General Equipment

Guns, ammo, blades, and armor are the bread and butter of a runner, but those things will only get you so far. Your commlink, car, or tool set can be just as important as that tricked out Predator V.

Commlinks
Commlinks are universal communication devices. Even the most basic commlinks include augmented reality DataNet browsing, telephone and radio transceivers, music players, touchscreen displays, high-resolution video and still image cameras, image/text and RFID tag scanners, GPS guidance, chip players, credstick readers, voice recognition, and a shock- and water-resistant case.

All commlinks have the following statistics:

Firewall: This is the commlink’s security software, which prevents intrusion from hackers. The firewall’s rating serves as the TN for hacking the commlink.

Application Memory Sectors: Application Memory Sectors (AMS) represent the commlink’s onboard memory and ability to run apps. Typically an app takes up one AMS on a commlink, and the user cannot install more apps than the commlink’s total AMS.

Range: Commlinks can interact with other electronics, so long as those electronics are within range of the commlink. Range has no bearing on hacking via the DataNet.

Cyberdecks
Cyberdecks are portable, dedicated hacking rigs. The most common form of deck is a smooth, flat, touchscreen tablet, slim with plenty of space for touch controls, although they can take many forms. All cyberdecks include illegal hot-sim modules right out of the box. For more information on cyberdecks and how they function, see the Cyberdeck page.

RFID Tags
These tiny computers (named after old-fashioned radio frequency identification tags) form an integral part of every commercially available product. Ranging in size from microscopic to slightly larger than a price tag, RFID tags have a stick-to-anything adhesive backing and can be tricky to spot. Tags are used for geo-tagging locations and objects, leaving a virtual AR message for anyone who comes by, employee tracking, access control, ownercontact information for everything from vehicles to pets, vehicle and weapon registration, and so on. They can also be used as tracking devices, periodically transmitting GPS data to the DataNet.

RFID tags are devices that can hold one or more files, but not much else. Tag data can be erased with a tag eraser or programmed with an Edit File action (see DataNet Actions). RFID tags have owners like all other devices, but unlike other devices a tag’s owner can be changed to “no one”.

Datachips
A datachip is a storage device that can hold enormous quantities of data in a small, fingernail-sized chip, accessible by any electronic device. Datachips have no wireless capability, so you need to plug them into a universal data connector if you want to read or write to them.

Security Tags
Security-conscious megacorps often implant these security tags into their agents and valued employees, either to monitor employee workplace productivity, grant and deny clearance and security access, or track employees in the case of abduction, extraction, or escape. These same tags are used on incarcerated and paroled criminals, and parents and schools also use them to track students. Security tags cannot be erased with a tag eraser due to EMP hardening. If a tag is implanted under the skin, a Healing roll with access to surgery tools is needed to remove it.

Sensor Tags
A sensor tag can be equipped with a single sensor. It then records everything it can, to a maximum of 24 hours of time, at which point you can program it to either shut off or overwrite data older than 24 hours. Sensor tags are often used for diagnostic purposes in various devices, including cyberware. If you are the tag’s owner, you can monitor the data in real time.

Stealth Tags
A stealth tag always runs silent and is disguised to not look like an RFID tag, which imposes an additional -2 penalty to all DataNet Perception rolls made to notice it. Stealth tags are often used as a backup for security tags by megacorps that are particularly paranoid. They can be implanted the same way security tags can.

Bug Scanner
More properly a radio signal scanner, this device locates and locks in wireless devices within 20 meters. The scanner can also measure a signal’s strength and pinpoint its location. Knowledge (Computers) is used to operate a bug scanner. A device that is running silent can roll Hacking (Stealth) to defend against the scan.

Data Tap
You can use this hacking tool by attaching it to a data cable. Once it is clamped onto the cable, you can use it via a universal data connector. Any device directly connected to the data tap also has a direct connection with the devices on either end of the cable and vice versa. The tap can be removed without damaging the cable.

Wireless: The data-tap can be wirelessly commanded to self-destruct as a Free Action, immediately and instantly severing the direct connection. This does not harm the cable.

