TEXT:  
  1
  23rd CENTURY COSTS AND EQUIPMENT: 
   
  EQUIPMENT CATEGORIES: 
  Prices given below are standard prices – the Keeper may apply modifiers depending on availability. 
  For example, on agricultural worlds where most of the economy is devoted to intensive agriculture, 
  most manufactured goods are imported and therefore more expensive than normal. 
   
   
   
  ARMOUR: 
   
  ITEM 
  PRICE (E$) 
  Personal Body Armour 
  E$300 
  Riot Armour 
  E$1500 
  Combat Armour* 
  E$10,000 
  Battle Armour* 
  E$30,000 
  Powered Armour Suit* 
  E$50,000 
   
  *Certain types of armour are either restricted to 
  Investigators who have chosen the Police Officer or 
  Soldier Occupation, or strictly military issue only, and can 
  only be obtained on the Black Market. 
   
   
  CLOTHING, MEN’S: 
   
  ITEM 
  PRICE (E$) 
  Tailored made to measure suit 
  E$800+ 
  Expensive off the peg suit 
  E$500 
  Standard off the peg suit 
  E$300 
  Cheap off the peg suit 
  E$150 
  Designer casual clothes 
  E$300 
  Decent casual clothes 
  E$150 
  Cheap casual clothes 
  E$50 
   
   
  CLOTHING, WOMEN’S: 
   
  ITEM 
  PRICE (E$) 
  Tailored evening wear 
  E$1000+ 
  Designer evening wear 
  E$750 
  Standard evening wear 
  E$300 
  Cheap evening wear 
  E$150 
  Designer casual clothes 
  E$500 
  Decent casual clothes 
  E$150 
  Cheap casual clothes 
  E$50 
   
   
  COMMUNICATION: 
   
  ITEM 
  PRICE (E$) 
  FedNet Account 
  E$10-100/pm 
  Link (Phone meets PDA) 
  E$30 
  Tactical ComLink 
  E$200 
  Medium Range ComLink 
  E$500 
  Long Range ComLink 
  E$750 
  Portable SATCOM unit* 
  E$5000 
  Laser ComLink 
  E$300 
  Translator 
  E$1500 
   
  *SATCOM units are strictly military issue only, and can 
  only be obtained on the Black Market. 
   
  ELECTRONICS: 
   
  ITEM 
  PRICE (E$) 
  Data Crystal 
  E$50 
  Data Recorder 
  E$30 
  Digital camera 
  E$50-1000 
  Home Entertainment Portal 
  E$500-5000 
  Laptop, average 
  E$300 
  Laptop, expensive 
  E$500 
  Palmtop, average 
  E$500 
  Palmtop, expensive 
  E$800 
  Server Farm 
  E$3000 
  Wireless Alarm System 
  E$300 
   
   
  FOOD AND ACCOMMODATION: 
   
  ITEM 
  PRICE (E$) 
  House (rent, per year) 
  E$16,000 
  Apartment (rent, per week) 
  E$200 
  One room apartment w/kitchen 
  (rent, per week) 
  E$150 
  Meals (decent, with tip): 
   
  Breakfast 
  E$5 
  Lunch 
  E$10 
  Dinner 
  E$25 
   
   
  MEDICAL EQUIPMENT: 
   
  ITEM 
  PRICE (E$) 
  Simple First Aid Kit 
  E$30 
  Medkit 
  E$50 
  Advanced Medical Kit 
  E$250 
  Folding Stretcher 
  E$50 
  Emergency Burn Kit 
  E$150 
  SPF 100 Sunscreen 
  E$5 
  Insect Repellent (large) 
  E$10 
   
   
  TRAVEL AND SURVIVAL GEAR: 
   
  Protective Clothing & Accessories: 
   
  ITEM 
  PRICE (E$) 
  CO2 Gun 
  E$150 
  Compression Suit 
  E$1000 
  Filter/Respirator 
  E$50 
  Hostile Environment Suit 
  E$1500 
  Life Support Unit 
  E$1000 
  Magnetic Grips 
  E$100 
  Mask, Filter 
  E$10 
  Mask, Respirator 
  E$25 
  Suit Patches (pack of x20) 
  E$20 
  
   
  2
  Thruster Pack 
  E$500 
  Vacuum Suit, Standard 
  E$1500 
  Vacuum Suit, Work 
  E$2000 
   
  Protective Shelters: 
   
  ITEM 
  PRICE (E$) 
  Tent (4 person) 
  E$25 
  Pressure Tent (4 person) 
  E$175 
  Prefabricated Cabin (8 person) 
  E$3000 
  Base, Advanced (12 person) 
  E$10,000 
  Rescue Ball 
  E$150 
  Personal Re-entry Vehicle 
  E$15,000 
  Grav Chute 
  E$10,000 
   
