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  The Otherverse Armory
  An Otherverse America Tech-Book
  Written by Chris A. Field
  www.otherversegames.blogspot.com
  Stock Illustrations
  Courtesy:
  Anthony Cournoyer
  (Shaman’s Stock Art),
  Amanda Webb,
  Black Hand Stock,
  Bradley K. McDevitt,
  Sade,
  The Forge Studios.
  Stock Images Courtesy:
  Wikimedia Commons
  Requires the Use of the
   D20 Modern and
   D20 Future
  Core Rulebooks,
  Published by
  Wizards of the Coast
  “I do not know with what
  weapons World War III will
  be fought, but World War IV
  will be fought with sticks
  and stones.”
  -Albert Einstein
  “I wish many guns. Floating
  around me. Controlled by
  murder thoughts.”
  -Warren Ellis
  
  3
  The near future of Otherverse America is a
  strange beast, technologically speaking. Compared
  to other sci-fi settings, the native technology has
  developed along unpredictable lines. The neat
  delineations of D20 Future’s Progress Levels don’t
  apply to America, circa 2107 CE. Humanity is a
  new galactic power, and shelters under the protec-
  tive arm of our Stonecutter allies. Humanity has
  faster than light travel, and intra-system travel is an
  unremarkable part of 22nd Century life, but the
  expected side technology of mechanical
  teleportation has never materialized.
  The battlefield is dominated by agile and
  man-sized suits of powered armor, full conversion
  cyborgs are a distinct minority, and Otherverse
  America’s soldiers wield a devastating array of
  energy weapons and rail guns. Older weapons
  aren’t forgotten; insurgents and impoverished
  militaries across the world still carry the dependable
  and all but idiot proof AK-47, and the Colt 1911
  will soon reach its second century of military service.
  Lifer pilots in heavily modified Gulfstreams slip past
  the Choicer radar net, while forest-living Lifer
  zealots called “Untainted” hunt and kill with bow and
  arrow, and switch to carbon fiber knives for close in
  work. Choicer combat volunteers carry a laser pistol
  in one hand and an obsidian athame in the other.
  Civilian technology is similarly schizophrenic.
  Dreamscape gives users access to the worldwide
  Mesh while they sleep and dream, while commercial
  genetic engineering gives ordinary men and women
  abilities that would be considered superhuman in
  earlier eras. Hovercraft propelled by machine-
  telekinesis share the roadways with sixty year old
  ground cars and bicycles. Privacy is a long forgotten
  myth, with only the comparatively low tech Lifer
  Enclaves offering any relief from the omnipresent
  security culture.
  Computer technology is more advanced
  than in many sci-fi settings, and while AI is common,
  fully sentient androids are virtually non existent.
  Robotics remains limited to industrial fabrication and
  semi-autonomous military drones. “Dumb AI”
  designed for expertise in a single field are omnipres-
  ent, and are included as a standard feature in
  most commercial electronics. Your entertainment
  console or palmtop computer can quickly learn your
  preferences, your clothes can adjust color and style
  to suit your mood, and your vehicle can easily drive
  itself while you nap. More advanced AI have
  become humanity’s advisors: the Covenant has
  created an entire pantheon of altruistic AI gods and
  goddesses, while the mysterious Nuremberg Con-
  sciousness manipulates the Lifer nation from the
  shadows.
  The Otherverse Armory is a compilation of
  the military and civilian technology that has appeared
  in several Otherverse America sourcebooks. Cyber-
  netics are covered extensively in The Dept 7 Tech
  Update: Cybernetics (Skortched Urf Studios) and
  State of the Otherverse: Cybernetics Armory.
  Genetic engineering is covered extensively in Sexu-
  ally Transmitted Future) while Smartlight tech is
  detailed in State of the Otherverse: Smartlights.
  Due to their complexity, aircraft and pow-
  ered armor will be covered in a future release.
  General Notes on 22nd
  Century Technology
  As a whole Otherverse America is a society
  at mid-Progress Level Seven. Despite this, some
  otherwise standard PL 7 technology doesn’t exist in
  Otherrverse America, and several pieces of PL 8
  gear are especially common. Military tech tends to
  be more advanced than in other PL 7 settings,
  because the three decades of the Abortion War
  forced both sides into an escalating arms race that
  pushed the tech curve upward. Space travel is more
  advanced than the PL 7 default, both because Earth
  imports trillions of dollars worth of alien technology
  annually, and because the study of the setting’s
  unique superhuman biology has spurred technologi-
  cal revolution in every industry, including space
  travel.
  Most of the gadgets and weapons found in
  the D20 Future core rulebook are available in
  Otherverse America. Pricing and availability are
  unchanged, unless specifically noted otherwise.
  
  4
  Future Fabric: New
  Clothing Gadgets
  The advent of ‘converged computing’ means
  that virtually everything a 22nd Century character
  wears, uses or interacts with will probably have an
  onboard computer giving it useful new capabilities.
  Advances in materials fabrication have spurred the
  creation of shapechanging super-plastics, molecular
  computers and other wonders that give even ordi-
  nary materials extraordinary new properties.
  The following gadgets are built into most
  clothing and armor available for purchase in the
  Otherverse America campaign setting. The following
  gadgets can be added to any form of clothing, and
  most forms of armor, including powered armor.
  Gadget: Autostabilizing (PL 7)
  Common to police and military uniforms,
  autostabilizing clothing acts to save its wearer’s life
  automatically. If the wearer’s vital signs drop be-
  neath a preset limit, the clothing constricts as neces-
  sary to stop blood flow. Pre-programmed polymer
  fibers in the torso and abdomen will rhythmically
  constrict and relax to approximate CPR if necessary.
  Anyone wearing clothing or armor equipped
  with this gadget automatically stabilizes if reduced to
  0 HP or fewer.
  Purchase DC Modifier: +2.
  Gadget: Body Intelligence Armor (PL 7)
  This armor forms an electrochemical link
  with the wearer’s spinal cord and peripheral nervous
  system, using the body’s own neurology as an
  information transfer medium. Doing so allows the
  wearer to move more efficiently, as the suits’ artificial
  muscle fibers can contract vital pico-seconds
  quicker.
  The wearer may add some or all of her INT
  bonus, (up to the twice attribute enhancement bonus
  provided by the base armor) as an un-typed bonus
  to her Defense score while wearing the armor. Any
  condition that would deny the wearer her DEX
  bonus to Defense also nullifies this bonus.
  Restriction: Champion PES or Speed Suit only
  Purchase DC Modifier: +4
  Restriction Rating: Restricted (+2)
  Gadget: Blessweave (PL 7)
  Blessweave technology is a relatively new
  innovation. The core technology behind Blessweave
  designed by Choicer clothing manufacturers on the
  outcolony Delight about ten years ago, and is only
  recently finding its way onto Earth’s fashion scene.
  Blessweave fabric is woven from the flax of a
  cotton-like plant native to the world on nano-looms.
  Every strand of Blessweave is a wearable micro-
  computer, designed to form a mechanical symbiosis
  with the wearer. Blessweave microcomputers can
  discriminate between the slight differences in neural
  activity of a Christian versus a pagan wearer as they
  concentrate on religious matters.
  When worn by any character with a primary
  allegiance to the Covenant, the pro-choice cause or
  any allied pagan sect, Blessweave cloth generates
  light equal to a flashlight. The wearer may choose to
  suppress or activate this ambient light as a free
  action. The wearer may also change the Blessweave
  clothing’s color and pattern at will, also as a free
  action.
  When worn by a character able to manifest
  any Choicer object philosophy, Blessweave’s true
  potential is unlocked. The Blessweave clothing
  generates a very weak photon-based force field
  around the wearer which provides the wearer with a
  +1 deflection bonus to Defense.
  Blessweave garments are considered ultra-
  hip among wealthy Choicers. They are growing in
  popularity among some priestesses- especially
  younger, style conscious priestesses from sects
  which only rarely practice sky-clad. Many Woven
  Council legislators have replaced their wardrobes
  with Blessweave.
  Restriction: Any form of clothing or light
  body armor
  Purchase DC Modifier: +2
  
  5
  Blessweave clothes and body armor are
  only the first applications of what will probably
  become the next-generation of weapons. The
  Choicer armorer, Valiente Arms, is exploring the
  neurological pattern differences between North
  America’s faiths, and the neurological basis for belief
  as a security measure. They hope to create weapons
  that can only be fired, door that will only open for,
  and vehicles that will only drive for those with the
  right preprogrammed set of beliefs. From there, it’s
  only a short jump to creating precision, self-guided
  munitions that can read a target’s thoughts and
  emotions to steer around ‘friendlies’ in range.
  These next-gen applications for Blessweave
  technology are at least a decade away, but Lifer
  strategists are already devising countermeasures.
  Gadget: Charmweave (PL 6)
  Charmweave patterns are machined by
  high-end fashion/psychology AIs. Charmweave
  fabric uses subliminal patterns, invisible to the naked
  eye, and emits  equally undetectable light pulses,
  which stimulate the portions of the human brain
  responsible for trust and recognition. Charmweave
  cloth stimulates feelings of trust and comfort in
  viewers.
  Charmweave fabric is omnipresent in the
  business and political realm, and though wearing a
  suit of Charmweave fabric is seen as a cynical
  political ploy, the technology provides a minor, but
  tangible benefit during negotiations.
  A creature wearing a suit of Charmweave
  clothing receives a +1 enhancement bonus to all
  CHA-based skill checks. This bonus does not apply
  when interacting with mindless creatures, non-
  sentient robots and constructs, nor when interacting
  with creatures immune to mind influencing effects.
  Purchase DC Modifier: +3
  Gadget: Charmweave Type II (PL 7)
  In addition to the effects of first generation
  Charmweave, this more advanced form of arma-
  ment wear generates a short-lived thought-virus
  (an artificially generated telepathic projection
  designed to manipulate victims).
  Any sentient creature interacting with the
  wearer of a Charmweave II article must succeed at
  a DC 14 WILL Save or become a carrier of a minor
  
