[IN PROGRESS]
See below for detailed descriptions for weapons and equipment.
Cybernetics
Gear
- Arms Coffer: A solidly built backpack made of sturdy and rigid materials, able to hold up to two-handed rifles in its compartments, along with ammo or sidearms. It protects the weapons from being ripped off a person and from environmental damage.
- Atmofilter: This face mask can filter out most atmospheric toxins. Attaching a standard vacc suit oxygen bottle to a belt-mounted feed will also supply a breathable atmosphere for up to six hours.
- Backpack: A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.
- Backpack, Adv.: Modern backpacks are effectively without encumbrance. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.
- Binoculars: Standard 7x50 binoculars.
- Burner Bag
- Cameleoline Cloak
- Chrono
- Climbing harness: A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.
- Clothing: Clothing makes the man, and it is as true in the Imperium as ever it was. Every society in the Calixis Sector insists people be dressed (with a handful of exceptions). Things very more in the Koronus Expanse. Each class of subject of the Imperium has access to different materials for their daily garments. Beggar's rags are typically far less comfortable than bespoke nobles' clothing. Certain groups that are "outside" of planetary societies might have their own particular forms of dress, such as interstellar cosmopolitan Imperial nobility (as opposed to their parochial cousins), Navis Nobilite families, and Ecclesiarchal priests.
- Grapnel launcher: This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.
- Low-light goggles: These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.
- Magnoculars: Advanced 7x50 binoculars with integral low-light optics and up to 25x150 power. Require a type A power cell for up to a week of regular usage.
- Mefonte's Orthodoxy
- Pressure tent: This tent maintains a breathable atmosphere, tolerable temperature and serviceable sleeping quarters for up to five very friendly occupants. Advanced filtration and cracking tech allows a single standard vacc suit oxygen tank to provide breathable air for the occupants for up to 24 hours. The tent requires a type A power cell for each day in which this filter is employed.
- Recoil Gloves
- Selenite Suit: An advanced version of the voidsuit, an ancient STC design. Most Selenite voidsuits are handed down from parent to child in voidborn families and starship crews. Although it is slightly heavier, it is far more rugged and beneficial than a typical voidsuit. A Selenite suit functions as a voidsuit, with the following changes. Its oxygen lasts twelve hours. it provides a +4 to saves against the effects of heat, cold, radiation, and stellar phenomena that would overwhelm a voidsuit. It includes an integral grapnel launch, and light thrusters that allow for movement at half speed and maneuvering in zero gravity.
- Shifting Fabric: A rare and expensive exotic material fashionable in the pleasure zones of the Drusus Marches. Raw fibers are imported from the Koronus Expanse and, when woven into fabric, react with ambient light. This alters the colors and patterns in an ever-changing stylized display. Some claim it also reacts to the wearer’s mental state. Shifting fabric clothing is surprisingly comfortable, stylish, and certain to make an impression. This item can be bought as bolts of the fabric for later tailoring, but if an artisan with a ready supply is found, may be purchased as clothing directly.
- Smoke bomb
- Survey scanner
- Telescoping pole: Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club.
- Thermal flare: If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.
- Trade goods: Glow globes, ceramic fire lighters, medicae potions, ceraplast tools, and the other fruits of Imperial civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred thrones worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.
- Trade metals: The fruit of common Imperial world-scale strip-mining, trade metals include gold, platinum, artificial gemstones, and other substances precious on many lost worlds and trivially valuable on spacefaring ones. A kilo worth of trade metals can be exchanged for as much as a thousand Thrones worth of local products on metal-poor worlds isolated from interstellar trade. Markets flood rapidly, however, and it usually doesn’t take more than a few merchant trips to persuade the locals to demand trade goods or credits.
- Uniform: The uniform of specific Imperial organizations are used to mark out those that belong. High-ranking members might have tailored uniforms with individual flourishes, while low-ranking members will have one-size-fits-all recycled uniforms that may be poorer quality than the clothing of commoners. Uniforms for important people (guards, ranking officials, managers, etc.) will often have an integral sigil or emblem identifying the wearer and granting access.