Headjammer
A headjammer is used to neutralize implanted commlinks. When attached to the subject’s head (or other body part) and activated, it works in the same way as any other jammer, with its effects limited to the subject and their augmentations. Removing a headjammer from someone without the proper key requires a Lockpicking or Repair test. Removing a headjammer from yourself without the proper key is an Agility test at -2.

Jammer
This device floods the airwaves with electromagnetic jamming signals to block out wireless and radio communication. When in the area-of-effect of a jammer, any attempts to use a wireless or radio communication device (commlink, cyberdeck, etc) requires a successful Computers roll at -4.

Wireless: You can set your jammer to not interfere with devices you designate.

Micro-Transceiver
This classic short-range communicator has been used by professional operatives for decades. It is a simple communications device consisting of an ear bud and an adhesive subvocal microphone that allows you to communicate with other micro-transceivers and commlinks within a kilometer.

Wireless: The micro-transceiver's range becomes worldwide.

Tag Eraser
This handheld device creates a strong electromagnetic field perfect for burning out RFID tags and other unshielded electronics. It’s probably strong enough to destroy a commlink, and you might want to keep it away from your cyberdeck just in case. When you bring the eraser within 5 millimeters of an electronic device and push the button, the eraser deals 3d6 damage, resisted by the target’s Firewall. A result of Shaken means the device sustains damage and shuts down until repaired, while a Wound results in the device being bricked. The extremely short range makes it hard to use on targets like vehicles, most drones, maglocks, and cyberware (and by the time you open them up to get at the electronics, you’ve already done plenty of damage). The tag eraser has one charge but can be fully recharged at a power point in 10 seconds.

White Noise Generator
This device creates a field of random noise, masking the sounds within its area and preventing direct audio surveillance. All Notice tests to overhear a conversation within (Rating) meters of a white noise generator receive a penalty equal to the generator’s Rating. If more than one generator is in use, only count the highest rating. A white noise generator is redundant in a noisy environment (such as a nightclub or firefight) and does not help to curtail video surveillance or jam wireless signals.

Wireless: The white noise generator's effective radius is tripled.

Skillsofts
A skillsoft program is a recorded skill – digital knowledge and muscle memory. When used in conjunction with the proper augmentations (a skilljack for knowsofts and linguasofts, and a skillwire system for activesofts) skillsofts let you know and do things you’ve never otherwise learned. Even kung-fu.

Skillsofts aren’t educational tools; you can’t actually learn from them. They’re highly favored by corporations interested in a cheaper labor force (when the difference between a skilled and unskilled worker can be as simple as slotting a chip, the difference in salary is smaller).

When a skill test is called for, the character may use the skillsoft rating in place of the skill. Downside: tests made with a skillsoft do not get a Wild Die and cannot be boosted by Bennies, Edges, or anything else.

Activesofts
Activesofts replace physical skills, skills based on Strength or Agility. A skillwire system is needed to translate the ‘softs into usable muscle memory. There’s a limit to the number of skills you can use at once, based on your skillwire’s rating.

Knowsofts
Knowsofts replicate mental skills (skills based on Smarts or Spirit), actively overwriting the user’s knowledge with their own data. Knowsofts must be accessed with a skilljack, and the number you can use at once is limited by the skilljack’s rating.

Linguasofts
Linguasofts replicate language skills, allowing a user to speak a foreign language by automatically translating signals from the speech cortex, although chipped speech can be awkward and stilted – then again, so can anyone speaking a language that’s not their native tongue. Linguasofts must be accessed with a skilljack, and the number you can use at once is limited by the skilljack’s rating.

Certified Credstick
Cash for the digital age. A certified credstick is not registered to any specific person – the electronic funds encoded on it belong to the holder, requiring no special ID or authorization to use. The bad news is that you can be physically mugged, any money you have on your credstick jacked and rolled. The good news is that certified credit is completely untraceable. They’re not even wireless – you have to slot them into a universal data connector to transfer cash onto or off of them. This makes them enduringly popular with runners and other members of the underworld.