  6
  thought virus. This virus is spread through direct
  eye-to-eye contact, and those infected remain
  carriers for 12-18 hours. Anyone the carrier is
  exposed to must succeed at a DC 14 WILL save
  themselves, or find their starting attitude to the
  Charmweave II’s wearer improved by one step.
  This attitude improvement remains in effect for an
  hour once contracted.
  This attitude improvement occurs on a
  completely subconscious level, and those infected
  typically have no knowledge they have contracted a
  thought virus. If not contacted the Charmweave II
  wearer before the virus’ lifespan runs out, the
  thought virus runs its course without effect.
  Ownership of Charmweave II is highly
  regulated; officially only the President, high ranking
  members of the American, Choicer and Lifer
  governments are allowed to use the technology, and
  only when the proper paperwork is filed. Unautho-
  rized use of this technology is punished by heavy
  fines.
  Purchase DC Modifier: +5
  Restriction Rating: +2 (Restricted).
  Gadget: Demographic Cloth (PL 6)
  Demographic cloth is tailored specifically to
  the genetic profile of its wearer or to a specific,
  genetically similar target market. Demographic cloth
  takes advances in ‘smart fabrics’, which respond to
  the needs of their wearers to an entirely new level.
  The demographic cloth is an artificial symbiote that
  feeds on the fatigue toxins produced by the wearer’s
  body and returns nutrients lost in the sweat to the
  wearer.
  Each demographic cloth piece of clothing is
  tailored towards the physiological needs of a specific
  race, gender and age category. Thus you might buy
  a nicely tailored demographic cloth business suit
  designed to be worn by a “venerable, black male”
  or a demographic cloth camisole intended to be
  worn by a “Hispanic female child” or virtually any
  other combination.
  If the cloth is worn by someone who does
  not meet all three criteria, it is merely an ordinary
  article of clothing. If worn by someone who meets
  all three criteria, the demographic clothing provides
  minor physical enhancement. The wearer receives a
  +1 bonus on FORT saves made to perform feats of
  endurance, as well as all FORT saves made to resist
  drugs or toxins.
  Any article of clothing or armor can be
  enhanced by the addition of Demographic Cloth. A
  person can only benefit from wearing one piece of
  demographic clothing at a time, regardless of how
  much of his wardrobe is enhanced.
  Purchase DC Modifier: +2
  Gadget: Environmental Life Support (PL 6)
  The modified armor is either permanently
  sealed or can be sealed as a full round action. While
  sealed, the armor has a 24 hour independent oxygen
  supply, or can purify and filter the outside air supply
  indefinitely. While wearing environmentally sealed
  armor, the wearer is immune to suffocation, hard
  vacuum, disease, poison and radiation.
  Restriction: Any body armor
  Purchase DC Modifier: +3
  Restriction Rating: Licensed (+1)
  Gadget: Ferro-responsive Cloth (PL 6)
  Ferro-responsive cloth is a corporate
  response to government demands for security. Most
  22nd Century clothing is impregnated with ferro-
  responsive nanotech, as are most purses, handbags,
  backpacks and other luggage. Ferro-responsive
  technology was invented during the mid 2040s, but
  set on the shelf until after the Treaty of Boston was
  signed in 2091. Today, it’s harder to find non ferro-
  responsive clothing than it is to buy F-R cloth, and
  almost all American school districts require their
  students carry F-R purses and bags.
  F-R cloth is impregnated with microscopic
  iron fibers. When a mild electrical current is passed
  through the cloth, these micro fibers resonate. If any
  mass of metal larger than a few coins is concealed
  within the cloth, it emits a low and continual chime,
  and any F-R cloth directly touching the metal
  
  7
  phosphoresces for as long as the current is main-
  tained.
  In addition to conventional weapons detec-
  tors, most 22nd Century public buildings have
  emitters which generate a continual 1-2 micro-watt
  electrical field. This field is undetectable by ordinary
  human senses, but any F-R cloth entering the field
  begins to resonate. If anyone wearing or carrying an
  F-R items is concealing a weapon, the cloth will
  glow, revealing the concealed item.
  Restriction: Any cloth, leather or similar item
  Purchase DC Modifier: -2. Government
  subsidies and price controls means it’s cheaper to
  buy F-R laced clothing than to purchase non-FR
  clothing. The only place to reliably find non F-R
  items are in Lifer neighborhoods, where the citizens
  have no great love for the Fed-Gov or its cloying
  ‘public security’ measures.
  Gadget: Fortification (PL 6)
  Fortified armor instantly hardens at the
  moment of impact and distributes force evenly to
  protect the wearer from physical injury.
  Armor with the Fortification gadget gives the
  wearer a chance to ignore the effects of a critical hit.
  Light Fortification provides a 25% chance to ignore
  a critical hit, Medium Fortification provides a 50%
  chance to ignore a critical hit, and Heavy Fortifica-
  tion provides a 75% chance to ignore a critical hit.
  Restriction: Any body armor or powered
  armor
  Purchase DC Modifier: Light +3, Me-
  dium +5, Heavy +6
  Restriction Rating: Military (+3)
  Gadget: Hand Assembled (PL 5)
  Unlike most combat gear, you assembled
  your unique body armor from off the shelf compo-
  nents, some stolen or surplus military components
  and whatever else you can scavenge. Your body
  armor is custom fitted to your specifications and
  needs, and no real record of its creation or purchase
  exists. For Lifers, a suit of Hand Assembled body
  armor is a way to stay off the Fed-Gov’s radar, and
  to witness through artwork and propaganda etched
  into the armor plating or stickers glued to the
  hardpoints. For Choicers, Hand Assembled suits
  often incorporate ritual elements, such as salt and
  sage, or iron from a storied witch’s cauldron,
  sometimes encoded on a molecular level within the
  armor itself.
  Hand Assembled body armor provides its
  designated wearer or creator with a +1 morale
  bonus to Defense when wearing the armor.
  Restriction: any light body armor or
  archaic armor
  Purchase DC Modifier: +1
  Gadget: Lime (PL 7)
  The ‘Lime’ codeword refers to a secret
  Lifer project to use shapememory polymers and
  meta-materials to conceal hand weapons within
  otherwise innocuous objects, allowing Lifer infiltra-
  tors to bring weapons into secure areas without
  detection.
  Clothing or armor impregnated with Lime-
  tech can be activated as full round action. Doing so
  transforms an otherwise innocuous piece of the
  clothing into a specific Medium or smaller melee
  weapon, chosen when the item is first constructed.
  The cloth or plastic hardens into something like steel,
  transforming a jacket sleeve into a  combat knife, a
  belt buckle into a collapsible baton, or the remov-
  able lining of a modest dress into a shapememory
  katana.
  While stored the Lime weapon is indistin-
  guishable from a normal piece of gear, a DC 25
  Knowledge (technology) or DC 28 Spot/Search
  check will reveal the weapon for what it really is.
  The Lime technology can be transformed into its
  melee weapon form as a full round action, and may
  be returned to its ‘concealed’ state as another full
  round action.
  Purchase DC Modifier: +3
  Restriction Modifier: Military (+3)
  
  8
  Gadget: Processor-Linked (PL 7)
  Processor-linked clothing incorporates
  nano-scale computers and ultra-low range wireless
  receivers woven throughout the fabric. Processor-
  linked clothing enables a wearer to squeeze more
  performance out of nearby computers and com-
  puter-guided vehicles by providing the devices with
  more free memory and processing capacity.
  Processor-linked clothing wirelessly links
  with all nearby computer systems, and assumes
  some of their processing duties. The wearer must be
  within 5-10 ft of the computer system, and must
  have already accessed the device, either legitimately
  or via hacking. Anyone wearing a suit of Processor-
  Linked clothing receives a +1 un-typed bonus on all
  Computer Use checks and on Drive and Pilot
  checks made concerning computer controlled
  vehicles.
  Purchase DC Modifier: +3
  Gadget: Regenerator (PL 7)
  Armor and clothing with the regenerator
  gadget releases a swarm of medical nanites when its
  onboard sensors detect its wearer has been injured.
  Guided by an expert medical AI built into the cloth
  itself, this specialty uniform allows the wearer to heal
  at a near superhuman rate.
  While wearing clothing or armor enhanced
  by the Regenerator gadget, the wearer receives Fast
  Healing 1.
  Restriction: clothing and armor with the
  Techno-Organic Composition, Autostabilizing and
  Medi-Comp gadgets only
  Purchase DC Modifier: +2
  Restriction Rating: Restricted (+2)
  Gadget: Spidersilk (PL 6)
  Genetically engineered orb weaver spiders
  have become a staple of the clothing industry, and
  spider farms across the world can quickly produce
  huge amounts of eco-friendly and extremely durable
  cloth. Specially treated spidersilk is used to create
  nearly impenetrable Kevlar II armor, and even
  ‘ordinary’ spidersilk can be used to create durable
  clothing.
  Civilian clothing made from Spidersilk
  provides a +1 equipment bonus to Defense and
  requires no armor proficiency to use effectively.
  Spidersilk cloth is more durable than ordinary cotton
  or synthetic fabric, and has Hardness 1.
  Restriction: Any civilian clothing
  Purchase DC Modifier: +1
  
