The first thing most characters will want to buy
with their Option Points are Skills. Skills are things the character
knows or can do; they represent his or her level of knowledge and
accomplishment. Skills are normally rated from one to ten, and are
used in game play by adding the level of the Skill to the level of
the most applicable Characteristic the skill is related to. Each
Player is allotted a base of 40 Option
Points with which to buy skills. For every 2
years over the age of 16 the character adds 3 Option points to
his total to a maximum stating value of 55 at age 26.
The good news is, every character gets a free starting group of
skills to begin with, so that he won't be totally helpless in his
new environment: Everyman Skills.
EVERYMAN SKILLS Everyman skills are things
generally known by everyone in all specific cultures or time
periods: Perception, Concentration, Education, Persuasion,
Athletics, Teacher, Local Expert (Knowledge of your area),
Hand-to-Hand, and Hand-to-Hand Evade. These are given free to all
characters by the GM, and have an automatic starting level of 2;
about what the average person would know about his world. Each can
be improved by adding Skill levels on an individual basis. An
individual GM may wish to add or remove skills from the Everyman
category to suit his particular game; in a far future setting, for
example, everyone may use computers, but only special people may
have any athletic skills. The Everyman skill category gives you the
flexibility to tailor the level of your culture as
desired.
GENERAL SKILLS Unlike Everyman Skills,
General Skills are purchased at the cost of one Option Point for
every level of skill; for example, to have 4 levels in Firearms
would cost 4 OP. Buying a skill generally gets you the ability
to do pretty much everything described by that skill. However, some
campaign settings may require that you specify how a skill will be
used (for example, picking what kind of Scientist (Physicist,
Chemist, etc.) you intend to be. In these cases, you may need to
take additional "specializations" of that skill to be able to use it
in other ways (for example, Scientist [Physicist] and Scientist
[Chemist]. The list of possible skills one could encounter in a
Fuzion game is as wide as the possible campaign settings. What's
compiled on the next page are typical skills applicable to many
superheroic settings or modern action genres. Feel free to use these
as a guideline for your adventures as each Fuzion campaign will
usually have its own list.
| GENERAL SKILLS EXPLANATION |
|
|
ACROBATICS The ability to perform
flips, jumps, and rolls like a circus acrobat. You can also
jump and flip over an obstacle, landing on your feet, ready to
fight. (DEX)
ACTING The ability to act; to assume a
role or character. Someone who is skilled in this can fake
moods or emotions, or hide his true identity. (PRE)
ANIMAL HANDLER The skills of
animal handling, training, and care as applicable.
(INT)
ATHLETICS Basic Athletics skills;
dodging, escaping, throwing, swimming. (DEX)
AUTOFIRE WEAPONS Use of
machine-guns. full-autofire weapons and attacks, etc.
(REF)
BRIBERY A character with this skill
knows when to bribe someone, how to approach him, and how much
to offer. (PRE)
BUGGING The ability to properly implant
and operate listening, visual, or other sensing devices
("bugs.") (TECH)
BUREAUCRATICS You know how to deal with
bureaucrats, cut out red tape, who to talk to, how to reach
them, and how to extract information from bureaucracies.
(PRE)
BUSINESS Knowledge of basic business
practices, laws of supply and demand, employee management,
accounting, procurement, sales, marketing. (INT)
CLIMBING Ability to climb unusually
difficult walls, trees, and buildings, as long as there are
handholds. The basic climbing speed is 2 m/y per phase.
(STR)
COMPUTER PROGRAMMING The ability to
program and operate computers. (TECH)
CONCEALMENT You can hide things and
find things that other people have hidden - like important
papers, weapons, jewels, artifacts, drugs, and so forth.
(INT)
CONCENTRATION The abilities of focus
and mental control. This would encompass feats of memory,
recall, physiological control, and Mental Powers.
