Optics and Surveillance Gear

Communications Interceptor: About the size of a small briefcase, a Communications interceptor can detect and monitor a cell or vid phone conversation within a 5-mile area by listening in on the communications service’s own transmitters. Intercepting the calls of a particular phone requires a hacking skill check; if the user knows the phone number of the phone in question, skill player receives a +10%.. Obviously, the phone must be in use for someone to intercept the call.
Cost: $50,000

Metal Detector: This handheld device provides a +2 bonus on all Search checks involving metal objects.
Cost: $100

SOPO: The Solid Object Penetrating Optics device is capable of penetrating solid objects allowing the user to effetely see through walls. The technology provides 'Through the Wall' vision, allowing the user to rapidly and reliably observe one or more people in a room and monitor their movements, while positioned outside the room's walls.
Cost: $50,000

Multi-optics visor: This small, light visor is designed to fit on the forehead and provide an overlay view of enhanced vision. The Multi-optics visor is capable of viewing the ultraviolet, infrared (thermal), and visible spectrum as well as provide night vision. Additionally, the multi-optics visor offers telescopic vision with a magnification of 10,000x
Cost: $5,000

Multi-optics insert: The Multi-optics insert works like a contact lens, as it is inserted over the eye itself. The device is capable of viewing the ultraviolet, infrared (thermal), and visible spectrum as well as provide night vision. Additionally, the multi-optics visor offers telescopic vision with a magnification of 1 ,000x
Cost: $50,000

Full optics helmet add-on: The Full optics helmet add-on is designed to be installed in any helmet. Once installed the device is capable of viewing the ultraviolet, infrared (thermal), and visible spectrum as well as provide night vision. Additionally, the multi-optics visor offers telescopic vision with a magnification of 50 ,000x
Cost: $80,000

Scanners

Bio-scanner: Most life forms emit low level electromagnetic radiation as well as infrared (thermal) radiation. Other functions can be detected as well such as heart rate and respiration. The resulting information is compiled into life signs and can be used to detect life and the health and/or status of life.
Cost: $5,000

Motion scanner: This scanner is designed to detect motion by measuring optical or acoustical changes in the field of view. The systems use air vibrations, sounds, and thermal changes to detect motion.
Cost: $1,000

Energy signature detector: This device can detect the strength and type of energy in it's scan area of 50 feet.
Cost: $5,000

Environmental scanner: The environmental scanner combines the bio-scanner, energy signature detector, and motion scanner technologies as well as full optics to create a complete image of an environment.
Cost: 100,000

HUD: A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also incorporates a communications link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD. The HUD is designed to be installed into a helmet, but can be worn externally. The device is capable of viewing the ultraviolet, infrared (thermal), and visible spectrum as well as provide night vision. Additionally, the HUD provides +2 targeting to any weapons strike.
Cost: $100,000

Communications

Cell Phone: A digital audio communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 50,000 hours before it must be recharged. Cell phones work in most places on earth.
Cost: $50

Datalink: A high speed data connection that allows you to stream video, audio, and other data real time. Additionally, the user may access the internet via a holographic overlay.
Cost: $500

Vid-Phone: The vid-phone is a communications device that sends audio and video. The device can be worn as an ear piece which then projects a small hologram into the view of vision of the wearer.
Cost: $300

Security related

Security over ride kit: A collection of adapters and wireless connectors designed to interface with any security device with the intent of gaining access and over riding them.
Cost: $5,000

AI Hacker: The AI hacker is a micro-computer system designed to defeat typical security systems and computer lock outs. Use of the AI hacker works just like the special class related skill of hacking with a base skill of 50% to be used against skill checks.
Cost: $100,000

Nanobeacon: A device used in tracking and search and rescue, the nanobeacon is a cluster of nanites that can be placed on a target. The device emits a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The nanobeacon projects its pulse at up to a 500 mile radius. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target.
Cost: $10,000 (includes tracking kit)

Com Disrupter: This device emits of field with a 50 foot radius that blocks nearly all forms of communications. This device cannot block sub-space communications.
Cost: $5,000

Flying apparatus

Graviton pack: This flying unit is designed to be connected to armor due to the incredibly high speed it can archive. The graviton pack uses accelerated gravitons to propel the user up to mach 10.
$500,000

Fusion pack: This device is design for slow controlled movement and flight, with a top speed of less than 100mph the fusion pack is designed to be worn without armor.
Cost: $40,000