  9
  Gadget: Subsidized (PL 6)
  Clothing and light armor with this gadget is
  impregnated with high resolution nano-screens that
  run advertisements for the sponsoring corporation.
  In addition, tracking software built into the clothing
  follows the wearer to help the corp better target its
  ad campaigns. On a lower tech level, most mega-
  corps provide promotional shirts and stickers to the
  public free of charge as part of pervasive viral
  advertising campaigns.
  Restriction: Any civilian clothing or light
  body armor
  Purchase DC Modifier: -2.
  Gadget: Thief Tailored (PL 5)
  Clothing and armor with this gadget is
  specially modified to make it easier to conceal small
  objects in it, and to aid shoplifters. Clothing with this
  gadget has a variety of hidden pockets and panels,
  many of which are shielded against radio frequency
  ID tag and x-ray detection.
  While wearing an article of clothing with this
  gadget, you receive a +3 equipment bonus on
  Sleight of Hand checks made to conceal Small or
  smaller objects.
  Purchase DC Modifier: +1
  Gadget: Threat Responsive (PL 7)
  Your armor is equipped with bio-sensors
  that monitor your emotional state and adrenaline
  levels. When you push your body to its peak to
  confront a truly dangerous threat, your armor’s
  onboard AI recognizes the extra effort, and briefly
  shifts shapememory polymer shields into position to
  better protect your vital organs.
  When wearing a suit of Threat Responsive
  armor, anytime you spend an action point to increase
  the result of an attack roll, you receive an equal
  deflection bonus to Defense. This bonus remains in
  place until your next turn.
  Restriction: any body armor or powered
  armor
  Purchase DC Modifier: +3
  Restriction Rating: Military (+3)
  Gadget: Warlight (PL 6)
  Warlight clothing functions on the same
  principle as Charmweave clothing, but applies the
  technology to an opposite end. Using light frequen-
  cies which induce paranoia and irritability, Warlight
  clothing sparks aggression and violence.
  Warlight fabric is illegal in many jurisdictions,
  though it is often worn by rioters and instigators, as
  well as Special Forces operatives attempting to sow
  discord during an undercover mission. Razors often
  wear Warlight gear when shoplifting or running a
  robbery, to make it more difficult for security staff to
  coordinate efforts against them.
  Warlight enhanced t-shirts, bearing images
  intentionally offensive to both Lifer and Choicers are
  sold in the US through the subcultural ‘gray-market’
  retailer Blastocyst. They are popular among Ameri-
  can teens, especially those who’ve rejected both
  groups.
  All Diplomacy checks made within 30 ft of a
  character wearing a suit of Warlight enhanced
  clothing suffer a -2 penalty. If a character cannot
  clearly see the Warlight enhanced suit does not
  suffer this penalty.
  Purchase DC Modifier: +2
  Restriction Rating: +3 (Illegal)
  
  10
  Spider Silk
  Natural fibers are rare, mostly as a conse-
  quence of the failure of large-scale agribusiness.
  Most 22nd Century clothing is produced artificially;
  limited matter replication technology has allowed
  weavers to produce artificial cotton and hemp
  analogues almost indistinguishable from the real
  substance. These synthetics have all the traits of
  natural fibers, but have never actually touched the
  soil. Actual natural fiber clothing is prohibitively
  expensive- only celebrities, world leaders and
  millionaires boast natural fiber wardrobes.
  Spidersilk garments are cheap and widely
  available; the durable fabric is seen as superior to
  synthe-cotton, and high dollar business suits and
  elegant ladies gowns are made from the fabric.
  Brides wear exquisitely cut spider-silk gowns to
  their weddings, but the fabric has another applica-
  tion. When properly layered, spidersilk is stronger
  than steel at a fraction of the weight, making the
  fabric attractive as body armor. Most forms of light
  body armor incorporate a spidersilk/ballistic fiber
  weave, under the trade name Kevlar II. This type of
  armor is common as a protective underlayer in most
  suits of Power Armor, and forms the core of many
  suits of ultra-light combat “skin suits”.
  Massive swarms of genetically modified orb
  weaver spiders and silkworms are used as living
  looms to produce hundreds of miles of durable
  fabric per day. Spider farms can produce more
  fabric than an entire pre-millennium cotton plantation
  from a working floor only the size of a small office
  building. Human involvement is minimal; industrial
  robots can be programmed to care for the spiders
  and harvest the silk quickly and cheaply. Towering
  spider farm towers, home to literally billions of
  genetically altered arachnids, are a common sight in
  most 22nd Century American cities.
  Schoolchildren are allowed to tour spider
  farms on group trips, and as an un-intended conse-
  quence of the spidersilk industry, arachnophobia is
  relatively rare. Spiders are seen as helpful, industri-
  ous beasts, working in symbiosis with humanity, not
  as predators. Many Mesh ‘toons feature heroic
  spider protagonists, while tarantulas and wolf
  spiders are growing in popularity as pets. Many
  homes include small spiderfarms of their own and
  produce spidersilk garments and cloth as a hobby. A
  spiderfarm the size of a refrigerator may host
  thousands of spiders, and these items are common
  sights on apartment balconies and on city rooftops
  Starting Occupation:
  Spiderfarm Hobbyist
  You have a personal spiderfarm, which is
  home to several thousand genetically engineered orb
  weaver spiders. As a profitable and soothing hobby,
  you care for your spidery micro-farm, spending
  hours adjusting feed and light mixtures, hoping to
  produce the absolute best spidersilk harvest. Some-
  times you can sell the spidersilk at a nice profit to
  local boutiques, or you can use the superior fabric
  for your own ends.
  Prerequistes: Age 14+
  Skills: Choose two of the following skills as
  permanent class skills. If the skill you select is
  already a class skill, you receive a +1 competence
  bonus on checks using that skill.
  Computer Use, Craft (visual arts), Handle
  Animal, Knowledge (art, business, earth & life
  sciences, streetwise, technology), Perform (stringed
  instruments), Profession, Search, Survival
  Wealth Bonus Increase: +2
  Reputation Bonus Increase: +0
  
  11
  Non-Powered Armor
  Though not full powered armor, these
  suits are common to all three American
  militaries. Many of the suits provide environ-
  mental life support, and most are equipped
  with a built in Palmtop computer or integrated
  comms systems.
  To reflect how common personal
  body armor is in the Otherverse, reduce the
  base purchase DC of all Progress Level 5
  body armor, described in the D20 Modern
  Core Rules by
   -3. The armor’s restriction rating (if any) is
  unchanged. These older, but still reliable,
  forms of armor are available at most military
  surplus stores and pawn shops, and many
  22nd Century teens own a suit of body armor
  stolen or inherited from a soldier parent.
  Most modern street clothes are the
  statistical equivalent of Leather Armor, and
  are durable enough to standup to a bit of
  street fighting. More fashionable clothes are
  less durable unless specifically modified, but
  the working class and combat volunteers are
  fairly well armored by default.
  They have to be.
  “Champion” Physical Enhancement Suit
   The Champion is a Kevlar II and
  polymer body stocking, which can easily be
  worn under uniform or civilian clothes. In
  addition to its role in military service, Champion
  enhancement suits are common in heavy industry,
  search and rescue and other commercial applica-
  tions. The non-environmental bodystocking covers
  the entirely of the wearer’s body, with the exception
  of the face.
  The Champion is impregnated with
  shapememory pseudo-muscle fibers, which flex and
  release in coordination with the wearer’s move-
  ments, applying necessary tension to increase the
  wearer’s strength and endurance. The Champion is
  a completely non-electrical suit, with the  suit’s
  chemically stimulated pseudo-muscle layer providing
  strength enhancement. Undetectable compared to
  powered armor, the Champion is ideal for stealth
  service.
  The Champion body stocking has a slick,
  plasticine sheen, and is, and is equipped with color
  shifting polymers which allow it to change its deco
  and patterning according to the wearer’s whim.
  Hard plastic ballistic plates attached to the armor’s
  spine, thighs, knees, groin and upper chest provide
  additional protection.
  
  12
  The degree of strength enhancement a
  Champion suit determines its cost.
  Strength Bonus:
  +1 enhancement bonus DC 23
  +2 enhancement bonus DC 25
  +3 enhancement bonus DC 27
  If the suit is designed to provide an untyped
  bonus to the wearer’s strength score, increase the
  base Purchase DC by +2. This increases the item’s
  restriction rating by +1, to Restricted (+2).
  “Defender of Life” Heavy Suit
   The DoL armor is a unique Lifer knockoff
  of 21st Century SWAT tactical body armor. This
  bulky Kevlar II and plastic armor is reinforced with
  ultra-dense buckministerfullerine slip-in plates
  protecting the torso and chest. The armor provides
  comprehensive, full body protection, but at the cost
  of speed and mobility. Like most Lifer equipment,
  the DoL heavy suit includes high rez display screens
  that display a continual loop of gory Lifer propa-
  ganda.
  The DoL is equipped with a Medi-Comp
  and the system is slaved to the display screens as
  well as transmitted to unit medics. The more se-
  verely injured the wearer, the more extreme and
  horrifying the fetal gore on screen. The DoL pro-
  vides its wearer with Fire Resistance 10.
  Escort’s Vest
   The heavy, bullet proof vests worn by
  volunteer clinic defenders and patient escorts have
  been an icon of the pro-choice movement since the
  early 1980s. Most defenders are forced to make do
  with improvised, homemade or self-purchased
  armor, but some well equipped clinics offer their
  staff and patients more durable body armor. Many
  Lifer veterans own an Escort’s Vest or two, taken as
  trophies during the War, and re-decoed Escort Vests
  are fairly common in the Enclaves.
  A typical Escort’s Vest is a bulky Kevlar II
  armored vest, with integrated groin protector and
  gorget, reinforced with drop-in poly-steel or ceramic
  plates. Most of these vests are painted a eye-
  popping yellow or orange, and are designed with
  nearly a dozen large equipment pockets spread
  across the breast plate and hips. Choicer slogans
  and designs are sewn into the armor, often with
  illuminated fiber optic threads. High visibility, not
  stealth, is the name of the game.
  Some Escort Vests are fitted with a Medi-
  Comp sensor system, allowing a clinic director to
  know instantly if one of her volunteer defenders or
  patients is wounded during a protest. Choicer
  infantry and tank crews are equipped with an
  undecorated, matte grey or urban camo pattern
  Escort Vest equipped with the Medi-Comp system.
  Hastati Overarmor
  Exactly as the name implies, Hastati
  Overarmor is designed to be worn over conven-
  tional body armor, providing additional tactical
  protection (and limited life support) with only
  minimal additional weight.
  The Hastati system can be worn with any
  other suit of tactical or concealable body armor, and
  is usually worn in conjunction with the Champion
  PES, or the Covenant’s iconic Sanguine III suit.
  The Hastati provides additional torso and
  spinal protection. The armor features a retractable
  helmet, which collapses into the armor’s bulky collar
  when not needed. When worn with compatible
  armor, the Hastati provides full environmental
  protection. It is sealed against chemical and biologi-
  cal weapons, poisons, radiation and hard vacuum,
  and has a 4 hour independent oxygen supply, as well
  as atmospheric filters.
  The Hastati’s equipment bonus to Defense
  and armor check penalty stack with those of the
  worn beneath it, and the Overarmor applies the
  listed penalty to the wearer’s maximum DEX bonus
  to Defense.
  Polychain
  Polychain is a polymer chainmail hauberk, a
  22nd century spin on an ancient type of armor. Fairly
  light and comfortable, polychain is easy to wear and
  
