Gravitic Gear
Antigrav Lifter
Personal Antigrav Pack
Flight Pack
Medical Gear
Hibernation Bunk
Regeneration Treatment
MA-7 Field Medkit
Drugs
Grit
Mind Flex
Personal Healing Ampoule
Quickjuice
RadPro
Rocksteady
Psionic Equipment
Psionic Blaster Headband
Psi-scan Camouflager
Psi-Shield Headband
Survival Gear
Space Survival Gear
Spacesuit
Armoured Spacesuit
Skinsuit
Magnetic Boots
Space Thruster
Misc Survival Gear
Anti-Glare Goggles
Gill Pack
Gliding Wings
Impeller Pack
Microheater
Survival Tent
Stealth Suit
The science of gravitics, first developed by Humans in 2355 when it became possible to build ships that didn't have to spin to generate internal gravity, makes a variety of antigravity devices possible.
An antigrav lifter combines an antigrav generator and a strong clamp. The user attaches it to the load and then switches it on, making it much easier for him to lift and carry large, heavy objects. If necessary multiple workers can attach multiple lifters to a single object.
+20 STR (20 Active Points); OAF (-1), Only To Lift (-1), 1 Continuing Charge lasting 6 Hours (removed by anything which drains the battery or 2" or less proximity to strong magnetic fields; -0) Total cost: 7 points.
Worn by low-gravity aliens on planets with normal G, frail or infirm individuals, and morbidly obese people, this device allows the wearer to float above the ground (or other surfaces, such as reasonably calm water) but not fly.
Flight 6" (12 Active Points); OIF (-1/2), Only Within 1" Of A Surface (-3/), 1 Continuing Charge lasting 6 Hours (removed by anything which drains the battery or 2" or less proximity to strong magnetic fields; -0). Total cost. 5 points.
This device combines a personal antigrav pack with thrusters powerful enough to allow the wearer to actually fly. Unlike a normal jetpack, a flight pack works in any type of gravity and on airless planets.
Flight 10" (20 Active Points); OIF (-'1/), 1 Continuing Charge lasting 6 Hours (removed by anything which drains the battery or 2" or less proximity to strong magnetic fields; -0). Total cost. 13 points.
Soldiers, adventurers, and explorers have a tendency to get hurt on the job. That makes quality medical gear a must in many situations. See Terran Empire page 125 under Paramedics for rules and further information about medical procedures for aliens.
This drug boosts the recipient's strength for a short period - long enough to finish a fight or accomplish a specific task. How ever, it does not always work, and when it fails to work, it actually weakens the user. Price: 80 credits, or more.
Aid STR 3d6 (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each which Never Recover (-2 ½), Requires A CON Roll (assumes CON Roll of 12- or 13-; -3/), Side Effects (Drain STR 3d6; -½).
ATRI 10 Version: Decrease Side Effect to Drain STR 1½d6 (-¼). Price: 100 credits, or more.
ATRI 11 Version: As ATRI 10 version, but increase to Aid STR 4d6.40 Active Points; total cost 7 points. Price: 200 credits, or more.
An outgrowth of technology originally developed to allow for "cold sleep" during long interstellar voyages, a hibernation bunk puts an injured person in a state of suspended animation until medical treatment becomes available.
Life Support (Longevity: age at one-eighth normal rate; Diminished Eating: no need to eat) (6 Active Points); OIF Immobile (-1), Costs Endurance (-1/2), Total cost. 2 point.
With a fully-equipped hospital and medical tech of ATRI 10 or better, Imperial doctors can regrow a patient's severed arms or legs, or most lost organs.
Healing BODY 3d6, Can Heal Limbs (35 Active Points); OIF Immobile (-1 (-1/2), Extra Time (1 Month; -5), Requires An SS Medicine Roll (1/). Total cost. 4 points.
The current medical kit issued to Imperial military doctors, rescue workers, and explorers, the MA-7 is also available to civilians. It contains smart bandages (which stitch up wounds and time-release appropriate medications on their own once applied), "Schweitzers" (smart mini-autosyringes containing multiple premeasured doses of important drugs such as painkillers, coagulants, anaesthetics, wide-spectrum poison antidotes, and so forth), a small set of basic surgical tools, and similar equipment.