Credit Account
A credit account is an online backing account that can be accessed at any time via your commlink. Transactions require a passcode or biometric verification to be authorized. The good news is no one can (physically) steal your bank account, and hacking credit accounts often requires a run to Zurich Orbital or something equally suicidal. The bad news is that digital transactions leave a “paper trail” that, while it can be hidden or concealed, is entirely too traceable for serious criminal activities. Each account must be registered to a SIN, unless the account is handled by an anonymous banking service (with its own risks and complications). The cost of banking services is included in your lifestyle costs if you’ve got a Low lifestyle or better – otherwise you’ll have to keep all your money on credsticks.

Fake SIN
A System Identification Number (or its international equivalents) is what makes a mere human into a real person. Solid citizens receive their SINs at birth and carry them until they die. Not having a SIN means living outside the system, living with restricted or non-existent civil rights. Many runners don’t have a SIN, either because they were unfortunate enough to be born poor, or because they lost it or ditched it somewhere along the way. SINs are digital, not physical objects. They exist on your commlink or in your PAN.

Getting by without a SIN can be a pain, so most runners settle for the next best thing: a fake. High quality fakes are difficult for The Man to spot; low quality fakes are… less good. The rating of a fake SIN is used in tests against verification systems.

Just like a real SIN, any time you use a fake SIN for legitimate activity, you leave a datatrail in your wake. The fact that criminal activities can be tracked to fake SINs makes them inherently disposable. Most runners operate two or more fake SINs at a time, one for legal activity like paying rent and going shopping, another for shadier activity, and possibly a third to be used only when it’s time to get the hell outta Dodge.

Fake License
For those who can’t or won’t go through standard legal channels, fake licenses are available for all kinds of restricted items and activities. Items with no Legality rating don’t require licenses. Items that are Forbidden have no license available. Licenses, therefore, are for Restricted items. Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), and any Restricted gear or augmentations, etc. Just as SINs essentially exist on your commlink, fake licenses exist on your SIN and are linked to it. When you buy a fake concealed-carry license, you don’t buy it for Murderman the professional runner, you buy it for John Doe, one of Murderman’s fake SINs. Each license must be assigned to a particular (fake) SIN of the player’s choosing. Use the fake license’s rating against verification systems.

Tool Kit
A tool kit is portable and contains the basic gear to make standard repairs. A tool kit allows the use of the Repair skill without penalty.

Shop
A shop is semi-portable, capable of being transported in the back of a van and contains more advanced tools for building and repairing. A shop must be purchased for a particular subset of Repair (Armor, Cyberware, Electronics, Mechanical, Structures, Weapons), but its specialized tools provide a +2 bonus on Repair rolls in that subset.

Facility
A facility is a vast selection of tools and machinery that requires a building to house it. It’s completely immobile, but it can be used for very advanced constructions and modifications. Like a shop, a facility must be purchased for a particular subset of the Repair skill, but it grants a +4 bonus on Repair rolls in that subset.

Optical and Imaging Devices
From cool shades to bulky goggles, basic vision enhancers are available in a number of different forms. All such devices have – and by default use – wireless capability, although you can use a data cable for most of them. Each device has a Capacity that allows the user to add vision enhancements. Some of these devices are worn, while others are external sensor devices or even attachments for weapons.

Binoculars
Typically handheld, binoculars come with built-in vision magnification. Binoculars are available in optical versions, which can’t take additional vision enhancements, and electronic version, which can.

Camera
A camera can capture still photos and video, including sound. Cameras may also be upgraded with vision and audio enhancements. A micro version is also available.

Contacts
Contact lenses are nearly undetectable, but they offer little space for enhancements. Contacts have to be wireless; they don’t have room for a data cable.

Endoscope
This fiber-optic cable is tipped with a tiny camera on one end. It allows the user to look around corners, under door slits, or into narrow spaces. It is available in any number of lengths, although longer segments can be unwieldy.

Glasses
Available in numerous cosmetic styles, enhancement-equipped glasses are hard to distinguish from prescription glasses or sunglasses at a glance.

Goggles
Relatively large and bulky, goggles are strapped to the head, making them difficult to dislodge, and their size grants them the potential to install a wide array of vision enhancements.

Imaging Scope
Imaging scopes are visual enhancers and display devices typically mounted on weapons.

Monocle
A monocle is worn on a headband or helmet with a flip-down arm, or on a chain for that old-fashioned look. Some samurai prefer one particular model that resembles an eyepatch.