  13
  surprisingly concealable. Polychain can easily be
  worn under street clothes. In some neighborhoods,
  especially those near the border zone between the
  two Americas, civilians wear colorful polychain
  openly, in as much a display of fashion as out of fear
  for their safety.
  Riot-Strike Armor
   This black and grey suit of body armor is
  designed for intimidation as much as it is for surviv-
  ability. The wearer is made faceless by a fully
  enclosed helmet. Images of police in Riot Strikes
  wading into a Lifer protest dominate the evening
  news, and the sheer brutality associated with the
  armor has given it a sinister cast.
  Riot-Strike Armor provides full environmen-
  tal protection and includes an 8 hour independent
  oxygen supply, in addition to atmospheric filters. The
  wearer is protected from chemical and biological
  weapons, poisons, radiation and hard vacuum.
  While wearing a suit of Riot-Strike armor,
  the wearer becomes immune to subdual damage,
  thanks to the armor’s insulation layers and multiple
  redundant safety systems. The wearer receives a +2
  circumstance bonus on Intimidate checks made
  while armored.
  Sanguine 3
  Sanguine 3 is comfortable, easy to wear suit
  of full body armor designed by Metamorphosis
  North and sold almost exclusively to the Choicer
  military. The body hugging suits are composed
  primarily of woven Kevlar II and genetically engi-
  neered spider silk, giving the suit great durability
  without the need for additional ‘slip-in’ armor plates.
  Sanguine 3 is heat and cold resistant,
  designed to act as hostile environment protection, at
  least in the short term. The wearer receives Fire and
  Cold Resistance 5. Suits of Sanguine 3 armor are
  custom-woven for their wearers, and are impreg-
  nated with Demographic Cloth comfort layering,
  specifically tailored to the designated wearer. This
  provides the wearer with a +1 equipment bonus on
  certain FORT Saves.
  Sanguine 3 is commonly issued to young
  Neo-Witch Midwives, who wear are allowed to
  wear the distinctly painted armor as a badge of
  office. A Midwife’s armor is a slick, cherry red,
  similar to the color of her nanonics, with auburn,
  gold or violet trim.
  Choicer Special Forces units are equipped
  with a set of dark brown or matte black Sanguine 3
  armor as their standard field uniform. Choicer
  soldiers often accessorize the armor with a detach-
  able gas mask and bio-filter, to protect themselves
  against tear gas and other bio-war agents.
  Space Sheath
  Some version of this 21st century space suit
  is in common use by most of the world’s militaries
  and corporations. The only hardpoints on a space
  sheath are the helmet and backpack, which contain
  the suit’s oxygen supply, operating system and
  power source.
  The pilot can don the helmet and backpack
  as a full round action; the suit’s computer extrudes a
  shape memory polymer sheath which completely
  encloses the wearer’s body in an armored
  bodyglove within seconds of activation. This suit
  offers superior functionality and protection to a 20th
  century spacesuit while not being much more
  restrictive than ordinary clothes.
  The space sheath includes a long range
  distress beacon, which has a range of 5,000 miles
  and can transmit for up to 96 hours (note that the
  rest of the suit has a 48 hour max runtime). While
  wearing the suit, the pilot is immune to poison,
  suffocation, hard vacuum and environmental heat,
  cold and pressure. The suit incorporates a standard
  palmtop computer, Mesh link and cell phone.
  Speed Suit
  Speed Suits are a variation on the time-
  tested Champion PES. These formfitting armored
  body stockings use lean artificial muscle fibers to
  increase the wearer’s speed and agility. Speed suits
  are favored by Choicer infantry, and also have a
  surprising following among Lifer Termites and
  
  14
  Vindicators, who tend to be lighter and  more nimble
  fighters than the rest of their force.
  While wearing a Speed suit, the wearer’s
  base land speed is increased by 10 ft.
  In addition, the non-environmental bodystocking
  provides an equipment bonus to the wearer’s DEX
  score, the amount of which determines the item’s
  Base Purchase DC.
  Strength Bonus:
  +1 enhancement bonus DC 25
  +2 enhancement bonus DC 28
  +3 enhancement bonus DC 30
  ‘Urb-Def” Personal Body Armor
   Urb-Def armor is used by most well
  equipped police forces for routine patrols in danger-
  ous areas, for clinic defense assignments and check-
  point duty. The armor is bulky and fairly uncomfort-
  able, but can be a lifesaver for an officer hit by an
  energy weapon.
  Urb-Def armor is composed of a thick,
  bulbous plastic chest piece, helmet and groin protec-
  tor and includes equally bulky protection for the
  extremities. The armor’s hard points feel soft and
  spongy to the touch, but their unique molecular
  structure provides comprehensive protection from
  energy weapons. The wearer gains Energy Resis-
  tance 5 against all forms of energy.
  Utility Bodystocking
  This suit of light armor is worn by most
  combat volunteers and metahumans, though the
  exact styling various wildy. Most Utility
  Bodystockings are sleek spidersilk and latex
  sheathes with slightly denser armor protecting the
  chest, spine and genitals. The armor is designed as
  performance wear and keeps a soldier clean and
  fairly comfortable even in extreme conditions. The
  utility bodystocking can be easily concealed under
  clothing or armor.
  Vestal Shawl
   Important lawmakers and celebrities of all
  nations protect themselves beneath concealed and
  concealable armor, and the Choicers are no excep-
  tion. Hand-sewn armored robes, vestments and
  kimonos protect the High Priestess, the Woven
  Circle and important figures in the Covenant’s
  business community.
  “Vestal Shawl” is a generic term for any of
  several brands of soft armor, designed to give
  comprehensive protection without being obvious.
  The price given is for an off the rack set of robes;
  designer armor-wear can have a purchase DC in the
  mid 30s!
  All Vestal Shawls are designed to protect
  against light energy weapons, and grant the wearer
  Fire and Electricity Resistance 5. The Robes are
  chemically hardened against Force effects, providing
  the wearer with Force Resistance 5, which provides
  decent protection against some types of laser
  weapon and many Powers.
  
  15
   
  Non 
  Powered  
  Body Armor 
  Type 
  Equipment 
  Bonus 
  Nonproficient 
  Bonus 
  Max DEX 
  Bonus 
  Armor 
  Penalty 
  Speed 
  (30 ft)  
  Weight  
  Purchase 
  DC 
  Restriction 
  Rating 
  Champion 
  P.E.S.  
  Medium- 
  Concealable 
  +4  
  +2 
  +4 
  -0 
  30 ft  
  3 lbs 
  23-27 
  Licensed (+1) 
  or Restricted 
  (+2) 
  Defender of 
  Life Heavy 
  Suit  
  Heavy- 
  Tactical  
  +10 
  +3 
  +0 
  -9 
  20 ft  
  25 lbs 
  20 
  Licensed (+1)  
  Escort’s Vest 
  Medium –  
  Tactical 
  +5  
  +2 
  +1  
  -4 
  25 ft 
  8 lbs 
  12 (DC 16  
  Medicomp) 
  None  
  Hastati 
  Overarmor 
  Tactical 
  +2 *  
  +0 * 
  -2 * 
  -2 * 
  30 ft  
  4 lbs 
  23 
  Licensed (+1) 
  Polychain 
  Light – 
  Concealable 
  +4 
  +2 
  +2 
  -4 
  25 ft  
  3 lbs 
  18 
  None  
  Riot-Strike 
  Armor  
  Heavy- 
  Tactical 
  +8  
  +3 
  +0 
  -6 
  20 ft 
  22 lbs 
  25  
  Military (+3)  
  Sanquine 3 
  Medium – 
  Tactical 
  +6 
  +2 
  +3 
  -2 
  30 ft  
  4 lbs 
  24 
  Licensed (+1) 
  Space Sheath 
  Light – 
  Concealable 
  +3 
  +3 
  +5 
  -0 
  30 ft 
  3 lbs 
  20  
  Licensed (+1) 
  Speed Suit 
  Light – 
  Concealable  
  +1 
  +1 
  +7 
  -0 
  Special 
  2 lbs 
  25-30 
  Licensed (+1) 
  or Restricted 
  (+2) 
  Urb-Def 
  Personal 
  Body Armor  
  Heavy – 
  Tactical  
  +7 
  +2 
  +0 
  -6 
  25 ft  
  15 lbs 
  21 
  Restricted 
  (+2)  
  Utility 
  Bodystocking 
  Light – 
  Concealable 
  +2 
  +2 
  +8 
  -0 
  30 ft 
  1 lb 
  20 
  None  
  Vestal Shawl 
  Light – 
  Concealable 
  +2 
  +2 
  +6 
  -0 
  30 ft  
  2 lbs 
  19 
  None  
  Civilian Technology
  Auto Tailor
  This advanced AI-guided loom is equipped
  with a dedicated fashionista dumb-AI. Using re-
  placeable cartridges containing several miles of
  cotton, rayon, polyester and spider silk thread
  (among others) and multiple dye packs, the Auto
  Tailor virtually any form of civilian clothes the user
  desires in just a few minutes.
  Clothing produced by the auto tailor is
  designed to be single use, and typically wears out in
  a few days of hard wear. Old outfits and other
  unwanted cloth and paper can be tossed into the top
  of the device and used to supplement its onboard
  fabric packs.
  The Auto Tailor about the size of a small,
  slender bookshelf, roughly 4 ft tall and about a foot
  deep. It can easily be stored in a closet. The Auto
  Tailor’s onboard AI has a +10 modifier on Craft
  (sew) and Craft (visual arts) checks.
   Individual fabric packs each last about 3-4
  months, are roughly the size of a paperback novel,
  and have an individual purchase DC of 5-7. Charac-
  ters with the Spider Farm Hobbyist Starting
  Occupation (Otherverse America campaign
  setting) automatically produce enough spider silk to
  fill one fabric pack per month, at no real cost.
  Awakener Nano-Gel
  Not yet widely available, Awakener Nio-Gel
  is still considered experimental. Awakener technol-
  ogy may be the next wave of personal computing, or
  it may fizzle. Awakener Nano-Gel is a lipstick-sized
  tube of self replicating nanotech in a glucose matrix.
  Spread evenly over any Small or smaller mechanical
  or electronic device, the nanties go to work.
  Over the next 72 hours, Awakener Nano-
  Gel changes the fundamental structure of the device,
  building in the Techno-Organic Makeup gadget. The
  device is offline and inert during the conversion
  process but functions normally once the conversion
  process is complete. Awakener Nano-Gel will not
  function on existing techno-organic or biotech
  devices, nor will they convert any device attached to
  living tissue, such as implanted cybersystems. The
  safety systems in the nanites are notorious finicky,
  and might consider a device ‘attached to living
  tissue’ if not properly cleaned. Even a few drops of
  blood or saliva or a few strands of hair stuck to the
  device may shut down the conversion process.
  
