Thursday, January 16, 2014

CYBER-PULP FANTASY CORE-Other Equipment

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


* Requires training

Security and Identification
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)


Protective Gear
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). 


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
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.


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.
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)


OpticsMonocular/Binoculars: Resolves L range.
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.


Entry Tools
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.

No comments:

Post a Comment