Jet propulsion pack: Extremely fuel hungry, and designed to be installed on armor, a jet propulsion system enables the user to accelerate to mach 4 for a duration of 10 minutes.
Cost: $100,000

Hover boots: Hover boots provide a small degree of lift, usually less than 10 feet. Hover boots use charged ions to provide lift.
$5,000

Tools and Survival gear:

Fusion torch: A high energy fusion torch produces intense heat in order to cut through metal and other materials. Fusion arcs are extremely hot and are in the range of 25,000 degrees Celsius.
Cost: $50,000

Monofilament knife: Sometimes called a monomolecular knife, this device uses strongly-bonded molecules with an edge that is the width of a single molecule. This knife can slice through anything. The device is too small to be used as a weapon though. There is a weaponized version in the weapons list.
Cost: $2,000

Duracable: The duracable is a rope made of an engineered material designed to be light weight and strong.
Cost: $500 per 50ft

Disassembly kit: This kit contains all the tools you would need to open or disassemble pretty much any commercial technology you may encounter.
Cost: $100

Portable Environment Generator
As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.

At night, the generator acts as a lamp and provides the area with light. Thanks to a special energy field produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.
Cost: $200,000

Binoculars(Standard): Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. Magnification 50,000x
Cost: $200

Binoculars (range finding): In addition to the benefit of standard binoculars, range finding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Cost: $1,000

Climbing Gear: All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a hand ax, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Cost: $500

Compass: A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. A compass grants its user a +10% bonus on Navigate checks.
Cost: $50

Flash Goggles: These eye coverings provide total protection against blinding light.
Cost: $50

Nanolight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Cost: $10

Standard flashlight: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Cost: $40

GPS Directional device: Global positioning system receivers use signals from GPS satellites to determine the receiver’s location to within a few dozen feet.
Cost: $100

Portable Stove: This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.
Cost: $100

Rope: Climbing rope can support up to 1,000 pounds.
Cost: $50 per 50ft.

Sleeping Bag: This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.
Cost: $50

Tent: A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.
Cost: $100

Trail Rations: Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The purchase price given is for a case of 12 meals.
Cost: $50

Combat related

Auto-Kinetic Gel grenades: These grenades expel a thin coat of Auto-Kinetic Gel. AKG has a unique property in that it exerts an equal amount of opposing kinetic force to any force applied to it. The result is instant immobilization.
Cost:$50,000

Flash bang grenade: Stun grenades are used to confuse, disorient, or distract a potential threat. A stun grenade can seriously degrade the combat effectiveness of affected personnel for up to a minute (-2 Dodge/Strike). The best known example is the M200 Stun Grenade, which produces a blinding 18 million Candela flash and deafening 180 dB blast.
Cost:$500

NeuroStun grenade: These grenades emit a pulse of energy that temporary disrupts the electromagnetic energy produced by the brain. The result is an immediate knock out check, if failed, the victim is unconscious for d6 turns.
Cost:$25,000

Poison Gas Grenades: These grenades explode with a neurotoxin that kills in a few seconds if the target fails a poison check.10 foot radius.
Cost: $5,000

Knock-Out grenades: These grenades explode with a gas that renders the target unconscious for d6 turns if the target fails a poison check.. 20 foot radius.
Cost: $400

 

Espionage

Holographic Cloak: This device uses holograms to project objects behind the user to give the illusion of invisibility.
Cost: $1,000,000

Molecular phasing: This device generates an intangibility or phasing field that allows the wearer to move through solid objects. This device requires a fusion generator, and must be installed on armor.
Cost: $50,000,000

Thermal Signature Mask: This device generates a field that blocks the emission of infrared radiation.
Cost: $10,000

Grappling hook: A grappling hook is a hook attached to a rope or cable, designed to be thrown or projected a distance, where its hooks will engage with the target.
Cost: $1,000

Sound suppressor: This device is used to suppress noise levels in a 10 foot radius.When the device is in use the decibel level of a sound is reduced by a factor of 10. This device can be used to move silently, or to fire weapons quietly.
Cost: $10,000


Special armor and suits

Environment Seal: A thin body suite designed to be worn under any armor or clothes, an environment seal provides the same advantages of environmental armor, just without the armor. The suite consists of a thin membrane that covers the entire body. The head section is a thin environmental force field.
Cost: $10,000

Strength suite - exoskeleton.
Cost: 150,000

Speed suite - exoskeleton.
Cost: 50,000

Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use.
Cost: $300

 