  16
  Bio-Cauldron
  A Bio-Cauldron digests human waste and
  garbage, breaking down any thing virtually organic
  to produce useful substances. Bio-Cauldrons are a
  common sight in the home, replacing trash cans and
  garbage disposals, and large scale Bio-Cauldrons
  remove food waste from restaurants and potentially
  hazardous medical waste from hospitals and cyber
  clinics.
  When purchased, a Bio-Cauldron is ‘pro-
  grammed’ genetically to produce any of several
  useful liquids. Put in trash matter, and in a few hours,
  out comes useful substances like gasoline or syn-
  thetic gasohol, milk, water, fruit juice, or several
  licensed brands of soda.
  Specialty Bio-Cauldrons can produce
  anything from fine liquor to prescription drugs and
  semi-legal narcotics. Overriding the biological locks
  preventing the Bio-Cauldron from producing booze
  or drugs requires a DC 22 Treat Injury check, and
  at least 6 hours of work. Bars and restaurants with a
  current liquor license, as well as medical clinics can
  legally purchase the genetic license necessary to
  produce controlled
  substances.
  A commercial
  Bio-Cauldron keeps a
  genetic record of all
  organic matter it is tasked
  to digest on file, to aid the
  police if the Bio-Caul-
  dron is ever used to
  dispose of a body.
  Overriding the ‘gene-list’
  protocol is a common
  modification among future
  criminals. Doing so
  requires a DC 25 Treat
  Injury check and at least
  8 hours of work.
  Closed: The Manual of
  Pro-Life Tactical Doctrine
  Various editions of Closed have been
  circulating among the most violent arm of the anti-
  abortion movement since the 1980s. The most
  current edition is available as a Smartlight datafile as
  well as a cheap print-on-demand hard copy. This
  terror guide provides tactical advice and basic
  military training for new Lifer recruits.
  Inside recruits learn standard military
  protocol, as they could from any military field-
  manual, but also learn terrorist tactics, how to
  disappear into an Enclave without leaving a trace,
  and learn the rescue-tricks that sidewalk counselors
  and Termites have been using for decades.
  Owning and referring to a copy of Closed
  provides the reader with a +3 bonus on Knowledge
  (tactics) and (theology & philosophy) checks, as
  well as Disable Device checks. If the reader is able
  to manifest damage dealing Lifer Object Philoso-
  phies, after reading the manual, all Philosophies
  inflict and additional Hit Point worth of damage per
  damage dice.
                                            Diana
  Cybernetica
  “Working
  Wand”
  The
  Eleusinian
  Covenant has a
  biotechnology
  industry more
  advanced than
  almost any other
  faction on planet.
  The ceremonial
  pomegranate
  wine they drink
  contains data
  and self-assem-
  bling cybernetics
  suspended in a
  fluid matrix- a
  drinkable
  computer.
  
  17
  Several Eleusinian computer firms are racing to
  design a next generation bio-tech computer system
  able to compete with the established ‘hard-tech’ and
  increasingly popular smartlight computing industries.
  Designed by Diana Cybernetica: Home, the
  cutting edge Working Wand is typical of the devices
  the industry is testing.  The Working Wand hit during
  the Christmas/Yule rush of 2106, and as of early
  January 2107, is still one of the hottest new devices
  on the market.
  The Working Wand is grown, not assembled, and in
  its ‘adult’ state, the Working Wand is a simple
  wooden shaft a little less than a foot long. The
  Working Wand is inscribed with abstract designs
  inspired by common neo-pagan symbols and runes,
  carved into low relief on the device’s surface.
  When gripped firmly, the Working Wand
  uses its wielder’s sweat to establish a neurological
  link with the user. This allows the Working Wand to
  be used as a standard palmtop computer, complete
  with full Mesh access. The Working Wand can
  either display data directly into the user’s visual
  cortex, or project high quality smartlight windows in
  the air around the user. Users with the Eleusinian
  Initiate feat connect more deeply to the Working
  Wand, and may wirelessly access the device from
  upto 100 ft away.
  The Working Wand has the techno-organic
  makeup gadget and heals one HP per hour if dam-
  aged. Its advertising campaign plays up the fact that
  the device will never need routine maintenance. The
  device is designed to regularly ‘grow’ new system
  upgrades when it receives software patches from its
  manufacturers.
  Encryptor
   Encryptors are tiny devices that can easily
  be worn on a key chain. When near a communica-
  tions device or computer, the expert onboard AI
  secures files and communications. The device
  provides comprehensive security to any device
  within 5 ft via wireless interface, or can be plugged
  directly into a computer or communication system.
  Communication and documents created
  within range of an Encryptor are more difficult to
  find and decipher. The Encryptor adds to the
  Computer Use check DC to find, copy or decrypt
  files. The greater the DC increase, the more expen-
  sive the Encryptor. Type III Encryptors are legal
  only for government use.
  E-Stickers
  “Emotional” stickers are over the counter
  drug patches that release short acting hormones and
  neurotransmitters to stimulate emotional extremes-
  fleeting infatuation, exhilaration, rage, sadness,
  terror, among others. E-stickers are sold in neatly
  labeled sheets containing multiple copies of each
  emotion.
  Each sticker provides between 30 seconds
  and three minutes of intense emotion; while using any
  sticker, a person is considered shaken. Removing a
  e-sticker (a standard action) ends its effects
  abruptly, as does dousing the sticker in water.
  Appling an E-Sticker to an unwilling target requires
  a melee touch attack against bare skin. Creatures
  with a natural armor bonus of +2 or greater are not
  affected by E-Stickers.
  Washing off the gel with alcohol or other
  mild solvents destroys it, ending the effect. Other-
  wise, the gel’s cellular power supplies last for
  roughly an hour.
  Facial Recognition Security System
  This security system is in place in most
  government and military facilities. This system
  includes several dozen fist-sized cameras placed in
  obvious locations and 10-20 less obvious micro-
  cameras placed as backup. Taken together, the
  linked camera systems provide a complete view of
  the facility.
  The facial recognition technology and
  criminal database built into this system is virtually
  identical to the systems built into facial recognition
  optics (discussed above). The security system is
  monitored by an expert AI watch-program. The
  program’s complexity and relative intelligence
  