  Visibility Enhancement: 
   
  ITEM 
  PRICE (E$) 
  Chemical Lantern 
  E$15 
  Electro binoculars 
  E$50 
  Halogen spotlight 
  E$25 
  IR Goggles 
  E$100 
  IR Spotlight 
  E$75 
  Night Vision Goggles 
  E$100 
  Thermal Imaging Camera 
  E$300 
  Torch 
  E$5 
   
  Miscellaneous Survival Equipment: 
   
  ITEM 
  PRICE (E$) 
  Arctic Survival Kit 
  E$50 
  Climbing Pitons (x24) 
  E$75 
  Climbing Hammer 
  E$25 
  Compass 
  E$10 
  Cooking Laser 
  E$10 
  Desert Survival Kit 
  E$50 
  Dye Pistol 
  E$50 
  Emergency Beacon 
  E$100-300 
  Fusion Generator 
  E$500 
  Fusion Still 
  E$250 
  Individual Military Pack 
  E$45 
  Inertial Tracker 
  E$25 
  Locater Device 
  E$10 
  Machete 
  E$25 
  Nylon Water bag (10L) 
  E$5 
  Power Cell 
  E$15 
  Rations, luxury, 1 week 
  E$50 
  Rations, standard, 1 week 
  E$25 
  Rocket Pitons (x12) 
  E$150 
  Rope 10.5mm x 100m 
  E$50 
  Solar Vaporator 
  E$300 
  Tarpaulin 
  E$5 
  Thermal Canteen (1L) 
  E$5 
  Thermal Sleeping Bag 
  E$10 
  Water Purification Kit 
  E$10 
   
   
  TOOLS: 
   
  ITEM 
  PRICE (E$) 
  Demolitions Tool Kit* 
  E$ neg 
  Electronics Tool Kit 
  E$50 
  Mechanical Took Kit 
  E$150 
   
  *Strictly military issue only, and can only be obtained on 
  the Black Market. 
   
   
  TRANSPORT: 
   
  Interplanetary and interstellar travel is still an 
  expensive business. Most people who travel 
  are 
  either 
  company 
  employees, 
  military 
  personnel 
  or 
  government 
  staff. 
  Some 
  examples of prices are given below, but the 
  Keeper can change this at his/her discretion. 
   
  ITEM 
  PRICE (E$) 
  Earth to LEO (Low Earth Orbit) 
  shuttle service (daily flights) 
  E$100-300 
  Earth/Mars Express (weekly 
  LEO – LMO service) 
  E$1000-3000 
  1 Parsec Interstellar journey: 
  (monthly service usually) 
   
  Core Systems 
  E$10,000+ 
  Outer Colonies 
  * 
  Outer Rim Territories 
  * 
   
  *There are no commercial passenger services out beyond 
  the Core Systems. Travellers must negotiate their own 
  ticket prices. 
   
   
  HARDWARE: 
   
  ITEM 
  PRICE (E$) 
  Combat Knife 
  E$25 
  Sword 
  E$100 
  Chainsaw 
  E$300 
  Vibro-Blade 
  E$450 
  Automatic Pistol 
  E$750 
  TASER Pistol 
  E$800 
  Shotgun 
  E$800 
  SMG 
  E$1500 
  Combat Rifle 
  E$1750 
  Assault Rifle* 
  E$2500 
  Gauss Rifle* 
  E$5,000 
   
  *Strictly military issue only, and can only be obtained on 
  the Black Market. Energy weapons and above are rarely 
  available, and are allowed only at the discretion of the 
  Keeper. 
   
   
  AMMUNITION: 
   
  ITEM 
  PRICE (E$) 
  10mm light AP (box of 500) 
  E$125 
  10mm HEAP (box of 100) 
  E$100 
  20mm HE (box of 100) 
  E$250 
  TASER darts (box of 25) 
  E$50 
  10mm light AP M95 magazine 
  E$25 
  10mm HEAP M15 magazine 
  E$25 
  20mm HE M10 magazine 
  E$50 
  10mm light AP M200 drum 
  E$100 
  10mm light AP M16 magazine 
  E$25 
  TASER pistol magazine 
  E$25 
   
  
   
  3
  EQUIPMENT DESCRIPTIONS: 
   
  Note: if a description does not seem necessary, it won’t be included below. 
   
   
   
  ARMOUR: 
   
  Armour:  
  There are five standard armour types issued to 
  security and military units in the 23rd Century 
  as follows: 
   
  1. Personal Body Armour: 
  Favoured by personal security guards and 
  undercover officers, flak armour consists of 
  ballistic nylon with strategic Kevlar plating 
  covering the chest and abdomen.  A helm is 
  sometimes also worn.  Protects for 4AP. 
  Enc: 3.0kg. 
   