Basic Medkit Supplies | Simplified Healing 2d6,30 Charges (+1/4) (25 Active Points); OAF (-1), Extra Time (1 Turn; -11/4), Requires A Paramedics Roll (-1/2) |
Painkillers | Aid STUN 4d6, Delayed Return Rate (points fade at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); OAF (-1), 6 Charges (-3 /4) |
Wide-Spectrum Poison Antidote | Healing 7d6, any four Poison-affected Characteristics simultaneously (+1) (140 Active Points); OAF (-1), Only Counteracts Upcoming Poison Damage (-2),6 Charges (-3/4) |
A medical drug often issued to battlefield troops or rescue workers, Grit temporarily allows an individual to ignore injuries. In the end the user drug just injures himself more, but sometimes that's a worthwhile risk to take.
Aid BODY 2d6, Delayed Return Rate (points fade at the rate of 5 per 5 Minutes; +1/2) (30 Active Points); OAF (-1), Only Restores To Starting Values (-1/2), Side Effect (user automatically takes KA 1d6 when drug's effects fade; -1/2), 4 Charges (-1). Total cost: 7 points.
Boosting one's willpower is important when dealing with enemies who possesses psionic abilities. By taking Mind Flex, the user increases his mental strength... but after it runs out he becomes more vulnerable to psionics than normal. Price: 100 credits, or more.
+5 EGO (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour which Never Recovers (-2¼), Side Effect (-5 EGO for 24 hours after Charge stops working, automatically occurs; -½). Total cost. 2 points.
ATRI 11 Version: Increase to +8 EGO (and Side Effect to -8 EGO). 16 Active Points; total cost 3 points. Price: 140 credits, or more.
Often given as standard issue to members of the Imperial armed forces and planetary militia, a Personal Healing Ampule helps soldiers mend injuries they've received when medical assistance is not readily available. The ampule contains a thick biochemical compound. When ejected through the thick nozzle into a wound, it accelerates the body's natural healing processes. However, not only does this make the person receiving the treatment extremely hungry, it can have adverse mental effects if used too often. For each PSA dose after the first a character receives during a 24-hour period, the GM should roll 3d6. On an 11-, the character loses ½d6 INT for 6d6 hours. For each use beyond the second, increase the roll by 2 (13-,15-, and so on). Price: 75 credits, or more.
Healing BODY 2d6 (20 Active Points); OAF (-1), 4 Charges which Never Recover (-3), Side Effect (see.text; -0).
On the field of battle, swiftness of action is often the deciding factor. To gain the upper hand, soldiers sometimes use Quickjuice, a drug that enhances reaction time. After the drug expires, the user suffers a temporary neural slowdown. Price: 200 credits, or more.
+1 SPD (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour which Never Recovers (-2¼), Side Effect (-1 SPD for 24 hours after Charge stops working, automatically occurs; -½). Total cost 2 points.
ATRI 10 Version: Decrease Side Effect so that it only lasts for 12 hours. Total cost 2 points. Price: 300 credits, or more.
ATRI 11 Version: As ATRI 10 version, but add +2 DEX as well. 16 Active Points; total cost 3 points. Price: 500 credits, or more.
A RadPro injection protects the recipient from exposure to levels of radiation that would normally be lethal. Price: 40 credits, or more.
Life Support (Safe Environment: High Radiation) (2 Active Points); OAF (-1), 3 Continuing Charges lasting 20 Minutes each which Never Recover (-2).
ATRI 10 Version: Increase Continuing Charges to last 1 Hour.
ATRI 11 Version: Increase Continuing Charges to last 3 Hours.
This injection increases a person's bravery and confidence, making him able to withstand shocks that would ordinarily cause him to flee or breakdown. While it has no direct side effects, it is known to be physically and psychologically addictive (in game terms, each use adds ½d6 points' worth of Transform to give the user the appropriate Physical and Psychological Limitations). Price: 50 credits, or more.