(WILL)
CONTORTIONIST The ability to manipulate
your body to get out of ropes and similar bonds. You may also
contort your body to fit into generally inaccessible places or
spaces. (DEX)
CONVERSATION This ability allows you to
extract information from people with careful conversation. The
use of this skill takes time, and if the roll is missed, the
subject realizes he is being pumped for information.
(PRE)
CRIMINOLOGY You know how to look for
clues, dust for fingerprints, examine evidence, do ballistic
tests, examine records, search through files, and so on.
(TECH)
CRYPTOGRAPHY The ability to solve
simple ciphers and encrypt or decode messages.
(INT)
DEDUCTION This is the art of taking
several facts and leaping to an inobvious conclusion. This
skill should be used sparingly. (INT)
DEMOLITIONS The ability to properly
use, handle, set, and defuse explosives (TECH)
DISGUISE The ability to change a
character's appearance through makeup, costumes, body
language, and facial expression. (TECH)
DRIVING Driving cars, motorcycles,
jeeps, trucks, tanks, hovercraft, and other ground vehicles.
Generally, this skill must be purchased for one class of
vehicles. (REF)
EDUCATION General knowledge, such as
math, history, science, trivia, or current events.
(INT)
ELECTRONICS The ability to identify,
understand, repair, and rewire electronic devices.
(TECH)
EXPERT Any one field of knowledge:
stamps, gardening, Bay City Police Department, paranormal law,
and so forth. This can be a hobby, or an in-depth knowledge of
a specific field or area. (INT)
FIREARMS Firing semi-automatic pistols,
revolvers, rifles, shotguns, and crossbows. (REF)
FORENSIC MEDICINE This skill lets the
character make inferences from a corpse about the cause of
death, how long the corpse has been dead, and so forth.
(TECH)
FORGERY The ability to create false
documents, identification, currency, and so forth.
(TECH)
GAMBLING The ability to win gambling
games that require some skill, such as blackjack, poker, and
more exotic games. A character may also use this skill to
cheat. (TECH)
GUNNERY Firing vehicle-mounted weapons,
mecha weapons, ship-mounted weapons and artillery.
(REF)
HACKING Skills of electronic intrusion
into computer systems, including illegal entry and virus code
writing. (TECH)
HAND TO HAND Basic skill at fighting
with your hands. Adding Martial Arts (page 133) allows the
character to use Martial Arts maneuvers and actions.
(REF)
HEAVY WEAPONS Use of military weapons
such as RPGs, mortars, rockets, hand-held missiles, etc.
(REF)
HIGH SOCIETY The knowledge of
upper-class culture: what clothes to wear, what are considered
sophisticated drinks, and how to mingle with royalty and other
VIPs. (PRE)
INTERROGATION The ability to forcibly
extract information from people. The character knows how to
avoid leaving marks, can judge how close a victim is to death
or breaking, and is an expert at manipulating subjects into
revealing desired information. (PRE)
INVENTOR This skill enables the
character to design and construct new devices. To use
Inventor, the character needs the complementary science skills
in the field he is working in.
(TECH) |
LANGUAGES Must specify one particular
language group (or dialect, computer code, type of sign
language or hand signals). Must specify primary language (see
chart) in the family; all others in that group are at 1/2 of
primary. (INT)
Some (loose) Language
Families Latin-based: French, Spanish, Italian,
Portuguese Chinese: Mandarin, Cantonese, Hakka,
Thai North Asian: Japanese, Korean South Asian: Thai,
Burmese Slavic: Russian, Polish, Czech Germanic:
German, Dutch, English, Afrikaans, Yiddish,
Swiss Scandinavian: Danish, Norwegian,
Swedish. Mid-Eastern: Arabic, Persian. Hebrew,
Berber. Computer: BASIC, C++, Fortran,
Cobol.