  2. Riot Armour:  
  Worn by local police and security forces, riot 
  armour consists of an armoured bodysuit made 
  up of  thin layers of ballistic nylon with Kevlar 
  plating which protects the wearer for 6AP. 
  Enc: 5.0kg 
   
  3. Combat Armour:  
  A military issue armoured bodysuit worn in 
  conjunction with either combat dress utilities 
  (CDUs), or a Compression Suit (see later),  
  combat armour is the standard armour worn by 
  infantry soldiers from all the nations of Earth, 
  as well as the Colonial Marine Corps, Colonial 
  Administration Security Force corporate and 
  private mercenary units. 
   
  Combat Armour offers the option of 100% 
  oxygen supply for low pressure use (in 
  combination with a Compression Suit) or air at 
  normal pressures. A combination of Kevlar and 
  plasteel plating with an ablative coating for 
  extra protection against energy weapons 
  protects the wearer for 8AP.  
   
  Standard Accessories: tactical audio and video 
  comlink (150 km range), polarized visor with 
  integral night vision capability, HUD, and lights. 
  Enc: 8.0kg. 
   
  4. Battle Armour:  
  Essentially a military issue armoured space 
  suit, Battle Armour protects the soldier against 
  the cold vacuum of space and against nuclear, 
  biological and chemical contaminants.  Like a 
  standard space suit, it consists of an inner 
  thermal regulation garment and two outer 
  layers of tight fitting elastic fabric with an 
  airtight covering to compress the wearer's 
  body against the effects of low pressure. 
   
  Battle Armour has special coolant pods which 
  mask heat signature and it’s molecular bonded 
  titanium-duralloy armour plates combined with 
  plasteel protect for 10AP. 
   
  Standard Accessories: air supply for 24 hours, 
  rebreather, waste-relief system, water and 
  concentrated food system  with rations for one 
  day (not tasty, but very nutritional), polarized 
  visor with integral night vision capability, HUD 
  with multi-view televiewer, two helmet lights, 
  built-in computer, tactical comlink (300km 
  range), CO2 gun (see later). 
  Optional Accessories: thruster pack (see later), 
  Enc: 12.0kg. 
   
  5. Powered Armour Suit: 
  The ultimate in personal protection, this is an 
  advanced and powered version of Battle 
  Armour. Constructed from diffusion-bonded 
  metal matrix composites (MMC), the Powered 
  Armour Suit enhances the strength and senses 
  of the marine with variable feedback personal 
  controls, servo-powered limbs, thruster pack, 
  built in weaponry, and various kinds of 
  electronic assistance.  The marine is effectively 
  doubled in STR and has unlimited Enc. For 
  encumbrance purposes. 
  The Powered Armour Suit protects for 12AP. 
   
  Standard Accessories: air supply for 48 hours, 
  rebreather, waste-relief system, water and 
  concentrated food system with rations for 2 
  days (not tasty, but very nutritional), polarized 
  visor with integral night vision capability, HUD 
  with multi-view televiewer, two helmet lights, 
  built-in computer, comlink (3000km range), 
  CO2 gun (see later), high output power supply 
  for running power tools, weapons and standard 
  suit equipment. 
  Optional Accessories: Powered Armour can 
  mount either 2x squad support weapons or 1 
  platoon support weapon.  
  Enc: Neg. when worn, otherwise 50kg. 
   
  Other points regarding armour: each time 
  armour is breached by a damage roll equal to 
  double the armour rating or more, the armour 
  has lost some of it’s protective capability (-
  1AP).  Every suit has a standard supply of at 
  least ten emergency patches. Any damage that 
  
   
  4
  penetrates 
  the 
  suit 
  must 
  be 
  patched 
  immediately. This requires three seconds and 
  a Vacc Suit skill roll. If the first attempt fails, 
  each further attempt is at a cumulative –5%. 
  Every three seconds means a loss of 10% of 
  the suits air.  
   
   
  COMMUNICATION: 
   
  FedNet Account:  
  The Federal Network, or FedNet, is the 
  collective term for the technology behind the 
  wirelessly-networked, 
  ubiquitously-connected 
  urban environment of the 23rd century. FedNet 
  provides entertainment in the form of over a 
  thousand digital television and radio channels, 
  information in the form of the Interstellar Web 
  (ISW), communications access for Personal 
  ComLinks etc. Every tax-paying citizen of the 
  United Earth Federation has at least a basic 
  FedNet package. Extra services can be ‘bolted 
  on’ for a higher subscription fee. 
   
  Link: 
  Combining the functionality of a cellphone and 
  PDA, Links come in all shapes and sizes, but 
  essentially do the same job: they provide 
  mobile communications and access to FedNet. 
  FedNet guarantees 98% coverage on Earth 
  and most Alpha colonies. 
  Enc: 0.1kg. 
   