Vision Enhancements
A number of options are available for installation in visual sensors and imaging devices.

Low-Light Vision
This accessory allows the user to see normally in light levels as low as starlight, though it doesn’t help in total darkness.

Flare Compensation
This enhancement protects the user from blinding flashes of light as well as simple glare. It mitigates Notice modifiers for glare and reduces the penalty from flashing lights, such as those from a flashbang grenade.

Image Link
This standard upgrade allows the user to display visual information, such as text, pictures, movies, the current time, etc., in their field of vision. An image link is required to truly “see” AR.

Smartlink
This accessory works with a smartgun system to give the user the full benefit of the system. The smartgun will tell the user the range to various targets, as well as ammunition level and type, heat buildup, mechanical stress, and so on. Without a smartlink, a smartgun system sends out data that isn’t received by anyone and has no effect.

Thermographic Vision
This enhancement enables vision in the infrared spectrum, enabling the user to see heat patterns. This enhancement grants the Infravision monstrous ability.

Vision Enhancement
This upgrade sharpens the user’s vision at all ranges, providing greatly improved visual acuity. Installed in a wearable, it grants the user +2 to Notice checks to see things.

Vision Magnification
This zoom function digitally magnifies vision by up to forty times, allowing distant targets to be seen clearly. Vision magnification add +2 to vision-based Notice checks to see things at a distance. This bonus stacks with Vision Enhancement.

Example Devices
Ares Soldier-Link Tactical HUD: This helmet-mounted monocle from Ares Macrotechnology is loaded with the Image Link, Smartlink, and Vision Magnification enhancements, allowing the soldier wearing it to keep track of tactical information displayed on the HUD while the Smartlink and Vision Magnification packages function as a digital rifle scope.

EuroCorp StreetSmarttm Shades: These stylish sunglasses are loaded with the Low-Light Vision and Image Link enhancements, allowing the user to experience augmented reality and look cool while doing it, all without suffering any visual impairment from wearing their sunglasses at night.

Audio Devices
There are several common types of audio devices. Each device has a Capacity that allows you to add audio enhancements.

Directional Microphone
This lets you listen in on distant conversations. Solid objects or loud sounds along the line of eavesdropping interfere, of course. It’s as if you’re up to one hundred meters closer to whatever you’re pointing the mic at.

Ear Buds
These ergonomic ear plugs are hard to spot and harder still to differentiate from the standard kind that comes with every music player and commlink.

Headphones
A full headset with an adjustable strap. Earbuds are harder to spot, but headphones pack more Capacity.

Laser Microphone
This sophisticated sensor bounces a laser beam against a solid object like a windowpane, reads the vibrations on the surface, and translates them into the sounds that are occurring on the other side of the surface. Maximum range is 100 meters. A laser microphone cannot fit the spacial recognizer audio enhancement.

Omni-Directional Microphone
A standard omni-directional audio pickup and recorder. Usually incorporated into, connected to, or wirelessly linked with a commlink or other recording device. Micro versions are available at Capacity 1 only and have a maximum range of only 5 meters.

Audio Enhancements
Audio enhancements are commonly available as installable upgrades to any of the audio sensors listed above. Each will play audio input from AR or other sources. Each enhancement has an associated Capacity cost.

Audio Enhancement
Audio enhancement allows the user to hear a broader spectrum of audio frequencies, including high and low frequencies outside of the normal human audible spectrum. The user also experiences fine discrimination of nuances and can block out distracting background noise. Audio enhancement adds +2 to Notice tests involving hearing.

Select Sound Filter
This lets you block out background noise and focus on specific sounds or patterns of sounds. It even includes speech, word, and sound pattern recognition. You can select a single sound group (such as the footsteps of a patrolling guard or the rotors of a distant helicopter) and focus on it. You may select a number of sound groups equal to the filter’s rating, though you may only actively listen to one group at a time while the others are recorded for later playback or are set to triggered monitoring (such as sounding an alert if a conversation brings up a certain topic or if there’s a variation in the breathing pattern of a guard dog).

Spatial Recognizer
This hearing accessory pinpoints the source of a sound. You get a +2 to Notice tests to find the source of a specific sound.