  18
  determines the system’s price. The watch-program
  is designed to alert human security staff when an
  unauthorized entry occurs or a known threat enters
  the facility. All versions of the Facial Recognition
  Security System are Restricted (+2) items.
   Gardnerian Heritage Book
  of Shadows
  A handwritten Book of Shad-
  ows (holy text and ritual guide) from a
  first generation Gardnerian Wiccan
  coven is a major heirloom for any
  Covenant neo-witch. A properly
  authenticated text from the 1950s or
  1960s can sell at auction for upwards
  of $100,000.
  These heirloom texts are
  important Covenant historical
  documents, revealing how the
  modern Covenant evolved out of a
  handful of scattered covens, and
  many texts contain crude and fragmentary Object
  Philosophy target states: the magik of 1950s ritual
  becoming the thought-based weapons of the 22nd
  Century.
  Owning and referring to a heirloom Book of
  Shadows provides the reader with a +2d6 bonus on
  Knowledge (history) and (theology & philosophy)
  checks. Once a book has been completely studied,
  if the user can manifest Choicer Object
  Philosophies, the associated Save DCs are in-
  creased by +1.
  HD Batteries
   Gasoline is a thing of the past in America,
  but the prosperous Arab countries and many 3rd
  world nations still use fossil fuels. Most American
  vehicles are powered by high density storage
  batteries the size and shape of a soda can. Shell suits
  use higher capacity versions of these same energy
  cells, usually drawing on a half-dozen at once.
  These batteries are usually recharged every few
  months from micro-fusion reactors. Fusion reactors
  are common- a fusion ‘boiler room’ in the basement
  of a megacorp sky-
  scraper provides
  enough power for
  several city blocks.
  Thanks to
  micro-reactors the size
  of a water heater,
  providing electricity has
  become a profitable
  sideline for most compa-
  nies.
  High Density
  storage batteries power
  most devices in
  Otherverse America, from palmtop computers to
  energy weapons. These devices are a little bigger
  than a modern watch battery and have a universal
  design allowing them to be plugged into most
  electronics. HD Batteries are designed to be
  charged from commercial fusion reactors; charging
  takes just a few minutes and provides enough power
  to sustain most devices for 9-12 months of hard
  service. Higher drain devices, especially energy
  weapons provide the listed amount of shots before
  the battery needs to be replaced. HD Batteries can
  be recharged hundreds of times before needing to
  be discarded.
  HD Batteries (vehicle)
   These larger HD batteries are roughly the
  size and shape of a soda can and are used to power
  civilian and military
  vehicles. Most military
  vehicles use 6-10
  batteries at any given
  time, though one is often
  sufficient for most
  Facial Recognition 
  System 
  INT Score 
  WIS Score 
  Ranks in Spot 
  Purchase DC  
  Type I  
  10 (+0) 
  14 (+2)  
  1 rank 
  DC 20  
  Type II 
  12 (+1) 
  16 (+3)  
  3 ranks 
  DC 23 
  Type III  
  14 (+2)  
  18 (+4)  
  5 ranks  
  DC 25 
   
  
  19
  power needs, to ensure system survivability.
  Hugmeme Blanket
   High-tech security blankets like this have
  been sold since the mid 2020s. Hugmeme blankets
  are multiple layers of cloth wrapped around a
  shapememory core, slaved to an ultra-dumb animal-
  grade AI powered by the electromagnetic field of a
  sleeping body. The blanket contracts and relaxes in
  a psychologist-designed pattern intended to give
  comfort both physically and spiritually, while
  customizable displays on the blanket’s soft LCD
  surface continually scroll love notes, affirmations and
  comforting phrases.
  Info-Ad Projector
  These small pylons are found in most stores
  and businesses, and use extremely low-level,
  minimally invasive transmitters to project data
  directly into the frontal and prefrontal lobes of those
  within the establishment. Most of the data is de-
  signed for rapid transfer to the short term memory,
  bypassing the conscious mind and encouraging the
  customer to buy through conditioning.
  Most stores encode useful information that
  degrades quickly after leaving the store, usually
  related to the products they sale. An auto parts store
  might include technical info dumps, while a Lifer
  baby shop might include useful parenting advice. In
  any case, for 1d4 hours after leaving the store, the
  potential customer receives a +1 insight bonus on a
  particular skill, chosen by the store’s management
  and programmed into the emitter pylon.
  K-Rescue Lockchain
  The Lifer movement began pulling
  “kryptonite rescues” during the late 1990s, using
  durable Kryptonite brand bike chains to lock
  abortion clinic doors shut. Today, chains worn as
  belts, chokers, necklaces or wrapped around the
  forearm like a gauntlet have become fashionable
  among young Lifers as a symbol of resolve and
  defiance. Of course, the chains can easily be un-
  wrapped for their intended purpose.
  K-Rescue brand lockchains have an inte-
  grated combination lock, Hardness 10 and 20 HP.
  The lock has a Disable Device DC 20 to defeat.
  Mac-Lift
   This wrist-watch like device uses the same
  Mac-Tik forcefield technology that powers most
  American hovercars and defends Choicer clinics.
  When activated as a move equivalent action, the
  Mac-Lift generates a 5 ft square ‘bowl’ of force
  directly behind the wearer and roughly at knee level
  This forcebowl has slightly raised sides to carry
  cargo safely. It trails 5-10 ft behind the user at a
  maximum speed of 30 ft, and can carry up
  to 150 lbs.
  Mac-Lifts are used in most industries, by
  movers and even by ordinary 22nd century citizens
  who use the devices to carry their packages when
  out shopping. Mac-Lifer power cells are recharged
  from ordinary house currents and have a roughly 2
  hour run-time. If the power cell is depleted, or more
  than 150 lbs is placed in the force-bowl, the field
  fails, gently lowering its cargo to the ground before
  winking out.
  Micro Printer
  This miniaturized printer can produce high
  quality pamphlets, stickers or flyers of roughly
  bumper sticker size. The Micro Printer itself is only a
  little bit bulkier than a man’s full wallet, and can
  easily be stuffed into a purse or jacket pocket. This
  device is usually used to create literature or stickers
  for clinic rescues or defenses, and are common
  among Termite vandals. Micro-Printers can produce
  either non-adhesive backed or sticker-format items
  just by toggling a few options.
  Mod Pods
  Modular housing and construction units are
  in use all across human controlled space and be-
  yond. Nicknamed “mod pods” these self assem-
  bling, pre-fab structures are constructed from a light
  but extremely durable aluminum alloy. Each mod
  pod provides roughly 500 square feet of interior
  space (roughly equal to a tiny apartment), and can
  be configured for different functions via its program-
  
  20
  ming interface. When activated, the mod pod’s
  single use computer system governs the assembly
  process, which requires one or two hours.
  The structure takes the pre-programmed
  layout, which depending on the values entered can
  be an efficiency apartment, a storefront, a barracks
  style structure or a part of a larger building made
  from multiple mod pods. The configuration of
  internal walls is programmable, and the mod pod
  includes basic built in appliances. Multiple pods can
  be stacked or placed adjacent one another to build
  larger structures, sharing internal walls and support
  as necessary.
  Each mod pod includes any three of the
  following devices: desktop computer, bunk beds,
  large footlocker, refrigerator, electric range, micro-
  wave oven, chemical toilet (which can be plugged
  into a city sewer line), shower stall. These devices
  are built into the mod pod itself and cannot be
  removed.
  Hundreds of mod pods are shipped to each
  human outcolony to help the settlers build a city.
  They are also forward-deployed with military units in
  the field as well as being used to provide temporary
  housing after a disaster. The pods are also popular
  as cheap housing, and ‘mansions’ built from 3-4
  linked mod pods are omnipresent in the most
  impoverished Lifer ghettos. Most Lifer mod pods
  have their outer surfaces coated with spray-on LCD
  paint, displaying a constant loop of advertisements
  from the companies that donated the shelter as a tax
  write off. The rooftop surface is covered in high-
  efficiency matte black solar cells; the mod pod can
  also easily be hooked into a local power grid or to a
  generator.
  Palmtop Computer
   These small computers are roughly the size
  of a slim wallet but have all the functionality of a
  standard laptop and more. Palmtop computers
  project data as a high resolution hologram: maximum
  ‘screen size’ varies a bit, but the highest grade
  palmtops can project high resolution video images
  up to 32 inches square. The computers can be
  controlled either via an integrated smartlight key-
  board, fold out cloth keypad, via motion commands
  tracked by its onboard camera, or by purely spoken
  commands. All Palmtops have full Mesh access, can
  run applications and can be directly interfaced by
  most cyborgs.
  A palmtop computer can be upgraded to
  provide a +1 equipment bonus on Computer Use
  checks by increasing the Purchase DC by +1.
  Reactor (Pocket Fusion)
  Miniature cold fusion reactors roughly the
  size of a large water heater provide more than
  enough power to run entire city blocks. Commercial
  electricity providers are an anachronism: corpora-
  tions sell surplus energy from the fusion reactors in
  their basements to neighboring homes and busi-
  nesses.
  Pocket fusion reactors are designed to be
  virtually idiot proof. In the event of a catastrophic
  system failure, the pocket reactor shuts down. Even
  if hit by military grade artillery, the devices cannot
  explode. Fusion reactors were not legal for com-
  mercial use until their manufacturers could solve the
  problem of radioactive waste products. A pocket
  fusion reactor produces a slab of waste metal every
  few months of service: the fusion process is designed
  to only create waste with a short half life. Radioac-
  tivity is reduced to trace levels within a few minutes,
  and the minimal waste products of a fusion reactor
  can be disposed in a city trashcan.
  Shapememory Multi-tool
  A device about the size of a large screw
  driver, this handheld tool uses shape memory
  plastics and extremely flexible meta-materials to
  assume the form of a wide variety of useful devices.
  Modular tool heads carried on a tool belt or a
  pocket increase the item’s already impressive
  versatility. With a few adjustments, this tool can
  become anything from a hammer to a bone saw to a
  soldering iron or electric welding torch.
  When used as an improvised tool kit, the
  Shapememory Multi-tool only imposes a -2 penalty
  on the check due to its versatility.
  