LIP READING This skill enables the
character to read someone's lips in order to tell what he is
saying. The character must be able to see his target's mouth
clearly. (INT)
LOCAL EXPERT Knowledge of an area;
who's who, where things are, general customs, schedules, and
peculiarities of the environment. (INT)
LOCKPICKING This skill allows the
character to open key, combination, electronic, and magnetic
locks. (TECH)
MECHANICS Skill with mechanical devices
and the knowledge of how to repair, replace, and build them.
(TECH)
MECHA PILOTING Skill in piloting of the
Humaniod or Animorphic vehicals. (MR)
MELEE WEAPONS Using all different types
of melee weapons, such as knives, clubs, axes, swords, spears,
etc. (REF)
MIMICRY The ability to perfectly
imitate someone else's voice. (PRE)
NAVIGATION Knowing how to take
sightings, use maps and charts, plot courses, work from wind,
weather, and other guides. (INT)
ORATORY The ability to speak to an
audience and to deliver a convincing presentation.
(PRE)
PARAMEDIC This skill enables the
character to stop bleeding, repair damage, and generally keep
someone alive. (TECH)
PERCEPTION The skill of observation,
perception and spotting hidden things (like clues), detecting
lies and emotions.
PERSUASION The ability to convince,
persuade, or influence individuals. (PRE)
PILOT Flying prop aircraft, civilian
jets, military jets, helicopters, etc. A specific class of
vehicle must be chosen for this skill. (MR)
PROFESSIONAL The ability to perform a
certain profession (such as artist, actor, doctor, hockey
player, mason, secretary, taxi driving, etc.) Obviously,
certain other skills will greatly enhance the character's
ability to practice his profession. (INT)
RESEARCH Skills in using libraries,
databases, records, as well as uncovering information from
obscure or uncommon sources. (INT)
RIDING This skill enables a character
to ride a living creature under difficult circumstances. The
type of animal (usually horse) must be specified when this
skill is purchased. (DEX)
SCIENCE Knowledge of lab techniques,
how to design experiments, how to write scientific papers,
test hypotheses, etc. for your appropriate field of science.
Must specify your area of study when this skill is purchased.
(INT)
SECURITY SYSTEMS The ability to
recognize and evade various types of alarms and traps. The
character also knows how to set up alarms and traps, given the
proper time and equipment. (TECH)
SEDUCTION The ability to gain others'
trust by offering companionship or favors. (PRE)
SHADOWING The ability to subtly follow
someone. Also the ability to spot and lose a tail.
(INT)
SLEIGHT OF HAND The ability to palm
items, fool the eye, perform magic tricks, etc.
(REF)
STEALTH The ability to hide in shadows,
move silently or avoid detection in combat situations.
(DEX)
STREETWISE This skill gives the
character knowledge of the seamy side of civilization: he
knows how to find the black market, talk to thugs, gain
information, and so on. (PRE)
SURVIVAL This skill enables the
character to live off the land, find food and water, identify
dangerous plants and animals, and so on. (INT)
SURVEILLANCE The ability to set up a
static surveillance of a subject without having it detected.
(INT)
SYSTEMS OPERATIONS This skill allows
the character to operate sensing and communications devices.
The character should choose what type of system he knows how
to operate (such as Radar, microwave transmitters, LANs, etc.)
(MA)
TACTICS The ability to fight
effectively and efficiently. A character with this skill is an
expert at combat, and usually knows what must be done to win a
battle. (INT)
TEACHING The ability to impart
information or skills to other. (PRE)
TRACKING The ability to follow a trail
by observing tracks, marks, broken twigs, and so forth.
(INT)
TRADING The ability to strike a good
bargain with a merchant or customer. (PRE)
VENTRILOQUIST The character can make
his voice sound as if it's coming from somewhere other than
himself. (PRE)
WARDROBE AND STYLE A grasp of fashion,
wardrobe, and personal grooming. A character with this skill
knows how to show off clothes and look his best.