Sensors
Sensors are found almost everywhere. Cheaply produced by the billions, miniaturization and integration have made sensors both located everywhere and hard to spot. You can put sensors in just about everything, and lots of people do. Your can of soda is watching you and reporting back to marketing. You can play the sensor game, too.

Sensors need to be placed in a housing or case of some sort, or built into another device. Sensors can record data themselves or forward it wirelessly in real-time or as files to other devices. Sensors are available in two types, sensor and array, and six ratings (1-6). Sensor ratings function as a skill die cap on tests using them (R1 = d4, R2 = d6, R3 = d8, R4 = d10, R5=d12, R6 = d12+2).

Single Sensor: This basic sensor can only perform one of the functions listed under Sensor Functions.

Sensor Array: This sensor package includes up to eight functions listed under Sensor Functions.

Sensor Housings
Sensors can be put into devices that have Capacity. Most vehicles and drones come factory-equipped with a sensor array. What you can put your sensor in is limited by the Rating of the sensor, as noted on the table below:

Sensor Functions
All of the functions you can choose for your sensor(s) are listed on the Sensor Functions table. If a function has the same name as an imaging or audio device, it’s the same as its description in those sections, with a Capacity equal to its Rating, and thus is not described here.

Atmosphere Sensor
Weather forecasts are notoriously untrustworthy, but atmospheric sensors can keep you from getting caught in the rain with up-to-the-second analysis of what’s happening in the air around you.

Cyberware Scanner
This millimeter-wave scanner is primarily intended to detect cybernetic implants but can be used to identify other contraband as well. Maximum range of 15 meters.

Geiger Counter
This sensor picks up the amount of radioactivity surrounding it.

Laser Range Finder
This simple sensor emits a laser beam that is reflected off a target’s surface and picked up by a detector to calculate the exact distance to the target.

MAD Scanner
The MAD (Magnetic Anomaly Detector) scanner is used to detect weapons and other concentrations of metal. It has a maximum range of 5 meters.

Motion Sensor
This sensor uses a mix of ultrasound and low-power infrared to detect motion and drastic changes in the ambient temperature. Maximum range is 25 meters.

Olfactory Scanner
The olfactory scanner picks up and analyzes the molecules in the air. It works the same way as the olfactory booster cyberware.

Radio Signal Scanner
This scanner picks up radio signals and can be used as a bug scanner.

Ultrasound
The ultrasound sensor consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to “see” textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye. It cannot distinguish color or brightness, and also cannot penetrate materials like glass that would be transparent to optical sensors. You can set it to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion detectors or someone else’s ultrasound sensors on active mode (or bats).

Vision Magnification
This zoom function digitally magnifies vision by up to 50 times, allowing distant targets to be seen clearly assuming a clear line of sight.

Key or Combination Lock
Even in the wireless world, there are still some mechanical key locks and combination locks around. Some of them are old infrastructure that is still in place to save money, others for nostalgia, still others because modern burglars don’t expect them. The Target Number for key locks is equal to double its Rating.

Maglock
Maglocks are electronic locks with a variety of access control options, from biometrics, to keycards, to RFID tags.

Restraints
Standard metal restraints (Toughness 12) come with a mechanical or wireless-controlled lock. Modern plasteel restraints (Toughness 15) are flash-fused and remain in place until the subject is cut free. Disposable plastic straps (Toughness 4) are lightweight and easy to carry in bundles. Containment manacles (Toughness 12) are metal and attached to a prisoner’s wrists or ankles to prevent them from moving faster than a shuffle or extending a cyber-implant weapon.

Anti-Tamper Circuits
Some maglocks are fitted with anti-tamper circuits. When someone attempts to bypass a maglock equipped with anti-tamper circuits, they must make an additional Lockpicking test with a Target Number equal to twice the Rating of the anti-tamper circuits. If this test fails, an alarm is triggered.

Biometric Reader
Maglocks are sometimes fitted with a biometric reader in order to forgo the use of keycards or passcodes. These readers come in several different types:

Print Scanners
These scanners scan fingerprints, palm prints, retinal prints, or even the pattern of blood vessels in the face or palm.