  21
  I te m  
  S iz e  
  W e i g h t 
  P u rc h a s e  D C  
  R e s tr ic t io n  R a t in g   
  A u to  T a ilo r  
  M e d i u m   
  2 0 - 3 0  lb s  
  D C  1 8   
  N o n e  
  A w a k e n e r  N a n o - G e l  
  F in e  
  N e g lig ib le   
  D C  2 5  
  L ic e n s ed  ( + 1 )   
  C lo s e d :  M a n u a l o f P ro -
  L if e  T a c t ic a l  D o c tr in e 
  T i n y  
  N e g lig ib le  
  D C  7 - 8  
  I lle g a l ( + 4 )  
  D ia n a  C y b e rn e tic a  
  W o rk in g  W a n d  
  T i n y  
  1  lb  
  D C  2 9   
  N o n e  
  E n c r y p to r   
  F in e   
  N e g lig ib le   
  A d d  + 5  to  D C ,  
  P u rc h a s e  D C  1 4   
  A d d  + 1 0  to  D C , 
  P u rc h a s e  D C  1 8  
  A d d  + 2 0  to  D C , 
  P u rc h a s e  D C  2 5  
  L ic e n s ed  ( + 1 )  o r  
  M ili ta r y  ( + 3 )  f o r m o s t  
  c o m p l e x  t y p e  
  E - S t ic k e rs  
  F in e  
  N e g lig ib le   
  D C  3 - 4   
  N o n e   
  F a c i a l R e c o g n i tio n  
  S y s te m  
  M e d i u m   
  2 0 - 3 0  lb s  to t al  
  D C  2 0 - 2 5  
  N o n e  
  G a rd n e r ia n  H e ri ta g e  
  B o o k  o f  S h a d o w s  
  T i n y  
  1 - 2  lb s  
  D C  3 4 - 4 0   
  N o n e  
  H D  B a tte r ie s  
  T i n y  
  N e g lig ib le  
  D C  7  
  N o n e  
  H D  V e h i c le  B a tt e ri e s  
  S m a ll  
  2  lb s  
  D C  7  
  N o n e  
  H u g m e m e  B la n k e t  
  S m a ll  
  3 - 4  lb s  
  D C  8  
  N o n e  
  I n f o - A d  P ro je c t o r 
  T i n y  
  2  lb s  
  D C  1 9   
  L ic e n s ed  ( + 1 )  
  K - R e s c u e  L o c k c h a in  
  S m a ll  
  2  lb s  
  D C  7  
  N o n e  
  M a c -L if t 
  T i n y  
  N e g lig ib le   
  D C  9   
  N o n e   
  M o d -P o d  H o u s in g  U n it 
  C o lo s s a l  
  A p ro x . 2  t o n s  
  D C  1 8   
  N o n e   
  M ic r o  P r in t e r 
  T i n y  
  1  lb  
  D C  8 - 1 0   
  N o n e  
  P al m to p  C o m p u te r   
  F in e  
  ½  l b  
  D C  1 4  
  N o n e  
  R e a c to r (P o c k e t  
  F u s io n )   
  H u g e  
  7 5 0  lb s  
  D C  4 1   
  R e s tr ic t e d  ( + 2 ) 
  S h a p e m e m o r y  M u lti -
  t o o l 
  S m a ll  
   1  ½  lb s  
  D C  1 5  
  N o n e  
  U n i v e r s a l D a t a  R e a d e r 
  T i n y  
  1  lb  
  D C  1 2  
  N o n e  
  W i tc h ’s  R in g  
  F in e   
  N e g lig ib le   
  D C  2 9  
  L ic e n s ed  ( + 1 )   
   
  Universal Data Reader
  This shape-changing device is designed to
  allow a modern computer to read information from
  every data storage medium in human history, plus a
  few of the more popular alien storage methods. This
  device reshapes itself as needed and runs high
  quality emulator programs to allow it to read data off
  everything tape reels to 5.5 inch floppy disks and
  old NES cartridges to the marble-sized data spheres
  that were so popular in the 2040s.
  This device can also allow Earth computers
  to interface with alien hardware, and most space
  travelers carry a UDR.
  Witch’s Rings
  Worn by members of the Covenant as a
  symbol of non-violence and a promise of their
  culture’s proud intellectual tradition, these intricately
  carved wooden rings come in pairs. One is worn on
  each hand. The rings are a prototype form of
  organic micro-computer designed to fuse with the
  wearer’s nervous system and reward the wearer for
  upholding the Covenant’s sacred values by increas-
  ing her innate skills.
  A pair of Witch’s Rings must be worn for 72
  hours before they come on line. If removed, the user
  must re-acclimate to the rings. When worn by any
   
  
  22
  character with a Covenant or any neo-pagan
  allegiance, the Witch’s Rings reinforce her natural
  skills. Anytime the character spends an action point
  to improve the results of any unopposed skill check,
  the size of the action dice increases by one step
  (usually d6 to d8).
  General Rules for
  Software Applications
  By the dawn of the new millennium, high-
  end personal electronics gained the ability to run
  applications, software programs that allowed their
  existing devices to duplicate the functions of other
  gadgets. Applications, unlike conventional gadgets
  do not increase the devices’ size, weight or bulk, nor
  do they increase the base device’s cost. Instead,
  each application is a low cost program that is
  purchased individually and uploaded to a chosen
  device. Cellphones, laptops and more advanced
  systems, such as implanted cybernetic versions of
  the same, palmtop computers and Otherverse
  America’s Smartlights can all run applications.
  This function isn’t standard for PL 5 devices.
  Purchasing a version of a PL 5 communication
  device capable of running applications increases the
  device’s Base Purchase DC by +1. In Otherverse
  America, application functionality is standard on all
  devices.
  Any device from PL 6 or higher can store an
  effectively unlimited number of applications, and run
  several at any given time. Devices from PL 5 can
  only install 10 or fewer applications and must store
  additional apps on external memory (such as an SD
  card) or computer. Changing out applications just
  requires a few minutes of work, and no Computer
  Use check is necessary.
  Unless otherwise noted, all applications have
  a Base Purchase DC of 2 and no restriction rating.
  In most cases, once an application is loaded to a
  device, using it is either a standard or full round
  action.
  The various modems found in D20 Modern
  are so omnipresent, they aren’t even considered  a
  separate piece of equipment circa 2010 and be-
  yond; assume any computer or phone you purchase
  has high speed Internet or Mesh access.
  The following tools from the D20 Modern
  and D20 Future core rulebooks can be purchased
  as an application.
  Consumer Electronics and Computers
  Card Computer (PL 6)
  Camera (digital)
  Digital Audio Recorder
  Hologram Player (PL 6)
  Purchase DC: 7
  Hologram Recorder (PL 6)
  Purchase DC: 10
  PDA
  Scanner
  Walkie-Talkie
  Surveillance Gear
  Caller ID defeater
  Metal detector
  Soother Pulse (PL 6)
  Purchase DC: 7
  Sensors (ChemiComp, GeoComp, Motion) (PL6)
  Purchase DC: 8
  Sensors (ArmaComp, DemoComp, ElectriComp,
  MechaniComp, MediComp) (PL 7)
  Purchase DC: 10
  Sensor (RoboComp) PL 8
  Purchase DC: 10
  Tap Detector
  Survival Gear
  Compass
  Flashlight (Penlight or standard)
  Flashlight (Battery Flood) (PL 6)
  GalPos Device (PL 7)
  Purchase DC: 8
  GPS Receiver
  Map (road atlas or tactical map)
  Nanobeacon (PL 6)
  Portable Glow Lamp (PL 6)
  Thermometer
  
  23
  Camera Quality
  Cellphone cameras take lower resolution
  images than a dedicated digital camera, a trade off
  for size and ease of use. There are four grades of
  image quality, which determine if a detective receives
  a bonus or penalty on Spot checks made to find
  hidden clues in an image. Upgrading a device’s
  image quality increases the devices’ Purchase DC by
  +1 per step.
  Smartphones from PL 5 are Ultracompressed.
  Smartphones from PL 6 are Compressed by
  default.
  At PL 7 and beyond smartphones produce
  High Resolution images by default.
  o
  High Resolution: Absolute top
  quality images. Memory intensive
  and produced by top of the line
  digital cameras. +2 circumstance
  bonus on Spot checks.
  o
  Average Resolution: Mid sized
  files produced by a low end digital
  camera. No bonus or penalty on
  Spot checks.
  o
  Compressed: Extremely low
  resolution images produced by high
  end camera phones or good security
  camera systems. -1 penalty on Spot
  checks.
  o
  Ultracompressed: The lowest
  quality of images, produced by the
  cheapest camera phones and low
  grade security systems. -2 penalty
  on Spot checks.
  Other Applications
  Art Programs
  Various image manipulation programs allow
  the user to create digital art. Most programs use
  touch screen control, but many use a special stylus
  or even the blunt end of a pen or pencil as control-
  lers. Users can create artwork from scratch or edit
  photos stored on the device. A smartphone art
  program can be used as an improvised (-2 penalty)
  tool kit for Forgery attempts.
  Barcode Reader
   An extremely common application, barcode
  readers allow users to check pricing data on
  scanned items and go on-Mesh to find reviews or
  comparison shop for similar products.
  Clock and Calendar
   The most common application in the world,
  these simple programs come pre-loaded on most
  devices, and includes an alarm clock and scheduler.
  Other extremely common functions include a scien-
  tific calculator, pedometer and other useful minor
  gadgets.
  Dream Pets
  Most of 2107’s children play with and care
  for a limited AI virtual pet. In the Enclaves, boys and
  girls raise a virtual newborn and send him or her
  onto the Mesh to play with other virtual babies,
  while fanciful parrots, baboons and falcon holograms
  amuse Choicer children. The highest grade Dream
  Pets can migrate into and out of Dreamscape, to
  accompany children and adult hobbyists as they
  sleep.
  Gifting Web
  In Otherverse America, most Lifers have
  “Gifting Web” applications built into their phones
  and palmtops and use them constantly. The Gifting
  Web is a service of the omnipresent Lifer mega-corp
  “Baby, Belly, Blankets” and is intended as a tangible
  enticement for pregnant American women to choose
  life.
  By making a tapping gesture and pointing to
  an obviously pregnant woman, a Lifer can send a gift
  certificate to the woman for purchases at BBB, with
  nothing more than a gesture or a sub-vocal com-
  mand. Some applications send a glistening streamer
  of holographic birds, butterflies, cherubs or stars
  zipping from the gifter’s fingers toward the
  recipient’s swollen belly.
  The gifter doesn’t need to know anything
  about the recipient, and even Choicer mothers to be
  receive gifts from Lifer passers-by, often without
  realizing it until the next time they check their Mesh
  
