from duty gear and uniforms to body armor and firearms. Maverick gear carries a certain stigma due to its low quality, though, and no true professional would use them if they had alternatives.

Maverick Armored Longcoat

The Maverick armored longcoat is a typical longcoat that has been supplemented with ballistic weave and a series of armored plates. The plates are fairly heavy, and the overall protection offered is moderate - enough to survive a shotgun blast to the chest at close range, but not recommended for prolonged firefights. It has earned a certain cachet for style amongst certain street gangs, though, who wear it along with a motorcycle helmet when planning drivebys and similar dangerous activities, usually opting for a design with twin internal holsters for submachine guns.

Maverick Chatterbox

The Chatterbox is a cheaply made, mass produced 'street pistol' - an automatic pistol meant to fire on full auto until the clip is empty. In fact, it doesn't even have an option for selective fire; this weapon is meant to spray an area with bullets, then be reloaded. It is often used as a driveby weapon, which has done nothing to endear it to the community at large, and while it is technically not illegal to own one, police tend to consider anyone who does a gang member and troublemaker unless proven otherwise.

Maverick Falcon

The Falcon is Maverick's entry into the long-range, high-powered pistol line, and is one of their few overall successes in the field; it maintains impact and accuracy at respectable ranges, and has been used in shooting competitions as a champion weapon. Its only flaw is that it is a fairly heavy weapon; while this means recoil is lower than one might expect, this also makes it more difficult to conceal or carry for long periods.

Sharedware

Sharedware is any program that is commonly available through file sharing systems. Sharedware is a good way to pick up programs without having to pay for them, but there are always risks involved; the sharer may have incorporated or substituted a virus into the program, and the program's copy protection procedures may or may not be still active.

Copy Protection and You

For decades, computer programs have suffered from one painfully obvious problem - in a world where data no longer necessarily requires a specific media to function, and is easily stored, replicated, and shared, how do you keep a program from simply being copied instead of purchased?

Systems built by a private manufacturer (game consoles, particularly) tend to have inherent copy protection checks ingrained in the hardware and operating system, and most software uses some form of copy protection to ensure that redistribution is impractical.

Key Required

One of the oldest forms of protection involves a required key to activate or operate the program. This may be entered before the application can be installed or run for the first time, or may be requested at each boot (or at certain points within the application). Failure to provide the required key typically results in the program failing to start or install.

Software Required

More recent is the requirement for a particular piece of licensing software to be loaded, active, and up to date in order to use the software in question; this typically denies access to the program if no valid license is supplied, or in the cases of licenses that expire may merely deny access to updates (this is common among antivirus program distributors). Licenses are usually per user (or 'personal', 'small business', 'commercial', and/or 'corporate' for various levels of users), and may be permanent or periodical (yearly being the most common period).

Hardware Required

The other main form of protection is a specific hardware requirement (this is related to specific software requirements, though indirectly.) This usually entails a peripheral or component that must be present for the software to function. Console software, for obvious reasons, usually require console hardware to run; secure systems usually require a level of hardware identification to grant access (such as a fingerprint scanner or datakey.)

Bypassing Copy Protection

One source of headaches for companies that produce software is that copy protection, no matter how ingenious, can usually be bypassed or negated given enough time and skill and dedicated people working to come up with a solution. This is a particular nightmare for video game companies, in part because they are the most common target for copy protection bypassing, but any popular software is subject to this scrutiny and possible re-engineering. In some cases, this is even welcomed by legitimate users in order to eliminate the delays and frustrations created by the copy protection process.

The difficulty of cracking a copy protection scheme varies widely and depends on many factors; more complex code will always be more difficult, for example, while known copy protection schemes that have already been cracked on other programs may be trivial to re-crack on new ones.

Finding a cracked version of an existing piece of software typically requires a Computer Operation roll at minus twice the Complexity of the program in question, plus any modifiers for popularity the GM sees fit. A failure results in a useless program or virus; a critical failure may attract the attention of the authorities!

Searching for Exploits

While removing copy protection is one strong motivation for analyzing and decompiling software, another reason more pertinent to the net crowd is searching for exploits - security holes, bugs, vulnerabilities, or other errors that can be exploited to a knowledgeable hacker's advantage. Ideally, software manufacturers work to find and patch these exploits, and system administrators make sure their systems are patched and up-to-date. In practice, negligence of any sort is possible.