Breath, Cellular, and DNA Scanners
These scanners collect a sample of the user's cells, either off the finger or palm, via hair suction, through exhaled particles, or something similar, and analyze the genetic material.

Facial Recognition Scanner
These scanners use imaging lasers, thermographic, and/or ultrasonic waves to map a person's face.

Voice Recognition System
These system require a vocal response from an approved user's voice, usually within a certain amount of time. If the response is not given within the allotted time, or someone not approved answers, the system sounds an alarm.

Keypad or Cardreader
Keypads utilize an access code (often different access codes for different users). Unless the code is known, defeating a keypad requires rewiring the internal electronics by hand or using a sequencer.

Card readers verify the authenticity of swipe cards or RFID proximity cards. They can be defeated by the same method as for keypads - by tampering with the inner workings - or by using a maglock passkey.

Breaking and Entering Gear
For every security device meant to keep someone out, there exists a tool to help that someone get in.

Autopicker
This lockpick gun is a quick and effective way of bypassing mechanical locks. The autopicker’s rating is added as a bonus to your Lockpicking roll when picking a mechanical lock.

Cellular Glove Molder
This device will take a finger or palm print and mold a “sleeve” you can wear to mimic the print to fool some biometric locks.

Crowbar
A crowbar increases your effective Strength by two die types when you’re forcing a door or container.

Keycard Copier
The keycard copier allows the user to copy a keycard in seconds. A new keycard can then be encoded with the information from the copied keycard in a few seconds. Some security systems may note the unusual usage of duplicate keys, like when Dr. Scientist accesses a lab that she just accessed and hasn’t left yet.

Lockpick Set
These mechanical burglary devices have undergone only slight improvements in the last several centuries. They are necessary tools for picking mechanical locks.

Maglock Passkey
This maglock “skeleton key” can be inserted into any maglock’s card reader, fooling it into believing that a legitimate passkey has been swiped. The maglock passkey’s Rating determines its Lockpicking die type when used to fool maglocks (R1=d4, R2=d6, R3=d8, R4=d10).

Miniwelder
This portable device creates a small electric arc to melt metals, either to cut through metal or weld it together. Its fuel supply allows it to operate for 30 minutes. While creating an intense heat, the arc is much too small to make a decent weapon (it would be like trying to stab someone with a lighter). The miniwelder deals 3d8 damage when used to cut through barriers.

Monofilament Chainsaw
The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good weapon. It deals 2d8+4 damage. See the Weapons page if you’re foolish enough to try using one as a weapon.

Sequencer
An electronic device required to defeat keypad-maglocks. The sequencer’s Rating is added as a bonus to your Lockpicking roll when attempting to defeat a keypad-maglock.

Glue Solvent
This spray can has enough solvent to dissolve about a square meter of fast-drying aerosol superglue.

Glue Sprayer
This fast-drying aerosol superglue allows you to quickly glue two rigid surfaces together, and holds enough for about a square meter of glue (enough to glue an exterior door or picture window shut). The glue takes 1 combat round to harden. The glue has Toughness 10.

Thermite Burning Bar
Thermite gel is an incendiary material that burns at extremely high temperatures. It is applied with the help of a burning bar – a rod of thermite and oxygen mounted on a handle and in a frame – that can be used to melt holes in iron, steel, and even plasteel. The thermite bar burns a half-inch wide, foot long, foot deep cut in one combat round. It has to be set carefully, so a thermite bar can’t be used as a weapon (unless your target is tied up or unconscious, in which case it deals 3d6 fire damage with AP 30, you fucking psycho).

Wireless: The burning bar can be activated wirelessly.

Chemsuit
This impermeable coverall is worn over clothes or armor and provides a bonus on Vigor checks to resist airborne poisons and other toxins equal to its Rating, and Armor equal to its Rating vs. acid. It is not to be confused with a full hazmat suit, as it is not vacuum sealed. If the wearer sustains a wound from physical damage while wearing the suit, it is breached and no longer provides protection from airborne toxins.

Climbing Gear
This is a backpack full of rope (400-kilo test), an ascent/descent harness, gloves, carabiners, crampons, and so forth needed for assisted climbing. These tools grant a +4 on Climbing tests.