  ComLink:  
  The three standard ComLink types available 
  are as follows: 
  • 
  Tactical ComLink: Headset device with 
  max range of 1km.  Electronic scrambler/ 
  descramber comes as standard. 
  • 
  Medium Range ComLink: Belt mounted 
  or sling carried communicator capable of 
  up to 100km range. Enc: 1.5kg. 
  • 
  Long Range ComLink: Sling carried 
  communicator capable of ranges up to 
  500km and contact with ships/comm 
  satellites in low planetary orbit.  Includes 
  Global Positioning System. Enc: 2.5kg. 
  • 
  SATCOM Uplink: Backpack mounted 
  device capable of ranges up to 5000km 
  and contact with ships/comm satellites in 
  high planetary orbit.  Includes Global 
  Positioning System. Enc: 5.0kg. 
   
  Laser ComLink:  
  Directional ComLink used for direct line of site 
  communications between military units, or for 
  designated targets for laser guided weapons.  
   
   
   
  Translator:  
  A hybrid bio-silicon computer worn in the ear, 
  the Translator enables the wearer to hear a 
  simultaneous translation of anything anyone 
  says, no matter which language they are 
  talking in.  
   
  The Translator comes with more than 100 of 
  the most common languages of the world 
  already loaded, and is reported to be 98% 
  accurate under most conditions.  
  Enc: Neg. 
   
   
  ELECTRONICS: 
   
  Data Crystal: 
  Data Crystals are the primary data storage unit 
  in use in the 23rd century.  Information is stored 
  by actually altering the physical form of the 
  crystal on a molecular level, using  a complex 
  holographic data pattern that bends and 
  distorts 
  light 
  to 
  reproduce 
  images 
  and 
  information 
  in 
  mathematical 
  form. 
  Data 
  Crystals have a data storage capacity of just 
  under a terabyte, with a data transfer rate of 
  1.5 gigabytes per second. 
  Enc: 0.1kg 
   
  Data Recorder:  
  Handheld device that when connected to a 
  computer’s digital disk can burn data onto 
  data-crystal at a rate of 1.2gb/per second. 
  Enc: 0.1kg 
   
  Digital camera: 
  Coming in all shapes and sizes, crammed with 
  features, most digital cameras have full DV/still 
  frame functionality. 
  Enc: 0.1 - 1.0kg 
   
  Laptops and Palmtops: 
  By the 23rd century there is very little difference 
  in processing power between the laptop and 
  palmtop computer. The main difference is 
  merely in size, weight, screen resolution, data 
  storage size etc. Average computers confer no 
  benefits. Expensive computers usually confer a 
  skill bonus of between 5-25% (Keepers 
  discretion) to users with a Computer Operation 
  skill of 75% or above, and usually cut down the 
  processing time required to perform certain 
  tasks. 
  Enc: Laptop:  / Palmtop:  
   
  Portal: 
  The ultimate development of the multimedia 
  home computer, Portals have replaced most 
  other home entertainment devices. A standard 
  Portal comes complete with a wall-mounted 
  
   
  5
  screen (size varies with model, but usually at 
  least 1m2), glove-controls, and access to most 
  of the basic FedNet online services. More 
  advanced (and consequently more expensive) 
  models have their own AI Avatar and 
  HoloVision projectors, allowing voice activated 
  commands and 3D entertainment. 
  Enc: Non-portable. 
   
   
  MEDICAL EQUIPMENT: 
   
  Medkit:  
  This contains 1 dose of sedative painkiller; 1 
  dose of antibiotics; field dressings etc.  When 
  used in conjunction with First Aid, it can heal 
  1d3 HP (location and total).   
  Enc:  0.5kg. 
   
  Advanced Medical Kit:  
  Issued to Paramedics and Doctors on missions 
  away from hospital facilities,  the AMK includes 
  emergency field surgery kit; whole blood units; 
  a small supply of medical drugs (including 5x 
  does of Combat drug, 10x doses of Medical 
  Fast Drug, 5x doses of Slow Drug, 20x 
  Stimpacks, 5x doses of Super Adrenaline, 10x 
  doses of Anti-Radiation drug, 5x doses of Anti-
  Venom, antibiotics); tissue knitter (can repair 
  severed/maimed limb at a rate of 1HP/hour); 
  diagnostic medical computer etc.  
  Enc: 8.0kg. 
   