(PRE)
WEAPONSMITH The character knows how to
build, maintain and repair weapons of various types. The class
of weapon (muscle-powered, firearms, energy weapons, other)
must be specified when this skill is purchased. (TECH)
|
TALENTS
Talents are an innate ability, (but not necessarily
superhuman) that cannot normally be learned or taught, such as a
bump of direction or the ability to see in the dark. The list of
Talents below is a general one; which ones are available depends on
each GM's decisions about the campaign setting. Each one of these
Talents costs 3 points each. If levels (indicated by a
*) can be taken in
the Talent, each additional level will cost another 3OP:
| Talent Name |
Description |
| Acute
Senses*: |
One of your
five senses (sight, sound, smell, touch, taste) is extremely
acute. If the sense is touch, you can read print with your
fingertips, feel tumblers moving in a lock, and determine
subtle differences in materials by feel. If the sense is
smell, you can instantly detect people or substances by scent
alone and can track them like a bloodhound. If the sense is
sight, you automatically gain a +1 bonus in all sight related
Perception checks, and treat all ranged attack modifiers as
being 2 points less than normal. If the sense is taste, you
can perceive subtle additions to food and detect harmful
substances with the barest
taste. |
| Ambidexterity: |
You can use
tools and weapons with either hand at no penalty (normally -3
for using off-hand). |
| Animal
Empathy: |
Animals like
you; they will never harm or attack you unless severely
provoked. You always seem to attract whatever animals are
common to the area, and they will immediately gravitate to
your side, although they may not necessarily do what you ask
them to. |
| Beautiful/
Handsome*: |
You are
extremely good looking; people will automatically stop and
stare at you when you pass, and you are generally surrounded
by admirers. In addition, you automatically have a +1 bonus to
your Persuasion, Performance, and Ward-robe/Style skills for
each level taken. |
| Blind
Reaction: |
You can
counterattack (in hand to hand only) with no negative
modifiers for darkness or being obscured (-4), even if you
can't see or hear your
opponent. |
| Combat
Sense*: |
Your
reflexes are keyed for danger; you automatically react faster
to danger than anyone else; for every level taken (up to 5)
you may add +1 to your Initiative rolls (in combat
only). |
| Common
Sense: |
You always
look before you leap; the GM must give you warning whenever
you're about to do something particularly foolish, even if
there are no perceptible clues present. He doesn't have to
specify the danger, just that "this might not be a smart
idea..." |
| Direction
Sense: |
You are
never lost; always know where North is and can orient yourself
easily without any external
cues. |
| Double
Jointed: |
You can bend
your limbs and joints in impossible ways. You can fit into any
space equal to half your height and width and it is impossible
to tie you up or entangle you with a single rope; you can only
be restrained using restraints like cuffs, shackles, or
nets. |
| Eidetic
Memory: |
You never
forget anything you have read, seen, heard, smelled, or
touched. |
| High Pain
Threshold: |
You are
especially resistant to pain and shock. When wounded, you will
reduce the amount of SDC taken by 2 points each time and the
effects of Impairing wounds (when used) by -2. Minimum SDC
damages is always 1 point. |
| Immunity: |
You are
immune to the effects of one specific poison or disease group
(must specify). |
| Intuition: |
You have an
uncanny feel for hunches; the GM will give you a chance to
make a Perception roll whenever he thinks you might get a
hunch, even if there are no perceptible clues present. |
| Lightning
Calculator: |
You can
automatically do complex mathematical operations in your head
without using any aids. |
| Light
Sleeper: |
You wake
instantly from even the lightest touch or smallest sound (no
Perception check required). |
| Longevity: |
You are
extremely long lived, but do not show any appreciable signs of
aging. No matter how old you are, you always look and feel as
a person half your age. |
| Night
Vision: |
You can see
in all but absolute
darkness. |
| Perfect
Pitch: |
You always
know if something's in tune, and automatically gain at +3
bonus in any musically related task (singing, playing
instruments, etc). |
| Rapid
Healing: |
You heal
extremely fast, recovering an extra 1 HDC per time unit in
addition to your normal healing
rate. |
| Schtick: |
A schtick is
a special habit or personal affectation that has little or no
actual effect on skills or combat abilities. Examples might
be: always having a wind wafting your hair or cape
dramatically, always having dramatic lighting striking your
face, being able to toss your hat on a hook when you walk in;
always having a cigar hidden somewhere on your person, etc.
