Survival
Gear
Common survival gear includes the following:
Chemsuit: This slick, impermeable garment is worn over other
clothes and provides chemical protection equal to its rating. If worn with
chemical-resistant armor, only the highest chemical protection rating applies.
Climbing
Gear: Includes an ascent/descent
harness, gloves, carabiners, crampons, and so forth.
Diving Gear: This underwater equipment includes a partial face mask
with snorkel, a breathing regulator, an air tank with 2 hours of air, a wet
suit, and a buoyancy compensator (an inflatable vest that can be used to send a
diver to the surface when she can’t get there on her own). The regulator and
air tank protect against inhalation vector toxins just like a gas mask. The wet
suit provides a +1 dice pool bonus for resisting Cold damage.
Flashlight: Modern flashlights use long-lasting superbright
LEDs. Durability and brightness depend on the
size—the bigger, the better. Also available in low-light and
infrared versions, reducing Visibility modifiers for low-light and thermographic vision, respectively.
Gas Mask: Completely covers the user’s face and filters out toxic
substances. It provides a bonus of +2 on toxic resistance tests against gas
substances. Cannot be combined with a respirator.
Gecko Tape
Gloves: These gloves are made of a
special dry adhesive that incorporates millions of fine microscopic hairs that bonds to other surfaces. Individually these bonding
forces are insignificant, but when combined, they are strong enough to stick a
troll upside-down on a ceiling. Gecko tape gloves come as a set that includes
gloves, kneepads and slip-on soles. A character using them is treated as if she
were performing assisted climbing. These gloves are useless when wet.
GPS: This device measures signals received from either
wireless access points or GPS (Global Positioning System) satellites and
triangulates the user’s exact location (plus or minus 5 meters). Commlinks do this automatically in wireless environments,
of course, so GPS units are primarily used in the wilderness or areas without
wireless coverage.
Hazmat Suit: The hazmat suit covers the whole body and includes an
internal air tank with 4 hours of air. As long as it is not damaged, it
provides the user with a chemical seal and protects contact and inhalation
vector toxins. Even if breached, it still provides several points of chemical
protection (gamemaster’s discretion).
Light
Stick:
Micro Flare
Launcher: The flare 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 poor or low
lighting. If wielded as a weapon, use Exotic Ranged Weapon skill; the micro
flare deals Fire damage.
Magnesium Torch: Activate for 5 minutes of bright
torchlight.
Rappeling Gloves: These gloves are made of a special fabric that allows
the wearer to get a tighter grip on a grapple line, giving her a +2 Strength
bonus on all tests to hold her grip on the line. These gloves are necessary in
order to use ultrathin microwire.
Respirator: A respirator is a filtering device worn over the mouth
and nose that protects against inhalation-vector toxins. The respirator adds
its ratings to toxin resistance tests.
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.
Grapple Gun
This gun can shoot a grappling hook out to 75 meters. It
comes equipped with an internal winch, to pull back the grapple (or pull up
small loads). Use Exotic Ranged Weapon skill to wield this as a weapon; grapple
gun attacks are resisted with Impact armor.
Micro rope can support a weight of up to 2,000 kg; all
other ropes can support a weight of up to 4,000 kg.
Microwire: This micro rope
is made of an extremely thin and resilient fiber, so a great length of it can
be stored in a very small compartment. On the downside, it can only be grabbed
with special protective rappeling gloves,
otherwise it will cut straight through the climber’s hands (inflicting 8P
damage).
Myomeric Rope: Made of a
special myomeric fiber, this rope’s movements can be
electronically controlled (over a maximum length of up to 30 meters)—for
example, winding like a snake to reach around an obstacle or to tie to a ledge.
The rope is not very strong, so it cannot be used to restrain people or pick up
large objects.
Stealth Rope
& Catalyst Stick: When stealth rope
is touched with the catalyst stick, a chemical reaction is triggered that
causes it to crumble to dust within seconds, leaving (almost) no trace. The
catalyst stick is re-usable.