To fully analyze a particular program for exploits, one usually requires a functional legitimate copy of the program, ideally installed in an otherwise sterile test environment where its behaviors can be monitored and isolated. By watching what it does and how it uses memory, a program's functions can be broken down and analyzed to find possible flaws or points of interest.

The most common exploits sought are how to bypass copy protection, as above; how to manipulate the program in order to take control of the host computer; how to manipulate the program in order to do things the program was not intended for; or how to stop the program from functioning effectively.

Conquests of the Nexican World

Map size - 000,000 to 999,999 (1 million squares)

Terrains:

Plains Forest Grasslands Hills Mountains Swamps Tundra Desert Wasteland Lake

Rubble Fortress Castle Village Town City Capital

Improvements: Walls Barracks Cottage Stable Outpost Beacon Tower Workshop Tavern Hero Lounge …

Laddermen: These troops work to set up ladders. If they reach the wall successfully, they put up a ladder, which allows troops to bypass the wall and attack those inside. If nobody is inside, they can grant a victory!

Peasants: These are the raw population of your city, and they may fight if their loyalty is high enough.

Archers

Crossbowmen

Swordsmen

Axemen

Pikemen

Cavalry

Knights

Horse Archers

Engineers

Battering Rams

Catapults

Ballistas

Trebuchets

Pit Traps

Barricades

Tumbling Logs

Boiling Oil

Rockfalls

Archer Towers

Defensive Adjustments get maximum bonuses from atop a mountain,

Your capital has been razed and your empire has been lost forever.

[Start New Empire Under Your Rule] [Change Identities and Start Fresh]

Troop Statistics:

Morale: Their overall sense of bravery. Rises and falls due to battle circumstances; generally starts at 100. Morale affects troop attack and defense, costing 0.5% attack and defense per point below 100, and adding 1% attack and defense per point above 100.

Loyalty: The faith a soldier has in their commanding officer. This, too, generally starts at 100, with declines and increases occurring mostly as a result of combats they survive. Hired troops and heroes may have a lower Loyalty when joining, while those who flock to your banner may have a higher Loyalty. Conscripts generally have very low Loyalty at first.

HP: Hit Points. This is essentially a measure of the health of a soldier, and how much damage they can take before being knocked out, forced to retreat, etc. Troops regain HP when they stop to rest.

SP: Stamina Points. The stamina of a soldier; how long they can last in battle. A soldier that runs out of stamina moves at half speed if forced to move, and has halved stats if forced to fight. A soldier with high Morale may gain a Second Wind and recover some of their SP during a fight; troops also regain SP when they stop to rest.

Strength: The soldier's physical strength - a measure of the amount of damage the soldier inflicts when striking a blow.

Speed: The soldier's speed - this controls how fast they get around the battlefield.

Intellect: The soldier's intellect - this determines whether they can pull off cunning strategies, and whether they can resist being fooled or startled by them.

Attack Power: The power of the soldier's weapon; usually determined by what sort of soldier they are.

Defense Power: The quality of the soldier's armor; usually determined by what sort of soldier they are.

Offline Backup

Most users keep backups of their software - ideally in an isolated location not connected to their current machine, so it can't be destroyed by attackers. This has the obvious advantage of being able to restore a user to their previous state of functionality, though of course a system that has been taken down once can be taken down again unless its vulnerabilities are patched. Further, rootkits, hidden accounts, and other artificially created weaknesses that are replicated in a backup may continue to cause problems even after the system is restored.

Anatomy of a Target

Beyond the Perimeter -- Backbone Router and Service Provider

Most systems connect to the Net via a connection to one of their area's service providers, which in turn connects to a primary backbone router for the area. While these are usually not direct targets (except from particularly zealous log-cleaners or particularly vicious denial-of-service attackers), it should be noted that they exist as external systems which the hacker in question connects through before reaching their final destination.

Breaching The Perimeter - Connection Router

The Connection Router connects networks to their service provider and to the Net at large. In small home networks, the Connection Router directly connects to the machines that make use of the connection; larger and more secure networks create a series of zones of security through which a hacker must penetrate before reaching internal systems. Most Connection Routers have an internal firewall system that serves as a first line of defense against intrusion and assault.