  Medical drugs that are available are listed 
  below: 
   
  • 
  Anagathics: These are drugs which 
  counteract the aging process.  Taken 
  regularly they can extend life expectancy 
  well beyond the norm.  Anagathics are rare 
  and very expensive. 
  • 
  Anti-Radiation Drug: the anti-radiation 
  drug counteracts the effects of radiation 
  sickness. Each dose lasts 12 hours and 
  allows all rolls vs STR/CON loss to start 1 
  multiplier higher. Example, a CONx4% roll 
  become a CONx5% roll. 
  • 
  Anti-Venom: Counteracts the effects of 
  poisons and toxins in the bloodstream. 
  Each dose heals 2d6 HP worth of damage 
  caused by poisoning. 
  • 
  Combat Drug: Used by the military 
  usually prior to combat, this drug increases 
  both STR and CON by a factor of 2.  The 
  effect takes place 2MR after being taken 
  and lasts for CON in MR.  When the effect 
  wears off, the user takes 1d3 damage. 
  • 
  Emotion Buffer: Each dose of the drug 
  lasts 30+3D10 minutes. While the drug is 
  in effect, any SAN loss the Character 
  experiences is treated as it were half of 
  what it actually is (round up). The 
  Character deducts the full SAN loss from 
  his total, however. 
  • 
  Emotion Inhibitor: Each dose of the drug 
  lasts 30+3D10 minutes. While the drug is 
  in effect, it is impossible for the Character 
  to go insane, unless their SAN is reduced 
  to zero. However, the Character deducts 
  the full SAN loss from her total. The drug 
  inhibits emotions, meaning an individual 
  under its influence will be incapable of 
  emotional reactions. 
  • 
  Fast Drug: This drug accelerates the 
  user’s metabolism.  The drug takes 3MR to 
  take effect and lasts for CONx2 MR and 
  effectively doubles the users DEX while it 
  lasts.  When it wears off, the user loses all 
  fatigue points and takes 1d3 damage. 
  • 
  Medical Fast Drug: One dose of this drug 
  causes unconsciousness for 24 hours, and 
  the user ages the equivalent of 7 days, 
  during which time natural healing takes 
  place. 
  • 
  Slow Drug: This drug slows down a users 
  metabolism by a ratio of 60:1, during which 
  time physical aging is also slowed.  
  Interstellar 
  travel 
  using 
  hypersleep 
  technology utilises this drug’s effects. 
  • 
  Stimpack: These devices auto inject 
  genetically modified healing drugs into the 
  body.  +1 to total HP, but not to location 
  HP. 
  • 
  Super Adrenaline: Gives a temporary 
  boost to the PCs health.  +1d6 total HP 
  and +3 CON for the PCs normal CON 
  rating in MR. 
  • 
  Truth Drug: This drug, when used in 
  conjunction with the Interrogation skill, 
  compels individuals to answer questions 
  truthfully.  One dose lasts approx 10MR, 
  after which the user falls unconscious for 
  20-CON hours, and takes 1d3 damage. 
   
   
  PROTECTIVE CLOTHING / ACCESSORIES: 
   
  Compression Suit:  
  Used 
  for 
  low 
  pressure 
  operations, 
  the 
  compression suit consists of an inner thermal 
  regulation garment and two layers of elastic 
  fabric with an airtight covering. There is no 
  decompression 
  period 
  before 
  using 
  the 
  compression suit. The suits take longer to put 
  on than vacc suits, however, and provide no 
  protection against high pressures. Usually 
  worn in combination with Combat Armour. 
  Enc: 4kg. 
   
  
   
  6
  Filter/Respirator: 
  Facemask that filters out harmful contaminants 
  such as gases and nerve toxins.   
  Enc: neg. 
   
  Hostile Environment Clothing: 
  There are various types of these kinds of suits. 
  Most common are: 
   
  1. Arid Weather Suit: 
  Bodysuit designed to protect the wearer 
  against water loss in an arid environment. 
  Evaporation of perspiration cools the wearer, 
  while lost body liquid is condensed and purified 
  by a series of traps and chemical filters. This 
  water is then stored in catchpockets within the 
  suit, for use by the wearer. The suit has a 
  hood, goggles and breathing mask (to catch 
  exhaled moisture). The chemical filters must 
  be changed 1/month at a cost of E$50. 
  Enc: 5kg. 
   
  2. Cold Weather Suit: 
  Bodysuit designed to protect the wearer 
  against extreme cold. The suit contains a 
  network of heating filaments, powered by an 
  internal power supply. Temperature controls 
  enable the suit to negate the effects of 
  windchill. The heated layer is covered by a 
  jumpsuit, which has lots of pouches and 
  pockets for equipment. A typical power cell 
  keeps the suit running for 72 hours. 
  Enc: 2.5kg 
   
  3. Hazardous Environment Suit: 
  Bulky suit that protects against corrosive 
  atmospheres. 
  The 
  suit 
  is 
  sealed, 
  air-
  conditioned and has it’s own air supply (but not 
  water). 
  Enc: 7kg 
   
  Thruster Pack: 
  Back 
  mounted 
  jet 
  thruster 
  pack, 
  with 
  rear/downwards facing burners, and an array 
  of three lower manuvering jets. 
   