+10 PRE (10 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour which Never Recovers (-2¼), Only To Protect Against Presence Attacks And PRE Drains (-1), Side Effect (½d6 Major Transform into addicted person; -0). Total cost 2 points.
ATRI 10 Version: Increase to +15 PRE. 15 Active Points; total cost 3 points. Price: 75 credits, or more.
ATRI 11 Version: As ATRI 10 version, plus reduce Side Effect to 1 pip of Transform damage per use. Total cost 3 points. Price: 100 credits, or more.
As discussed on page 130 of Terran Empire, psionic technology is a relatively new thing, available only at ATRI 11 (though some lower-tech drugs could effectively inhibit psis by making it difficult for them to think or concentrate). No technology available to the Empire can grant psionic abilities (other than psionic defenses) to a nonpsionic.
This headband enhances the powers of persons who are already psionic (of at least Delta grade) by allowing them to project blasts of mental energy. Using it can be tiring, and requires a level of concentration that may expose the user to counterattack, but it's a powerful weapon in the right circumstances. Price: 3,000 credits, or more.
Ego Attack 4d6 (40 Active Points); OAF (-1), Only Works For Persons Of Psi-Delta Rating Or Better (-0), Limited Range (20"; -¼), Concentration -½). DCV -¼).
This device, usually built into a hat, headband, necklace, or the like, interferes with devices designed to detect psionic abilities. It cannot conceal the use of psi-powers from another psi, but does prevent non-psionic authorities from uncovering the wearer's powers via psi-detector. To their scanners, his mind appears to be a normal, non-psionic mind. Price: 3,200 credits, or more.
Images To Detect Psionic Powers, -5 PER Rolls, Reduced Endurance (0 END; +½) (30 Active Points); IAF -½). Set Effect (only to make character's mind seem non-psionic; -1), No Range (-½), 1 Continuing Fuel Charge (easily replenished with a new power cell; 20 Minutes; -¼).
Although not as effective as the psi-shield helmet used by the military and police, this protective device is commercially available to civilians and can be designed to complement a variety of outfits and clothing styles. Price: 1,800 credits, or more.
Mental Defense (10 points + base points from EGO) (10 Active Points); OAF Fragile (-1 ¼), 1 Continuing Fuel Charge (easily replenished with a new power cell; 20 Minutes; -¼).
The universe contains many dangerous environments, and intelligent beings have devised a number of ways to protect themselves from hostile conditions.
Anyone venturing into Trace atmospheres or outer space needs a spacesuit. This version represents early twenty-first century Human designs, still used by many manufacturers due to their simplicity and inexpensive cost. The suit has a rigid chest section for easy access to controls. It provides pressure and temperature support indefinitely, and oxygen for up to six hours.
Environment Protection | Life Support (Safe Environments: Intense Cold, Low Pressure/Vacuum) (4 Active Points); OIF (-1/2) |
Breathing Gases | Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2),1 Continuing Fuel Charge: (easily obtained; 6 Hours; -0) |
Protection | Armour (2 PD/2 ED) (6 Active Points); OIF (-1/2); Activation Roll 11- (-1) |
For environments like the atmosphere of Jupiter, explorers and workers need a space suit designed to keep pressure out, and to provide more protection in general. This particular suit resists up to 90 atmospheres of pressure, enough to allow the wearer to walk on the surface of Venus. It also works fine as a deep-diving suit in the oceans of Earth or Europa.
Environment Protection | Life Support (Safe Environments: High Pressure, Intense Cold, Intense Heat, Low Pressure/ Vacuum) (7 Active Points); OIF (-1/2) |
Breathing Gases | Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), 1 Continuing Fuel Charge (easily obtained; 6 Hours; -0) |
Protection | Armour (8 PD/6 ED) (21 Active Points); OIF (-1/2) |
Protection | Armour (+22 PD/+14 ED) (54 Active Points); OIF (-1/2), Only To Resist Atmospheric Pressure/Damage (-1) |
As space travel became more common in the twenty-second century, explorers wanted less bulky suits that allowed more freedom of movement. Human scientists eventually developed the skinsuit to resolve the problem. Instead of wearing a pressurized balloon, the user wears a suit that hugs the skin, turning his own skin into a "spacesuit" The clear-bubble helmet allows a wide field of view, and the backpack provides oxygen for up to a day. (Use the first two powers for the standard Spacesuit, above, but the Breathing Gases last for 1 Day.)