Traversing the Courtyard - The Demilitarized Zone

The DMZ is used in this case to refer to any section that an outside user or system is expected to have access to with limited intervention from internal security functions, such as public Net pages and applications. Connections from the DMZ to internal servers are usually handled through Gateways, below.

Entering the Castle - A Word About Gateways

A Gateway is a specific point through which a computer expects contact with outside systems for specific purposes. Most Gateways restrict the activity that can be conducted through them - for example, a Gateway to a mail server is intended to only allow incoming and outgoing mail traffic. The security of Gateways depends on the restrictiveness of their purpose (a Gateway for external system access is much less secure than a Gateway that only allows access to a single application, for example), and the overall security of the intervening system. Most secure networks have computers whose entire purpose is to act as a Gateway system, allowing them to act as a barrier of isolation between external and internal systems that can be removed from service as necessary.

Whether a gateway system is isolated or not, it typically presents its own firewall to deny traffic that doesn't pass the specifications of the Gateway. Traffic through a firewall usually either involves breaking through the wall (actively disrupting its ability to stop traffic), widening the gateway (extending the traffic allowed through), or threading the gateway (passing the gateway by appearing to be legitimate traffic.) Threading the gateway is the most subtle approach, but can make further penetration difficult; in most cases, threading the gateway is used to gain access to the system, at which point the gateway is widened to remove obstructions. Brute-force breaking-and-entering attempts are not subtle and will almost certainly be noticed, which may result in lockdown of the system in question or retaliatory attacks. Many firewalls are designed to be failsafe - shutting down all traffic if it is unable to securely monitor what is coming in and out - which is useful for denial-of-service attacks but not quite as useful for penetration attacks.

The Battering Ram - Breaking a Gateway By Force

The most direct way to get through a gateway is simply to start hammering away at it in the hopes that it becomes overwhelmed and ceases to protect properly, or crashes entirely. The problem with this approach is that many systems are designed to lock down when the firewall is malfunctioning (denying all access by default and then letting the firewall determine what is appropriate). While a brute-force method may gain entry and bypass the system's normal method of handling connections, the fact that legitimate traffic will likely be blocked as a side effect will likely get attention very quickly.

The Ladder - Extending Gateway Options

Alternately, a user may attempt to increase his options available by convincing the gateway that other entrance paths are legitimate. Unfortunately, this tactic usually involves some internal control in place to maintain for any significant period; just as a ladder is likely to be noticed by a patrolling guard, a new entranceway is likely to draw attention from a watchful operator.

The Front Gate - Convincing a Gateway You Belong

The most subtle approach, of course, is to use the gateway as it was intended, gaining access by convincing the system that you belong there. This will limit your options, as gateways tend by nature to limit the scope of activities you can perform on target systems - however, if you have uninterrupted access to a system, you have a much greater chance of influencing the system to ignore your presence in the future.

Searching the Castle - The Internal Network

Typical networks consist of at least one primary server and multiple workstations that are interconnected, with routers or servers acting as internal gateways between sections of the network. These internal defenses are typically well-monitored, and tampering with them will draw attention.

Sacking the Castle - The Value of Data

Serious hackers seek to penetrate a system's defenses not for mere amusement or bragging rights, but because the system actually has something they want. In many cases, this boils down to information - financial data about bank and credit accounts, accounting data about payables and receivables, research data about internal projects, tracking data about assets and shipments, and more. An inventory file might simply track the office's supply of paper clips and fax toner, or may give information about the location and contents of an offsite warehouse containing billions of dollars of valuable physical property. A list of transactions processed by a company may contain the credit card information of thousands of customers. An internal price list may give valuable insights into competitor pricing and sourcing. Practically any sort of data can be potentially valuable to the right buyer.

Typically, though, hackers are limited by the sheer amount of data they can successfully copy (limited by connection and system speed, as well as space available). A hacker may find a full factory build file for a prototype military jet, but copying it off of the system before someone notices may not be nearly so easy.

Burning the Records - Destroying Log Files

Most computers keep an assortment of log files for everything from connection behavior to application loads to system faults. These log files are invaluable for determining the source and vector of a specific attack, which is why most hackers make a point to destroy log files whenever they can to limit the evidence of their activities. Finding where log files are stored on a system can be tricky, but ignoring the fact that they exist is an excellent way to get yourself busted for certain.