  Attached to the operator’s space suit , it 
  enables him to manoeuvre at speeds up to 150 
  km/hour. Using a thruster pack requires the 
  EVA skill. 
  Enc: 10.0kg 
   
  Space Suit: 
  There are two standard designs of space suit 
  available in the 23rd Century: 
   
  1. Standard Vacuum Suit (SVS): 
  The standard vacuum suit is an environmental 
  suit designed to protect the individual from 
  vacuum, heat, cold, and radiation.  Each suit is 
  equipped with an environmental backpack 
  which contains the suit’s oxygen supply, its 
  power pack, and the environmental control 
  system. A SVS can sustain its wearer for 24 
  hours, less if the wearer is engaged in stressful 
  activities or if the environmental conditions 
  severely tax the suit. A typical SVS offers 4AP 
  of protection. 
   
  Standard Accessories: polarized visor, comlink 
  (500 km range), lights, CO2 gun, 200 meters of 
  high strength cable (with a grappling hook one 
  end and a strong magnet on the other), and a 
  patch kit. 
  Enc: 10kg/5 if worn 
   
   
  2. Vacuum Work Suit: (VWS): 
  Typically used by those who spend prolonged 
  periods working in the vacuum of space, the 
  Vacuum Work Suit is very much like a SVS, 
  except the suit is of heavier construction and 
  can support its wearer for 36 hours. A typical 
  VWS offers 6AP of protection. 
   
  Standard Accessories: in addition to the 
  equipment of a standard SVS, a VWS has a 
  toolkit (with various tools that are specific to 
  the operator’s mission) power pack for tools 
  that require power, on board computers, 
  thruster pack. 
  Enc: 20kg/10 if worn 
   
   
  PROTECTIVE SHELTERS: 
   
  Pressure Tent: 
  Basic shelter for 4 persons, which provides a 
  standard atmosphere. There is no airlock – the 
  tent must be depressurized to enter or leave. 
  Enc: 25kg 
   
  Prefabricated Cabin: 
  Modular unpressurised quarters for 8 persons. 
  4x8x8m. Can be carried in the hold of a 
  starship. 
  Enc: 1000kg 
   
  Base, Advanced: 
  Modular, pressurized quarters for 8 persons., 
  with airlock and atmosphere recirculating 
  system. Can be carried in the hold of a 
  starship. 
  Enc: 1500kg 
   
  Rescue Pod: 
  A rescue pod is a sphere, 10cm in diameter. 
  When activated, it inflates to form a ball of 
  plasteel film, 1m in diameter. This ball, when 
  sealed, contains enough air to last one person 
  
   
  7
  12 hours. Rescue pods are standard issue on 
  all military and commercial space vessels, 
  allowing individuals to survive an explosive 
  decompression even if a pressure suit is 
  unavailable. 
  Enc: 5kg 
   
  Personal Re-entry Vehicle: 
  Originally designed as a means of emergency 
  atmospheric re-entry from a crippled ship or 
  space station, the personal re-entry vehicle 
  has been adopted by the military for covert 
  missions on hostile planets. It has even 
  become an extreme sport. 
   
  The PRV consists of an inflatable hemispheric 
  mold, a pressurized canister of ablative foam, 
  a chemical thruster for altitude control and 
  limited vector adjustment, and a soft landing 
  system (usually a parachute). 
  Enc: 10kg 
   
  Grav Chute: 
  Utilising a small suspensor field generator, the 
  grav chute is capable of nullifying a portion of 
  the individual’s body weight (but not provide 
  motive power). A conventional parawing is also 
  deployed. 
   
  By altering the effective weight of the jumper, 
  chute deployment is not necessary until a 
  altitude of about 50m. The power cell powering 
  the suspensor field has a life of 10 minutes 
  once activated. 
  Enc: 15kg 
   
   
  VISION ENHANCEMENT: 
   
  Binoculars:  
  Incorporating 
  IR 
  and 
  LI 
  with 
  electronic 
  rangefinder.  
  Enc: 1.0kg 
   
  IR Goggles: 
  Allows the wearer to see heat sources (infrared 
  radiation). 
  Enc: Neg 
   
  Light Intensifier Goggles: 
  Allows vision in anything less than total 
  darkness. 
  Enc: Neg 
   
  Torch:  
  Powerful cell powered light. 24 hrs per cell 
  used.  Can be armour mounted.   
  Enc: 0.25kg. 
   