- Voidsuit: The standard voidsuit found in the Calixis Sector is designed to allow the wearer to survive in both hard vacuum and on most inhospitable planetary surfaces. The suit protects against ordinary levels of cosmic radiation and provides a temperature-controlled atmosphere. Voidsuits are equipped with vox-casters that have a ten-kilometer range. A voidsuit oxygen tank weighs 1 encumbrance, included with the weight of the suit, and functions for six hours. Voidsuits are cumbersome, and apply a -2 penalty to all hit rolls and skill checks that require movement. Voidborn can ignore this penalty. No armor can be worn with a voidsuit, though the suit itself grants AC 13 to its wearers. A vacc suit requires one type A power cell for each twelve hours of operation. Vacc suits have a self-healing exterior that can seal the puncture wounds caused by bullets, arrows, or energy beams, but a strike from an edged weapon can overwhelm the repair system. If a character with 10 or fewer hit points is struck by an edged weapon, there is a 50% chance the suit is torn. Suits are equipped with emergency repair patches, but it requires a Main Action to apply one.
Tools
- Adhesive
- Adhesive Tape (5 meters)
- Adhesive, Adv.
- Censer and incense: A censor and three blocks of incense, used by Imperial priests of many cults to conduct ceremonies for the God-Emperor.
- Combi-Tool
- Disguise Kit: A kit filled with advanced makeup, fine prostheses, dyes, clothing, and other elements to pull off a costume or disguise.
- Grav chute
- Lazarus patch: A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic cogitator. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Multiple Lazarus patches can be applied (re-setting the timer), but each incurs a System Strain on the character. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.
- Manacles
- Master-vox
- Medkit:
- Microbead
- Multicompass
- Multikey
- Notarikon of the Seven: Allegedly penned by the infamous Seven Witches of Footfall, the Notarikon contains within its pages a vast amount of occult lore, as well as systems of astrological and numerological divination. Covering a variety of forms of isopsephy, gematria, and astrologia relating to the celestial bodies of the Expanse and the Rifts of Hecaton in particular, the esoteric knowledge contained in the Notarikon of the Seven is prized by those who trade in secrets of the unseen universe. A character with the Notarikon Readied gains +2 to Know Scholastic tests to understand occult lore, legends, or numerology; or +1 to any test involving divination, soothsaying, or future foretelling (including Precognition tests.) However, if a character fails a test by 4 or more, they gain 1 Corruption Point.
- Pict-recorder
- Power Board
- Rope, 20 meters
- Rope, Adv., 20 meters
- Screamer
- Shipboard Emergency Kit
- Strait-Cape
- Stummer
- Toolkit
- Venom Ring
- Vox-caster
Ammo and Power
- Ammo, heavy projectile magazine
- Ammo, missile
- Ammo, mortar round
- Ammo, projectile, 20 rounds
- Ammo, bolter, 10 rounds
- Juicebox
- Power cell, type A
- Power cell, type B
- Solar recharger
- Ammo, plasma flask
- Fuel, weaponry
- Fuel, vehicle (8 hrs)
- Fuel tank (3 mags)
Anima Machinae
- Almanac Astrae Divinitus
- Aquila Magnificus
- Auspex
- Auto-Quill
- Calulance Array
- Dataslab
- Data-slate
- Diagnostor
- Glow-globe
- Lingua-Vox Servitor
- Long-Range Auspex
- Renumeration Engine
- Storage unit
Drugs
Using drugs correctly requires a certain level in the Heal skill, noted in the description.
- Bezoar
- Brainwave
- Hush
- Lift
- Obscura
- Psych
- Reverie
- Squeal
- Tsunami
Consumables
- Amasec: The popular alcoholic drink the Calixis Sector, a type of brandy. Distilled drinks in the lost worlds of the Koronus Expanse are also often referred to as amasec by chauvinistic Imperial explorers. Best-craftsmanship amasec represents refined and rare vintages put through artisanal distilling processes. Poor-craftsmenship amasec is inexpertly-distilled swill pumped out of dirty manufactorums so the commoners of the Imperium can drown out their horrific lives.
- Lho-sticks
- Meal, Corpse-Starch Rations: Common preserved foodstuffs in the Calixis Sector, typically dried or preserved human corpse meat mixed with plant starches and fillers (sawdust, plastics, etc.) Does not provide water on its own.
- Meal, High Provender
- Ploin Juice
- Raenka
- Recaf
- Sacred Unguents
- Theosophist’s Philtre
Servitors
- Grapplehawk
- Servo-Skull