Medical Technology

Derma-Gen: The Derma-Gen is a portable Dermal Regenerator about the size of a large pistol. The device analyzes the subject's DNA and is then able to generate new skin and seal open wounds. The device is not able to heal major wounds that would require surgery.
Cost: 50,000

Medical Multi-Scanner: Considerably more advanced than the Bio-Scanner, a medical scanner is able to scan for life signs as well as access the over all health of the target.
Cost: 50,000

Nanocillin: Based on @simple nanites, nanocillin is the choice for treating most infectious diseases and poisons. Typically nanocillin is effective in a matter of minutes.
Cost: 10,000 per dose

Hypercoagulin: When injected into a patient with a bleeding wound, this causes near instant coagulation and a cessation of bleeding. The drug should be injected as close to the wound as possible. An injection prior to sustaining a wound will have no effect. Very large overdoses of this drug will kill causing large blood clots and death.
Cost: 1,000 per dose.

Medical Kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore body points, to treat a diseased or poisoned character, or to stabilize a dying character. The kit contains Hypercoagulin to stop bleeding, Nanocillin to stop infection and counter-act poisons, and a Derma-Gen to heal tissue.
Cost: $100.000

First Aid Kit: Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a First Aid skill check. A first aid kit provides a +10% to the skill check.
Cost: $100

Surgery Kit: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. A surgery kit is used when performing surgery. A character performing surgery without a surgery kit has a 40% penalty on the check. The surgery kit contains laser cutting devices and is best used with hypercoagulin to control bleeding and a Derma-Gen to aid in wound closing.
Cost: $10.000

Bags and Boxes

With the wide variety of equipment available to modern adventurers, it’s often critical to have something to store the equipment in or carry it around in.

Secure Travel Case
A travel case is a reinforced synthetic material box with foam inserts. Wing-style clamps keep it from opening accidentally. DNA based bio lock.
Cost: $2,000

Briefcase
A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure.
Cost: $200

Contractor’s Field Bag
A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap.
Cost: $150

Day Pack
This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders.
Cost: $100

Handbag
Handbags provide another way to carry 2 pounds of equipment.
Cost: $100

Range Pack
This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.
Cost: $200

Backpack: This is a good-sized backpack, made of tough water-proof material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear.
Cost: $100

Clothing

The items described here represent special clothing types, or unusual outfits that a character might need to purchase.

For the most part, clothing choice is based on character concept. It’s generally assumed that a character owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. Sometimes, however, a character might need something out of the ordinary. When that’s the case, he or she will have to purchase it like any other piece of gear.

Firstly, clothing is part of a disguise. To effectively use a disguise, the character must have the disguise skill.

Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.

Clothing Outfits

An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance. Each outfit provides a +10% against a disguises skill check.

Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.
Cost: $400

Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.
Cost: $100

Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have purchase prices much higher than shown on the table.
Cost:$200

Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available.
Cost: $200

Mesh Vest: This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment.
Cost: $100

Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
Cost: $200

Outerwear

In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying.

Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Cost: $100

Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.
Cost: $100

Overcoat: A warm coat worn over a suit jacket or indoor clothing.
Cost: $100

Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.
Cost: $50

Windbreaker: This is a lightweight jacket made of wind-resistant material.
Cost: $50

Professional Equipment


Chemical Kit: A portable laboratory, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.
Cost: $100

Demolitions Kit: This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.
Cost: $100

Disguise Kit: This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn’t contain clothing or uniforms, however.
Cost: $100

Electrical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.
Cost: $100

Evidence Kits: Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency’s crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. An evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated. plus supplies for analyzing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to gather fingerprints.
Cost: $100

Fake ID: Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger and his resources.. When a character purchases a fake ID, the GM secretly makes a percentile check for the forger, which serves as the check when someone inspects the fake ID. The creation of the ID is followed by a round about hack to insert the fake identity into the global database.
Cost: $100,000 .

Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.
Cost: $100

Handcuffs: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
Cost: $100

Power restraints: When normal handcuffs won't do the job, powercuffs are employed. Using a technology similar to Auto-Kinetic Gel, powercuffs are able to negate a certain level of strength by applying opposing negative force. In order to break free form powercuffs, someone would need to possess a strength great than 120.
Cost: $100,000

Lockpick Set: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to open mechanical locks (deadbolts, keyed entry locks, and so forth) with the locksmith skill..
Cost: $100

Lock Release Hacker : This device is designed to hack into simple digital door locks with a 70% chance of success.
Cost: $100

Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.
Cost: $100

Multipurpose Tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. They are also outfitted with a low power cutting laser and a nanolight.
Cost: $100