  Chemical Lantern:  
  Chemical light, lasts for 3 standard days 
  continual use. 
  Enc: 0.25kg 
   
  Halogen Spot Lamp:  
  A high-powered halogen white-light lamp.  
  Usually as an internal battery, as well as a top-
  mounted carrying handle. 
  Enc: 1.0kg 
   
  Thermal Imaging Camera:  
  Handheld device which may only have an 
  effective range of 10m, but which can see 
  through walls. Useful against animals and non-
  military foes, but certain types of military 
  armour can mask it’s wearer’s IR signature. 
  Enc: 1.5kg 
   
   
  MISCELLANEOUS SURVIVAL EQUIPMENT: 
   
  Arctic Survival Kit: 
  A kit filled with a variety of items useful for 
  surviving in arid conditions. Includes: 1 litre 
  thermal canteen; first aid kit; folding shovel; ice 
  pick; knife and sheath; signal mirror; water 
  purification kit. The kit comes in a pack 
  30cmx12cmx12cm. 
  Enc: 2.0kg 
   
  Climbing Pitons:  
  Tungsten pitons that have a small explosive 
  charge for firing into rock.  Come in cases of 
  24.   
  Enc: 0.1kg per piton. 
   
  Climbing Hammer:  
  Titanium alloy hammer backed with pick head. 
  Enc: 0.5kg. 
   
  Compass:  
  Usually included in a wristwatch. Indicates the 
  position of magnetic north, if any exists. 
  Enc: Neg. 
   
  Cooking Laser: 
  A low powered laser used primarily for igniting 
  flammable materials, the Cooking Laser is a 
  metal rod, 30cm long and 5cm wide, with 
  controls at one end. A power cell supplies 
  power for up to 1 month normal usage. 
  Enc: 0.1kg 
   
  Desert Survival Kit: 
  A kit filled with a variety of items useful for 
  surviving in arid conditions. Includes: 1 litre 
  canteen; first aid kit; salt tablets; folding shovel; 
  parts and directions for building a solar still; 
  knife 
  and 
  sheath; 
  signal 
  mirror; 
  water 
  
   
  8
  purification kit. The kit comes in a pack 
  30cmx12cmx12cm. 
  Enc: 1.0kg 
   
  Dye Pistol: 
  Used primarily to designate Landing Zones, 
  the dye pistol fires cartridges filled with 
  coloured dye that can mark substantial areas 
  of the ground.   
  Enc: 2kg (unloaded; dye cartridge weights 
  0.5kg). 
   
  Emergency Beacon: 
  Combination long range comlink and signal 
  transponder. 
  When 
  activated 
  it 
  monitors 
  emergency search and rescue channels, and 
  when traffic is picked up it emits a warning to 
  inform users that help may be at hand, and 
  transmits a coded distress signal. Signal range 
  is 1000km. Once activated, it operates for 30 
  days EST. 
  Enc: 1.0kg 
   
  Fusion Generator: 
  Vehicle portable power generator that uses a 
  fusion reactor to generate power using Helium-
  3. Weight is per 10kw of power output. 
  Enc: 10kg 
   
  Fusion Still: 
  A bulky device that breaks water molecules 
  free from material placed within it. Amount of 
  water obtainable ranges fro 1% from sand to 
  70% from organic material like wood or plants. 
  Percentage water obtained is on a 1-1 ratio (so 
  100kg sand yields 1 litre of water). The Still 
  requires 1 hour to set up and 30 minutes to 
  process 10kg of material. 
  Enc: 60kg 
   
  Individual Military Pack: 
  A lightweight medium backpack that is used to 
  carry up to 24 kg (53lbs.). Also known as 
  "battlefield harness" or "combat webbing. 
  Enc: Neg 
   
  Inertial Tracker: 
  Small hand held device which indicates 
  direction and distance travelled from the 
  starting location. 
  Enc: 0.1kg 
   
  Locater Device: 
  Worn on the wrist, this is a small data emitter 
  containing the marine’s vital life signs and 
  position.   
  Enc: neg 
   
  Machete: 
  A flat metal / polycarbon weapon  with a 45cm 
  blade. Designed for chopping dense foliage 
  and such in the wild, but also used as a 
  weapon on less sophisticated worlds. 
  Enc: 1.0kg 
  Nylon Water bag (10L): 
  Flat packed, can contain up to 10 litres of 
  water when filled to capacity. 
  Enc: Neg when flat packed. 
   