Diving Gear
Underwater diving equipment, including a diving suit, partial facemask with snorkle, breathing regulator, an air tank with 2 hours of air, and an inflatable vest for quick returns to the surface. The regulator and air tank protect against inhaled toxins just like a gas mask. The wet suit provides +1 to Vigor rolls to resist fatigue from cold.

Flashlight
Most modern flashlights are long lasting and super bright. Durability and brightness depend on size, the bulkier the better. Flashlights are also available in infrared versions, which are visible only with thermographic vision. The average flashlight has a 10-meter beam.

Gas Mask
This air-supplied rebreather completely covers your face and gives you immunity to inhaled toxins. It comes with a one-hour clean-air supply (replacements cost 40 credits) and can be attached to larger air tanks. It cannot be combined with a regular respirator.

Wireless: The gas mask analyzes and gives you information about the surrounding air you’re not breathing.

Gecko Tape Gloves
The outer layer of these gloves is made of a special dry adhesive that incorporates millions of fine microscopic hairs that bond to other surfaces. Individually, these bonding forces are tiny, but combined they’re strong enough to attach a horse, upside down, to the ceiling. Gecko tape gloves come as a set that includes gloves, kneepads, and slip-on soles. Gecko tape gloves grant the wearer the Wall Walker racial trait (Sci-Fi Companion).

Wireless: The adhesive outer layer can be temporarily neutralized with a wireless signal, useful for getting the gloves on or off without getting them stuck to yourself or each other.

Hazmat Suit
The hazmat suit covers your whole body and includes an internal air tank with four hours of air. As long as it’s not damaged, it provides you with a sealed environment and immunity to contact and inhaled toxins. Many hazmat suits come standard with a Geiger counter.

Light Stick
Bend, snap, and shake it to produce three hours of soft chemical illumination that covers a ten meter radius.

Magnesium Torch
Strike and activate for ten minutes of bright torchlight in a 5-meter radius.

Micro Flare Launcher
This pistol-like launcher can shoot colored flares about 200 meters into the air, illuminating an area the size of a city block for a couple of minutes and negating the modifier for dim lighting. If you shoot it at someone, you take a -2 to the Shooting roll and the flare deals 1d6 Fire damage.

Rappelling Gloves
These gloves are made of a special fabric that allows you to get a tighter grip on a grapple line, giving you a +2 bonus on all tests to maintain your grip on the line. These gloves are necessary in order to use ultrathin microwire without gruesomely slicing your hands apart as you slide down it.

Respirator
A respirator is a filter-mask worn over the mouth and nose that protects against inhaled toxins. The respirator adds its rating to Vigor rolls to resist inhaled toxins.

Survival Kit
An assortment of survival gear in a rugged bag. Includes a knife, lighter, matches, compass, lightweight thermal blanket, several days’ worth of ration bars, a water-purification unit, and more. It grants a +2 bonus to Survival tests.

Grapple Gun
A grapple gun can shoot a grappling hook and attached rope (Range 25/50/100). It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Shooting skill to fire it.

Standard Rope
Standard grappling rope is strong and durable, and can support a weight of up to 400 kilograms.

Microwire
This micro rope is made of an extremely thin (nearly monofilament) and resilient fiber; a great length of it can be stored in a very small compartment, and it is very difficult to see. The downside is that it can only be grabbed with special protective rappelling gloves without slicing straight through the climber’s hands, inflicting 2d8 damage with AP 4. It can support a weight of up to 100 kilograms.

Myomeric Rope
Made of a special myomeric fiber, this rope's movement can be controlled remotely (over a maximum length of 30 meters). For example, the controller can wind it like a snake to reach around an obstacle or tie it to a ledge. The rope has a Pace of 2 and can support a weight of up to 400 kilograms.

Stealth Rope and Catalyst Stick
When stealth rope is touched with a catalyst stick, the chemical reaction that is triggered crumbles the rope to dust within seconds, leaving almost no trace. The catalyst stick is reusable.

Biomonitor
This compact device measures life signs – heart rate, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients that need to monitor their own health, biomonitors can be worn as an armband or wristband, or it can be integrated into clothing or commlinks.

Wireless: The biomonitor shares information with other wireless devices you designate and can autoalert DocWagon or another ambulance service if your life signs reach certain thresholds.