Seizing The Throne - Taking Command of a System

Most systems give users a variable level of access based on functions such as membership in internal groups (for example, the Marketing department can view the contents of the Sales Brochure folder, whereas the Art department can make changes to said folder's contents.) The goal of most system designers is to give people the minimum level of rights necessary to do their job - in part because the more rights a user has, the more capable these rights are to be exploited in the hands of an unscrupulous individual, whether a roving hacker or a rogue employee.

Razing the Landscape - System Destruction

Many hackers aren't happy with just getting into a system - they want to destroy it. This may be for the simple joy of destruction, to eliminate important information that needs removing for whatever reason, to terminate a system's influence over external systems (for example, to deactivate an alarm system by destroying its control infrastructure), to disrupt communications within the network, or for any number of other reasons. In most cases, systems are designed with many safeguards against data destruction, as well as maintaining backups of important data as part of a good recovery protocol. However, any non-isolated system can be vulnerable to the predations of a dedicated hacker or a rampant virus infection.

Letting Others Do The Dirty Work - Viruses, Worms, Daemons, Agents, Scripts, Exploits, Bots, Rootkits, and Other Automated Attack Methods

The biggest disadvantage of hacking a system directly is that your actions may be traced, logged, or monitored at any point in your connection path at any time, and you may not be capable of doing anything about it. Furthermore, hacking a system directly requires attention and talent, two traits not commonly found in the average person who wants to play at being a hacker. Unfortunately for the world, there are plenty of ways to get others to do your dirty work for you - and they are just as useful for professional hackers as for script kiddies that still think a memory leak is an ailment of the elderly.

An Agent, at its core, is the digital representative of a computer system and/or user. In most cases, a particular user's Agent represents their style and preferences, as well as providing a casual form of identification. For example, a system operator's Agent might appear as a police officer, whereas your average corporate Agent looks as blandly formal as the suit on the other side of the screen. Aside from serving as a digital representative, though, Agents are also used to store data about a particular user - including their recent activities, security groups, genetic profile, fingerprints, retina prints, and other biometric data that may be used to validate their real-world selves, depending on the security of the system in question. As such, bypassing physical security often requires obtaining a copy of a valid user's Agent data, and then modifying it to use different biometric statistics while still granting its original access to the new user. Stealing someone's identity might simply be a matter of replacing the approved Agent data on every relevant system with a modified copy (coupled with surveillance to obtain other passwords, encryption keys, and other methods of self-authentication.)

Daemons are program sets that run automatically without user intervention - hackers tend to leave them behind to carry out activities that will indirectly benefit them, such as setting a daemon to send false negative-alert messages to a security monitoring system to prevent a failsafe alarm from sounding and triggering a system shutdown. Daemons typically encase a set of programs that are used under specified conditions and/or for specified purposes in a manner that simulates human operation to a certain extent - for example, a daemon might be responsible for checking every twelve hours whether a computer system is fragmented beyond a given threshold, and defragmenting the drives if that threshold is passed. Daemons are not the same as AIs, though a well-programmed daemon may resemble an intelligent being under certain controlled and prepared circumstances. Daemons usually are cleared from memory when a system shutdown occurs, although rootkits may activate daemons upon a system boot.

Rootkits are processes that attach themselves to a system's loading functions in order to load other programs without the explicit awareness or consent of the system in question. These are used to create security vulnerabilities that can be exploited by other attacks, load daemons that perform specific operations on a system, or trigger other behaviors relevant to the targeted system. Many rootkits use system protocols meant to conceal a system's activity from its users to conceal said activity from security oversight systems.

Scripts are simplified versions of daemons that merely run a preprogrammed series of programs and/or instructions.