  Power Cell: 
  Power cells come in all shapes and sizes. 
  Weight below is for each kW of power 
  contained. 
  Enc: 0.05kg 
   
  Rations, luxury, 1 week: 
  Packs of fresh frozen meals supplemented by 
  tablets containing vitamins  and nutrients, that 
  provide food enough for 7 days.  Each pack is 
  self heating using a chemical reaction, 
  activated by pulling a tab on each mealpack.  
  Enc: 1.5kg 
   
  Rations, standard, 1 week: 
  Packs 
  of 
  preserved 
  food 
  concentrates 
  supplemented by tablets containing vitamins  
  and nutrients, that provide food enough for 7 
  days.  Tasteless. 
  Enc: 1.5kg 
   
  Rocket Pitons (x12): 
  A pistol-grip, disposable launcher that fires a 
  rocket-propelled, explosive-set piton. It is used 
  to project an attached line up to 200m - a 
  successful Climbing roll (made by the GM) 
  means the piton is securely lodged and will 
  support weight; a critical failure means the 
  operator only thinks it is! Roll vs. DEXx4% to 
  hit if used as a weapon; Damage is 1d6+2 for 
  the stake.  Comes with electric winch and clip 
  for attaching to webbing (which then serves as 
  a climbing harness).   
  Enc: 3.5kg. 
   
  Rope: 
  Polypropylene fibre rope that is treated to 
  resist mildew, rot, acids, petroleum products 
  and most other chemicals. A standard length of 
  rope is 10.5mm x 100m, and comes as either 
  monofilament and multifilament. Monofilament 
  is lighter and less bulky, but can hold only half 
  the SIZ of a multifilament length of the same 
  dimensions. 
  STR: 50 / 100 
  Enc: 2.0kg / 4.0kg 
   
  
   
  9
  Solar Vaporator: 
  Device which collects water moisture from the 
  air, especially at night. Yields are 1 litre per 8 
  hour night in standard / dense atmospheres; 
  0.5 litres per 8 hour night in thin atmospheres; 
  0.1 litres per 8 hour night in very thin 
  atmospheres. 
  Enc: 8.0kg 
   
  Tarpaulin: 
  Canvas waterproof sheet, 2m x 4m. 
  Enc: 2.0kg 
   
  Thermal Canteen (1L): 
  A power cell in the base of this canteen allows 
  water to be kept at a temperature controlled by 
  an inbuilt adjustable thermostat. Power cell 
  lasts 1 month. 
  Enc: 1.0kg. 
   
  Thermal Sleeping Bag: 
  Utilizing the same technology as the Cold 
  Weather Suit, a thermal sleeping bag comes 
  with hood, and adjustable thermostat. 
  Enc: 1.0kg 
   
  Water Purification Kit 
  Box of 250 tablets that purify contaminated 
  water, making it safe to drink. 1 tablet will 
  purify approximately 1 litre of water in 10 
  minutes. 
  Enc: 0.2kg. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10
  NOTES ABOUT RARE, RESTRICTED OR ILLEGAL ITEMS: 
   
  Restricted or illegal items, like certain types of weapons and armour or narcotics, can sometimes be 
  obtained via the Black Market. Items obtained in this manner will often have a hefty price mark-up on 
  their actual market value. See the table below. 
   
  Rating: 
   
  Example: 
  Price: 
  Time: 
  Streetwise:
  0 
  Common high street goods 
  100% 
  No waiting time 
  N/A 
  1 
  Small arms; soft drugs; banned 
  publications; banned pornography; 
  Prostitute outside of designated Red Light 
  Zone 
  150% 
  24 hours (EST) 
  -15% 
  2 
  Hard drugs; restricted military weapons up 
  to Squad Support level; Battle Armour 
  175% 
  1 week (EST) 
  -30% 
  3 
  Restricted military equipment up to Platoon 
  Support level; Powered Armour; 
  Experimental drugs 
  200%+ 
  1 month (EST) 
  -50% 
   
  Availability Rating: 
  Before restricted or illegal items can be obtained, the Keeper must assign the item(s) an availability 
  rating, which affects the overall difficulty of acquiring the goods. 
  Price: 
  Once the availability of the item is assigned, the price mark-up above the actual market value can be 
  seen. For example, an Investigator wanting to buy a pistol (small arm) would pay 150% of it’s actual 
  value. At the Keeper’s discretion, the Bargain skill can be used to lower the price. 
  Time: 
  Goods bought on the Black Market don’t just magically appear – there is usually a time period required 
  for the seller to ‘obtain’ said items for the Investigator. This usually ranges from 24 hours to a month. 
  Streetwise: 
  Once the availability rating is assigned, if the Investigator must make a Streetwise check, applying the 
  relevant modifier. Failure indicates no such items are available at present, and they must wait until the 
  next adventure, or until the Keeper says otherwise, before attempting another check. A Fumble 
  indicates that during the attempt to acquire black market goods, the Investigator has come to the 
  attention of the local branch of the Federal Law Enforcement Authority, and may have been arrested. 
   
  NOTE: All types of lethal weapons are illegal on Earth and the Sol Colonies. 
   
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu Rising (Future Sci-Fi)/CoC 6e - Cthulhu Rising - 23rd Century Costs and Equipment.pdf