Schticks must be okayed by the GM and should never have an
important combat or skill application-always shooting the gun
out of the bad guy's hand would be a very dangerous schtick to
allow. |
| Simulate
Death: |
You can
lower your heart rate and breathing to such a low level that
it is a Legendary Difficulty to tell whether you are dead or
not. |
| Speed
Reader: |
You can read one page of any normal text that you
are familiar with in three seconds (you can read a 200 page
book in 10 minutes). |
| Time Sense: |
You always
know what time it is, always know how much time has elapsed
between the present and the last time you checked. |
PERKS & PRIVILEGES
Perks are useful privileges, or contacts a character
has access to in a campaign. Perks can be friends, favors or
fringe benefits accruing from a profession. They are purchased with
Option Points just like any Skill, and function as a value gauge of
how powerful the Perk is (1 being lowest, 10 being best-the GM is the final
arbiter of a Perk's worth on the 1~10 scale); level 8 or 9
should really mean something!
| Perk Name |
Cost per
Level |
Description |
| Contact |
1 per
level |
You know someone
who can (and generally will) help you through money, power or
sheer skill, and this help is usually "off the record." A
mercenary who'll occasionally back you up in a fight costs 3,
a local Yakuza Boss costs 6, the head of the FBI costs 9.
Remember that the level of the contact is based on several
factors: a student's not much, but a student who's willing to
die for you |
| Favor |
0.5 per
level |
A one shot
Contact; you can make use of this contact only once, but they
MUST do what you ask (as long as its appropriate). Note: that it's often useful to have favors from
a lot of people in different areas rather than one contact who
does everything. |
| Renown |
2 per
level |
Your reputation,
usually in a favorable light. People go out of their way to
curry favor with you, or to at least avoid getting on your bad
side. At 3, most local people know you; at 6 you're nationally
known; at 9 you're an international figure. |
| Wealth |
2 per
level |
Characters are
assumed to be lower middle class, but wealth boosts your
lifestyle. Spending 1 OP places you comfortably in the middle
class, capable of buying common things and living in a decent
place. Level 2 is upper middle class; you can buy most
everyday things and live in a very nice place. At levels 3~4,
you are well to do and have more than enough money to support
yourself; you need work only occasionally, can afford costly
hobbies, and have an expensive home. At 6 you're rich; you
don't have to work at all, can afford large purchases like
cars or vacations, and live in a very expensive home. At 9,
you're a millionaire, can live anywhere and buy almost
anything you want. The GM might let you exceed Wealth 10,
making you a
billionaire! |
Racial Packages
Of course the rules above help you to
quickly build a human character. How does one go about making
a Zentradi, you might ask. As with all anime alien races, the
Zentradi have certain advantages and disadvantages when compared to
normal humans. The advantages can be described with bonus
Stats and abilities while the disadvantages can be described as
Complications. Thus the Racial Package. This is a
standardized group of bonuses and complication that each member of
an alien race must take. In some cases the advantages may
outbalance the Complications, or vice versa. In those cases
there will be an OP cost associated with the Package. the OP
cost might be negative, meaning you actually get "free" points for
taking the package. (Not really free points,
your character has a Complication built in.)
