CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
* Requires training
Security and Identification
Flashlight
Faker ID: A long-term use fake ID. If used on a job, roll 1d12, 1 indicates failure and probable tracing to the user’s location. The ID is comprised and shutdown. (3 XP)
Protective Gear
Outdoor Gear
Backpack
Electric Lantern
2 Days Rations Kit
Folding Shovel
Scuba Gear: Same characteristics as a Space Suit.
Wetsuit, Snorkel, Mask, Flippers
Sleeping Bag
Electric Portable Stove
Tube Tent, 2-Man Tent, 5-Man Tent
Surveillance and Detection
Smoke Alarm: Good for a small area.
Shotgun Mike: A small dish and a microphone that can pickup conversations at Long range. User is fairly conspicuous though.
OpticsMonocular/Binoculars: Resolves L range.
Entry Tools
Flashlight
Fire Extinguisher: A little one, good for 1 small
fire, could be useful.
Handcuffs: DC 18 Escape Artist
skill to remove.
Binders: DC 18 Str check to
break, DC 12 Escape Artist to remove.
Bullhorn
Electronic
Lock:
Requires a key code to open. Can be
electronically cracked. If hit with an
EMP, it will have to be physically broken open.
Mag Lock: Requires a bio-magnetic
card to open. Can be bio-spoofed. If hit
with an EMP, it will have to be physically broken open.
Mechanical
Lock:
Combo or Key based. Can be picked or
broken.
Burn ID: A single use ID. On use, roll 1d6, 1 or 2 indicates failure
and probably tracing to the user’s location.
The ID is worthless either way after use. (1 XP)Faker ID: A long-term use fake ID. If used on a job, roll 1d12, 1 indicates failure and probable tracing to the user’s location. The ID is comprised and shutdown. (3 XP)
Burn Com: There are no anonymous Com’s available, but
you can get Com’s set to someone’s Real ID that are good for a single use
before being shutdown. Take note, the
Com can still be traced to its present location. (1 XP)
Latex Gloves: Because DNA samples are a lot harder to
pick up at a crime scene than fingerprints.
Even if you’re Blacked Out, you can’t be too careful.
Cold Weather Gear
Gas Mask: Protects against any
inhaled gas.
Anti-Shock Gloves: Protects against handling any
live electrical wiring.
Protective
Goggles:
Protects against sparks and blinding lights.
Space Suit: A thin-material,
protective skin-suit. It is hooked up to
a heating/cooling unit and an air recycler backpack. Typically good for 12 hours of vacuum
operation. Has no AC value, but various
worn armor types can be worn on top of it.
Minor cuts can be patched (comes with patch kits), but a DC 12 Called
Shot to the backpack, will shutdown the suit (1 turn to asphyxiation).
Backpack
Electric Lantern
2 Days Rations Kit
Folding Shovel
Scuba Gear: Same characteristics as a Space Suit.
Wetsuit, Snorkel, Mask, Flippers
Sleeping Bag
Electric Portable Stove
Tube Tent, 2-Man Tent, 5-Man Tent
10 qt. Water
Bottle
Portable
Generator:
Provides 6 hrs of low-level power use or 1 hour of high-power use, per Hydrogen
Cell (H-Cell). (1 XP)
Mallet &
Pitons (12): Climbing aids. Can be used to assist those who do not have the Climbing
skill.
Smoke Alarm: Good for a small area.
Shotgun Mike: A small dish and a microphone that can pickup conversations at Long range. User is fairly conspicuous though.
Micro Camera: Picks up video and audio in a
room. Very small and can be easily
hidden. DC 18 Detection if
looking for it. Can record by itself for
12 hours. If remotely monitored, the
camera angle can be moved, however it does give off detectable signals while
transmitting.
UV Motion
Sensors:
Usually put in a room to detect movement after-hours. Coverage is such that it typically has to be
shutdown or fooled in some fashion to be avoided.
Tracer: A small bug that
broadcasts a homing signal. 8 mile
range.
Ground
Sensor System: Usually an after-hours ground level laser network. Could be avoided if seen (Infrared vision
reveals it). (1 XP)
Microwave
Fence:
Buried transmitters create an invisible wall around a property. Would have to be shutdown or fooled to be
avoided. (1 XP)
Drone: This would be the civilian
model, capable of any sort detection capabilities, visual (with extreme zoom),
UV, IR, sound pickup, electromagnetic signals, etc. Can be set with a preprogrammed oribit/route
or manually flown (up to a 5 mile control range). Can be tied into a Data Pad app for control
and data transmission. They are quiet
and unobtrusive, but not stealth. DC
18 to Detect at high altitude against a partly cloudy sky (can’t use UV,
IR, or sound detection gear). DC 12 at
lower altitude and a solid background.
AC 16, but can only take 1 hit before going down. (1 XP)
Telescope: Resolves VL range.
Infrared Binoculars: Can see heat sources.
Nightsight
(UV) Goggles: Can see in the dark.
Video
Camera:
Professional model. Comes with a
high-capacity memory module.
Safe Cracker Kit: Illegal. Includes a very sensitive mic that is
attached to the safe that transmits to a Data Pad App. Can unlock any pin and tumbler safe in 2 rds. (1 XP)
Electro Lockpicker: Illegal for private use. Can bypass any electronic lock, 2 rds. (1 XP)
Mag Tech Lockpicker: Illegal for private use. Can bypass any bio-magnetic card lock
immediately. (1 XP)
Lock Gun: Illegal for private use. Can unlock any key-lock immediately. (1 XP)Lockpick Set:* Requires Lockpicking Skill (1 XP for training). Can open a regular keyed lock in 2 rds.
Crowbar: Adds +2 to Str bonus for
prying specifically, but in general can pry open anything not heavily locked.
Bolt
Cutters:
Adds +4 to Str bonus for cutting open wires and locks specifically, but in
general will cut open any normal lock or wire fence.
Suction
Cups: For
smooth surfaces, can be used to remove glass cutouts, or a set of four can be
used to scale the side of a building with Climbing Skill (1 XP for
training).
Glass Cutter: Can be used to cleanly and quietly
remove normal glass with a suction cup.
Padded
Grapple:
DC 12 to attach, add Dex bonus to attempt.
Automatic for those with Climbing Skill.
Grapple Gun: Can fire up to about 120’,
maybe 10 stories. It does make
significant noise.
Hot
Torch:* 1
turn to burn through armor or a safe or wield metal together. Does require minor training to use via Net
training (obviously at a non-professional level). If training on-site, add another turn to
length. Includes torch and a small
tank. It is fairly light gear, but only
good for one task.
Rope Ladder: 50’.
Can be used to fairly quickly evacuate from a height without the Climbing
Skill.
Rope 100': Those with +1 Str will be able to
negotiate the entire length. Those
without will need Scalers or to be pulled up (+4 combined Str to pull up one
average person).
Scalers: Handles that can be attached to rope for
novices to make it easier to climb.
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