Boots with magnetic plates in the soles, worn by space workers so they can walk on the hulls of spacecraft or stations without the need for tethers.
Clinging (normal STR + 15) (15 Active Points); OIF (-1/2), STR 20 Maximum (-0). Total cost: 10 points.
A small thruster backpack used for maneuvering in space. It carries an hour's supply of fuel. For every ATRI level beyond 8, characters may buy Space Thrusters with +2" of Flight and an additional hour's supply of fuel. At ATRI 10, the unit no longer counts as a Bulky Focus.
Flight 3" (6 Active Points); OIF Bulky (-1), Only Works In A Vacuum (-1), 1 Continuing Fuel Charge (easily obtained; 1 Hour; -0). Total cost: 2 points.
A slim backpack-style device that augments the wearer's swimming speed. They're as common on water worlds as bicycles are on terrestrial planets.
Swimming +8" (8 Active Points); OIF (-1/2), 1 Continuing Fuel Charge (easily obtained, 6 Hours, -0). Total cost: 5 points.
Originally stealth suits were restricted to the military and espionage agents. But the specs for them were accidentally released over the datanet, and now stealth suits are widely available on the black market. In Imperial space and most other jurisdictions, possessing, owning, or using one constitutes a felony carrying severe penalties. Users include hunters, zoologists, journalists, and of course criminals.
The stealth suit adapts to match its surroundings, but the effect is not perfect. It only works if the wearer moves stealthily or remains motionless.
Invisibility to Sight Group, Reduced Endurance (0 END; +1/2) (30 Active Points); IIF (-1/4), Variable Limitations (Requires A Stealth Roll or Chameleon only; -1/2).
Protective eyewear is important in space (where one might gaze directly at a star or a functioning rocket exhaust port) and planetside (since blinding sunlight makes driving and hiking more onerous). These stylish goggles protect the wearer from bright lights. The tinted, solarized lenses are scratchproof, shatter-resistant, and come in any number of dark and colorful shades. Price: 20 credits, or more.
Sight Group Flash Defense (10 points), Hardened (+¼) (12 Active Points); OAF (-1)
This advanced underwater breathing system extracts oxygen from the surrounding water by electrolysis, giving the wearer effectively unlimited breathing until the power runs out (the battery pack lasts a whole day). The unit mixes the oxygen with argon to avoid some hazards of high pressure on deep dives. Price: 100 credits, or more.
Life Support (Expanded Breathing: Breathe Underwater) (5 Active Points); OIF -½). 1 Continuing Fuel Charge (easily obtained; 1 Day; -0).
This metal backpack holds two 1-meter long retractable wings that provide the wearer with the ability to maintain altitude for an extended period of time. Price: 250 credits, or more.
Gliding 10" (10 Active Points); OIF -½). Restrainable -½).
Although small and light enough to fit comfortably in the palm of one hand, this device puts out enough heat to warm a 2" radius area for up to half a day. Price: 30 credits.
Life Support (Safe Environment: Intense Cold), Area Of Effect (One Hex Doubled; +3/) (3 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 12 Hours (-0).
This airtight structure provides protection from the weather as well as shielding from minor physical attacks. The tent can withstand arctic temperatures and storms, the blistering heat of a desert at noontime, and the thunderstorms of rain forests. Price: 100 credits, or more.
Sealed Environment Life Support (Self-Contained Breathing; Safe Environments: Intense Cold and Intense Heat), Area Of Effect (One Hex Doubled; +3/) (24 Active Points); OIF (-½),1 Continuing Fuel Charge lasting 12 Hours (-0)
Protective Structure Force Wall (2 PD/2 ED; 6" long and 1" tall) (20 Active Points); OIF (-½), Restricted Shape (2" radius circle; -¼), 1 Continuing Fuel Charge lasting 12 Hours (-0)