For the time being, this section will
only cover the 3 types of Zentradi (the author
doesn't have enough data on the protodevilin or Zolans to even
begin), more Macross races will be added as information
becomes available. Those interested in playing other races
will either be given a racial package by your GM or have to create
one yourself.
| Race |
Abilities |
Complications |
Cost |
| Zentran |
+1 STR, +1 CON
(you cannot exceed 8), High Pain
Threshold |
Distinctive
Features* (10), Oppressed(5), Stubborn(5) or Bad
Tempered(5)[choose one] |
1OP |
| Zentran
Female |
+1 REF, +1 CON
(you cannot exceed 8), High Pain
Threshold |
Distinctive
Features* (10), Oppressed(5), Stubborn(5) or Bad
Tempered(5)[choose one] |
1OP |
| Zentran
Commander |
+2 STR +1 CON
(both can exceed 8), High Pain
Threshold, Vacuum survival (up to CON in turns) |
Distinctive
Features* (10), Oppressed(5), Stubborn(5) or Bad
Tempered(5)[choose one] |
1OP |
*Distinctive Features: all Zentradi have something
about them that makes them stand out from normal humans. For
the The Zentran and Female Zentran (Meltrandi) these feature are
generally easy to conceal (odd colored Hair, or other explainable
abberation). Despite the fact that the Complication might be
as difficult to conceal as gray skin, this is only worth 2 total
points to these 2 packages. Commander Type Zentran are
Universally Taller (around 8 foot 8 inches, Micloned) stronger and
just plain Zentran than normal humans and thus get the full value of
the Distinctive Features
Money in
Fuzion
Generally, players with wealthy characters are discouraged
from keeping track of their money directly-it's a lot of tedious bookkeeping.
However, there may be times when you'll absolutely need to know if you
can buy that Caribbean island. In this case, you might use the following
rule: At Wealth 1, the player has a disposable income of $1,000 per week;
this value doubles for each additional level of Wealth-this means at Wealth
10, you could spend over 26 million dollars a year! Referees should be
really careful letting this rules cat out of the bag!
GEAR & EQUIPMENT Gear is just one more
thing your character will need to adventure. The list below is a
sample of types of personal hardware used in the Champions setting;
it is by no means exhaustive. Note: The values given here are in Option Points; to
derive money costs, multiply the OP cost by 100 monetary units. Also
note some costs are in 10th points.
| HIGH TECH OP |
SUPERTECH
OP |
|
Binoculars 1 For long distance
observation. 30x power.
"Bug" 6 Miniature listening device.
Will transmit any sound within 10m/yds to a receiver up to a
km away.
Bug Detector 9 Will detect any
active or passive listening device within 10m/yds Will
determine location of bug, but not location of
receiver.
Camera 1 Records still images on
film. 24 exposures.
Camouflage Coverall 2 Khaki
overclothing, patterned to match Urban, Snow, Jungle, Forest,
or Desert environments (specify).
Adds +2 to any Stealth attempt.
Camp stove 1 Runs on
pressurized gas for 3 hours. Takes about 5 minutes to boil
water.
Canteen 0.1 Holds 2
quarts.
CD player 1 Plays compact
laser-discs. About the size of a paperback book.
Cell Phone 3 Cellular network phone.
Range 10 km.
Diving Gear 5 Includes swim fins,
wet suit, weight belt, aqualung and mask. Tanks good for 3
hours. Can be used down to 60m/yds.
Dried Food (week) 1 For one man.
Prepackaged, just add water. 5 lbs.
Electrician's Tool Kit .05 Pocket
soldering iron, parts, multimeter, etc. Required for
Electronics tasks.
First Aid (Modern)
0.1 Bandages,scalpels, disinfectants. Required for
First Aid attempts.
Flashlight 0.1 Battery powered, good
for 8 hours. Lights up to 20m/yds.
Geiger Counter 9 Detects
intensity/direction of radiation up to 10m/yds.
IR Goggles 5 Allows user to see in
dim light (Illuminates up to 15m/yds).
Jammer 6 Will jam any active or
passive listening device within 10m/yds of user.
Lantern 5 Lights up to 40m/yds.