Networking: Pros and Cons

There are distinct benefits to having your personal equipment networkable; your devices can communicate with each other efficiently, your neural implants can communicate with your devices, and you can command networked items as if they were an extension of your own body. However, the reverse is also true…

Hijacking a Neural Implant

Having a neural implant means, at its core, that a user's brain is directly accessible via the neural implant and anything it is currently networked to. This means that a devious hacker who manages to get a connection can influence what that user senses and attack their mind directly. While there are safeguards against sensory damage and overload in most good systems, a compromised or substandard system may not properly manage incoming data, and even a good system may still be used to transmit conflicting sensory information in an attempt to disorient or distract the user. Imagine the chaos caused if a neural implant begins telling its owner that obstacles that don't really exist are in the road while driving a vehicle, or that a weapon is ready to fire when it's really overheating, or that there is nothing ahead on electronics scans when really the place is loaded with mines…

Step 1: Establishing a Connection

In order to successfully hijack a neural implant, one must first connect to either the implant itself or a device or system networked to the implant. The usual requirements for system penetration are equally significant in this case - most neural implants serve as a remote connection point and internal system, and each networked device is typically a small system unto itself; larger devices such as vehicles are typically managed by a single computer system that is networked to the various devices of the vehicle (steering, brakes, sensors, etc.) Any device that has an external connection can be attacked, in theory; vehicles connect to satellite uplinks to receive global positioning data, traffic information, and even full Net connections so that passengers can surf while riding, for example. Devices that do not normally have connection capability may be compromised by physically installing a connection (an energy weapon may be secretly outfitted with a receiver while in the armory for repairs and adjustments, for example.)

Step 2: Simple Interface Hacking

The simplest way to disrupt a neural interface is to find what data is being sent and disrupt or modify it appropriately. For example, a neural interface might connect a chemical trace scanner directly to a person's visual cortex, allowing them to see certain chemical elements in the environment as bright translucent neon glows. A tweak to the detection routines might make it so that oxygen glows bright orange, effectively nearly blinding the user in most normal environments, or changing around the identifying color scheme so that a chemical leak goes undetected or is misinterpreted as a different chemical. While neither attack requires direct control over the operator's neural interface, both provide inaccurate information that can mislead, confuse, or disable an unaware adversary.

Step 3: Targeting an Implant

However, a hacker who can successfully connect to a target's implant can do much more - if they can successfully control the computer system inside, they can potentially manipulate anything the target is connected to - stopping a driver's bionic heart, for example, or replacing their vision and hearing feeds with Rick Astley's “Never Gonna Give You Up” (being rickrolled gets much less amusing when you're trying to land a plane with two hundred people aboard at the time).

Step 4: More Insidious Controls

Aside from potentially taking control of interfaced equipment, the fact that implants have a direct link to the human brain makes them ideal for other forms of manipulation and control. Hypnotic suggestions pumped directly into the consciousness can change the way people think and act on a subtle level, inspiring their decisions and behaviors. Of course, no company in their right mind will publicly admit that this may be a possibility, and any implant found to be deliberately made with such an intimate vulnerability would likely bring about the demise of its corporate designer… but there are still rumors that 'budget implants' are actually an effort by corporate, government, or other sponsors to gain direct access to people's minds on an epic scale – and that the amount of criminal activity amongst their users is a sign of something far more insidious. Imagine being able to influence the masses to assassinate a visiting foreign dignitary, or to vote a certain way, or to buy products they don't want or need… on a deeper psychological level than ever before. Scary thought, isn't it?

Personality Backup

To back up the living personality of an individual takes a minimum of 100 GB of space (and typically more).

Hoverboard:

The development of contragrav generators and reactionless thrusters meant that all manner of otherwise impractical designs could become useful and functional. One of these devices, the Hoverboard, is a mostly flat board that tunes itself to cancel out the user's weight, maintaining forward inertia. A small reactionless thruster in the rear is used to counteract the effects of wind resistance on overall speed and to provide acceleration if the user's balance shifts appropriately, while braking to a floating stop if it detects the user has fallen from the board. Hoverboards usually use a rechargeable energy cell to run, with solar paneling to recharge.

A common variation of the Hoverboard is the Hoverchute - a lightweight frame that resembles a glider, designed to unfold and deploy when triggered by a pullcord. Hoverchutes utilize contragravity impellers to safely reduce falling speed, and can decelerate to safe speeds in as little as one second. Hoverchutes are designed to decelerate immediately to an effective speed of zero while the unit calibrates, then gradually allow the wearer to fall at a safely controlled speed based on available power. Hoverchutes almost always use stable-charge power cells to ensure they function when needed.

Power Cells:

Standard Rechargeables - These rechargeable cells are reusable for up to 1000 full charges, after which they begin to show signs of losing their effectiveness (effective HT 16, loses 5% capacity and 1 HT per failure) due to memory-effect deterioration.