Disposable Syringe
Made of plastic with a metal needle, syringes are intended for a single use.

Medkit
The medkit includes drug supplies, bandages, tools, and a (talkative) doctor expert system that can advise the user on techniques to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for treating shock, handling blood loss, and of course performing resuscitations). Add the medkit’s Rating as a bonus on Healing tests. A R1 medkit fits in a pocket; R2 and R3 medkits come in a handheld case. A R1 medkit needs to be restocked after 5 uses. An R2 or R3 medkit needs to be restocked after 10 uses.

Wireless: The medkit provides its Rating as a bonus on Knowledge skills related to medicine, and it can operate itself with a Healing skill dependent on its Rating (R1=d4, R2&3=d6).

DocWagon Contract
Don't leave home without it! DocWagon offers first-class emergency medical care on a 24-hour basis and they come to you! Four contract service levels are available: basic, gold, platinum, and super-platinum. A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards and security spiders) and comes with a biomonitor RFID tag implant or wristband that can be activated to call for help and then to serve as a homing beacon for DocWagon armed ambulances and fast-response VTOLs in the area. Rupture of the band will also alert DocWagon representatives.

Upon receiving a call from a contract-holder, DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the emergency medical care is free. Resuscitation service carries a high premium (5,000 credits), as does High Threat Response (HTR) service. In the latter case, the client or their next of kin is expected to pay medical bills up to and including death compensation for DocWagon employees (20,000 credits per dead employee).

Gold service includes one free resuscitation per year, a 50% reduction on HTR service charges, and a 10% discount on extended care.

Platinum service includes four free resuscitations per year and a 50% discount on extended care. There is no charge for HTR services, but employee death compensation still applies.

Superplatinum subscribers are entitled to five free resuscitations a year and do not have to pay for HTR services or death compensation.

DocWagon does not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

Slap Patches
Slap patches are adhesive dermal drug dispensers that allow continual, safe administration of necessary chemicals. They are applied directly to the patient’s skin. Applying a slap patch to an unwilling target requires a successful melee attack (which deals no damage), which may be tricky if your target doesn’t have much exposed skin.

Antidote Patch
These generalized antidote patches grant +2 to Vigor rolls against poisons and other toxins.

Chem Patch
This is a “blank” patch. You can add one dose of a chemical or toxin to it, then apply it later to a patient (or yourself).

Stim Patch
A stim patch contains a cocktail of stimulants, adrenaline, and dopamine. When applied, a stim patch removes 1 Wound from nonlethal damage and all Fatigue effects from the patient. This effect lasts for 30 minutes, at which point the patient is Fatigued and must make a Vigor roll at -2 or regain the removed nonlethal Wounds. If a Stim Patch is applied to a Shaken character, they immediately lose the Shaken condition. When a stim patch is in effect, the patient is unable to rest. Frequent use of stim patches can lead to addiction.

Tranq Patch
This patch is a fast-acting tranquilizer. When applied, the dosed patient rolls Vigor each round with a cumulative -1 penalty per round. With a success, the target remains conscious. Once the target fails the Vigor roll, they are rendered unconscious for 2d6 hours.

Trauma Patch
When applied, this patch immediately stabilizes a patient that is Bleeding Out.

The Value of a Credit
The following things can be bought for a single credit:
 * Song download
 * Screamsheet download
 * Soy burger
 * Soy taco
 * Soy hotdog
 * Four packs of instant ramen
 * Roll of clear tape
 * Roll of masking tape
 * Book of ten matches
 * Four disposable lighters
 * Cigar (cheap)
 * Ten pieces of chewing gum
 * One piece of betel nut gum
 * Disposable gloves
 * Ruler (cheap)
 * Paintbrush
 * Golf ball
 * Tongs
 * Thin washcloth
 * College bluebook
 * Two pocket notebooks
 * One hundred index cards
 * One hundred sticky notes
 * Twenty crayons
 * Two pencils
 * Ink pen (cheap)
 * Ten paper plates
 * Ten paper cups
 * Plastic plate
 * Plastic cup
 * Ten sandwich bags
 * Fifty disposable hand wipes
 * Two diapers
 * One serving of baby food