Batteries last 8 hrs., gasoline for 6.
Lighter 0.1 Fast fires (2 minutes by this method). Good for 100 lights.
Mechanic's Tool Kit 1
Wrenches, pliers, screwdrivers, etc. Required
for Mechanical tasks.
Movie Camera 1 Records color images
and sound on film.
Nylon Rope 1 100m/yds. Can hold up
to 500 lbs.
Personal Computer 10 8" x 12" x 1"
laptop with LCD screen.. 3 hour battery charge; recharge in 3
hours.
Radio 1 Portable CB walky-talky.
Range about 20 miles, 24 bands.
Skates 1 For rapid travel on ice
(reduces terrain type from Rough to Normal).
Skis 2 For snow travel (reduces
terrain from Rough to Normal).
Snowshoes 1 For movement over deep
snow (reduces terrain from Very Rough to Rough).
Tape Recorder 1 About the size of a
cigarette pack. 2 hours of audio on tape cassettes.
Tent (nylon) 1 Holds four. Can be
set up in five minutes.
Toolknife 05 Classic "Swiss army"
knife (DC.5). Saw, screwdrivers, tweezers, awls,
etc.
Utility Belt .02 Belt or harness
with pouches. Can be used to carry up to 6 objects or devices
up to the size of a large paperback book. or a total combined
weight no greater than 10kg.
Video Camera 3 Records color images
and sound on video tape. Can replay tape images through
viewfinder monitor. Each tape lasts 4 hours.
Wristwatch 0.5 Digital time keeper
with alarm, day, date. Two years on a battery. |
First Aid Kit (Future) 05 Laser
scalpels, dermal staplers, nano-clamps, air hypos and other
high tech medical devices. Required for Physician or First Aid
skill attempts.
Food Packs (week) 1 Compressed food
for one man. Requires no heating or water; just rip open the
seal and it heats in 2 minutes.
Gill Mask 5 Facemask and collar unit
equivalent to an aqualung. Allows user to breathe freely
underwater for up to 72 hours down to 200m/yds.
Holochips (10) 1 Futuristic
equivalents of tapes, music, and books.
Holorecorder 2 Futuristic equivalent
of a video recorder. Can record up to 10 hours on a single
chip. Projects hand-sized holo image for playback.
Inertial Compass 3 Small device
about the size of a pack of cigarettes. Records directions
travelled and replays instructions and map on LCD screen. Will
always locate North. Adds +2 to any Navigation
skill.
Medical Scanner 3 Hand-held scanner
the size of a paperback book. Examines patient, gives
procedures and diagnosis on LCD screen. Adds +2 to any First
Aid skills.
Music Synthesizer 2 Any type of
electronic music device; can include keyboards, drum pads,
stringed instruments, and MIDI wind instruments. 10 hours per
power cell.
Power Cells (6) 1 The "batteries" of
the future, used to power most small devices and weapons. Come
in packs of 6, each with a jack for wall. Recharging; takes 1
hour to recharge a single cell. Every Future electronic device
uses one power cell, which will run the device for 10
continuous hours.
Respirator 1 Breathing mask for
filtering out smog, toxic atmospheres, etc. Oxygen (1 hour) bottle included.
Sneaksuit 3 Futuristic equivalent of
camouflage, the sneaksuit mimics the background of whatever
the wearer is passing in front of. Adds +2 to any Stealth
attempt.
Survival Dome 3 Light,
self-inflating habitat for four. Air tight, can even be used
in space (although air must be provided
for breathing). Takes five
minutes to set up.
Technical Scanner 5 Hand-held
scanner about the size of a paperback book. Readout examines
mechanical/electronic hardware and gives repair procedures and
problems on LCD screen. Adds +2 to any Electronics, Mechanics,
Tinkering, Cybertech, FTL Tech, Gravitic Tech, or Hyper Energy
Tech type
skills. |
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