  24
  accounts. Making small donations to
  mothers-to-be using the Gifting Web is
  expected of all Lifers: those who don’t usually
  find themselves the butt of their neighbors’
  jokes.
  When using the Gifting Web, the
  donor makes a single purchase of any amount
  at BBB, using his or her own Wealth Bonus.
  The result of the Wealth check is saved and
  may be used by the recipient at any BBB
  location.
  Hot Zone
  This application includes a dedicated
  media monitor and can uplink to real time
  commercial satellite footage of major cities. Its
  purpose: warn users of outbreaks of
  metahuman violence, abortion clinic protests
  turned into riots, and other dangerous urban
  disruptions. The Hot Zone application pro-
  vides the user with a +5 equipment bonus on
  Knowledge (steetwise) checks concerning the
  location of current hot spots.
  Media Djinn
  This intelligent news-monitoring
  program alerts you to world and local events
  based on preset parameters and your brows-
  ing history. The program delves fairly deeply
  into your onMesh activities, even scouring
  unpublished documents and journals created
  by you to find out about your interests, making
  Media Djinn and similar program a major
  security risk. However, nothing is better for
  staying on top of current events.
  Once per day, if you have activated Media
  Djinn, you may simply declare you automatically
  succeed at any Knowledge or Gather Information
  check with a check DC of 21 or less. Doing so
  takes no time, as Media Djinn has the info handy for
  you.
  Drawback: For 24 hours after activating
  Media Djinn, the DC of any Gather Information,
  Research or Computer Use checks made to find
  information about you or your activities is reduced
  by -3.
  Media Player
   These apps are similar to today’s MP3
  players, but• allow higher resolution sound and
  images and greater storage capacity, but function
  pretty much identically. Most commercial devices
  can store several days of music, virtually unlimited
  amount of text, and several hours worth of video.
  
  25
  Monthly Note
  Using pheromone scans and exacting body
  temperature measurements, this application can tell if
  a woman within 30 ft is pregnant or menstruating.
  Mostly a curiosity, like NanoPing, this application
  has found its way into the Lifer toolbox. Since many
  of the Covenant’s female soldiers menstruate only as
  a way of activating post-human talents, Lifers know
  to kill women soldiers ‘tagged red’ by this applica-
  tion first.
  NanoPing
  Originally a cyber-culture social app,
  NanoPing has been co-opted into a Lifer weapon,
  leading for calls that the application be banned.
  When activated, NanoPing sends out a wifi signal
  that causes nano-tech based cyber systems to
  fluoresce, becoming visible under the skin, and emit
  a distinct chirp. This signal has an effective radius of
  about 60 ft.
  Anyone trying to conceal their nanoics may
  attempt a DC 14 FORT Save to prevent their
  systems from responding to the ping. They may not
  attempt this check if flatfooted.
  Restriction Rating: Licensed (+1) or
  Restricted (+2) in most Chocier jurisdictions.
  Illegal (+4) in California.
  Panic Button
   This application uses the device’s onboard
  scanners to monitor its user’s health. If a character
  wearing or carrying the device is reduced to 0 HP or
  less, the device automatically contacts police and
  emergency services, giving the user’s current loca-
  tion.
  Psi Alert
  When this application is active and running,
  it produces an audible alarm when any creature with
  the Psionic subtype comes within 10 ft of the device.
  Purchase DC: 7
  Reactor Map
   This application finds all Pocket Fusion
  reactors within a preset geographic radius and lists
  their rates for recharging HD batteries. Similar
  applications exist in the Lifer community to find all
  ceremonial Graves of the Unborn in a city.
  Recon App
  Businesses that lack the clearances or funds
  for a full facial recognition security system use Recon
  App to spot shoplifters or trouble makers. A Recon
  APP application is probably running at every food
  kiosk, grocery store, big box retailer and bar in
  2107 America. The program is also a popular social
  and dating aid. See an attractive stranger on the
  street? Run her image through your cell phone’s
  Recon APP and find her phone-tag and Mesh ID if
  they’re listed.
  Recon APP is a simple face recognition
  program. It has an effective WIS score of 10 and 1
  rank in Spot. Recon APP is linked to local white-
  page databases, registered sex offender files, public
  DMV files and other open-to-the-public sources. If
  it finds an image match, the program will pop up the
  subject’s name, publically available biographical data
  and any publicly known warnings (such as their
  Treaty of Boston status, or the presence of any
  police watch/warnings).
  Purchase DC: 11
  Restriction Rating:
  Licensed (+1)
  R&R Refresher
  This program uses subliminal, minor mind-
  hacking software similar to Command Line paint
  techniques and psychologist-designed sound and
  visual cues that energize the user and cause the body
  to rapidly and safely purge accumulated fatigue
  toxins.
  Once per day, the user can stare into the
  device for 1-2 rounds. Doing so eliminates the
  fatigued condition but has no effect on more serious
  conditions, and has no effect if used more than once
  per day.
  
  26
  Many shopping centers, airports, public
  buildings and parks have similar devices, in the form
  of small LCD screens near restrooms and water
  fountains, for the convenience of their guests.
  Skill App
  Various how-to-manuals and comprehensive
  reference guides can be found on line for virtually
  any task, from PDF versions of Chilton’s automotive
  manuals to downloadable physics textbooks. Most
  include interactive holographic and voice-only
  tutorials and comprehensive walkthroughs. Each
  Skill App provides a +1 insight bonus to one chosen
  INT or WIS based skill check.
  Purchase DC: 4-6
  Symbol Scan
   This application incorporates an image
  recognition system loaded a constantly updating
  database of several million symbols. Symbol Scan
  can identify corporate logos, religious and mystical
  symbols, flags, military unit patches, gang signs,
  modern and archaic coats of arms and other forms
  of heraldry. Common alien symbols (including
  Stonecutter and Half-Grey symbols, as well as
  universally recognized Lifechain warning icons) are
  included. The program is considered to have a +15
  modifier on relevant Knowledge checks made to
  identify symbols.
  Translators
  Various programs can translate text between
  languages. Text can either be entered manually, or
  scanned into the program with the smartphones’
  camera. Most translator programs include English,
  Spanish, French, Farsi, Chinese (Mandarin and
  Cantonese), Japanese, Russian and a few other
  languages. Xeno language options include the most
  common alien dialects, with an emphasis on Stone-
  cutter and Half Grey languages. The translations
  provided by the program are fairly accurate, though
  grammar can occasionally be a bit iffy.
  Purchase DC: 5 (DC 6 or 7 for more
  exotic language options)
  TruSniffer
   In the segregated future, TruSniffer and
  copy-cat applications are running on most phones
  and computers. TruSniffer is a ‘dumb AI’ with a
  dedicated media search and data retrieval applica-
  tion built in, and can expertly analyze word choices
  and syntax to reveal a speaker or author’s beliefs
  and bias. TruSniffer can analyze a Mesh site,
  scanned text, or a real time conversation and
  determine the political and religious bias of the
  speaker or author. The TruSniffer effectively has a
  +10 modifier on Sense Motive checks.
  Command Line
  Paint Patterns
  “A security culture is a set of customs
  shared by a community whose members may
  engage in illegal or sensitive activities, the
  practice of which minimizes the risks of such
  activities being subverted, or targeted for sabo-
  tage. The main focus of a security culture is
  keeping infiltrators and other potentially damag-
  ing parties out.”
  -Wikipedia.org, Security Culture
  Criminals and dedicated rescuers working
  the streets of 22nd Century America know that their
  every action is recorded, analyzed and ready for use
  as evidence against them. As facial recognition tech
  became omnipresent, countermeasures became both
  more comprehensive and more subtle. While
  advanced facial recognition AI can guestimate a
  target’s bone density through a ski mask, penetrate
  beards to discover identifiable scars beneath and
  other amazing video-forensic feats, they are still
  machines. Like all machines, security AI can be
  dazzled, fooled and hacked.
  War paint, make-up and nano-active facial
  tattooing are the most common weapons used
  against 2107’s omnipresent watch-AI. Random
  computer designed camo patterns break up the
  needed areas of shadow and light that face recogni-
  tion programs use to identify facial details. Other
  paint schemes use intricate machine applied patterns
  like bar-code command prompts to hack optical
  
  27
  systems. These camo patterns are easily spotted by
  human guards, but just as easily bypass electronic
  security. The colorful warpaint of 22nd Century
  cyber-criminals has also found its way into street-
  level fashion: many of the abstract facial decorations
  found among the young and hip of the Lifer Enclaves
  are bastardized versions of security countermea-
  sures.
  Stealth Pattern Camo
   This simple camo pattern can be applied by
  hand and incorporates square and rectangular pixel-
  like areas around the eyes and corner of the mouth.
  This basic pattern simply nullifies the bonus to Spot
  checks provided by facial recognition systems, and
  the techniques necessary to create stealth patterns
  are usually the first tricks rookie warpainters learn.
  Though illegal in most jurisdictions, Stealth
  patterning is omni-
  present, by those
  who want a bit of
  privacy back. Except
  in the highest security
  installations, police
  tend to ignore
  civilians wearing
  stealth patterning,
  though someone
  acting suspiciously
  while wearing the
  design is almost
  certain to be stopped
  and questioned.
  Craft (visual arts)
  Check DC: 10
   These next
  paint patterns are
  more elaborate, and
  are designed by
  computer to override facial recognition systems. In
  addition to a Craft check to actually apply the
  pattern, a Research check must be made to find a
  current pattern. Security experts patch system holes
  regularly, and ‘warpainters’ constantly refine their
  designs to keep one step ahead of ever evolving
  security. Once a successful Research check is made,
  the design will remain current for 1d4-1 days, before
  a variant pattern must be found. Outdated patterns
  are useless and have no effect.
  To the unaided human eye, these commands
  are meaningless bar-code like patterns, areas of
  color and random fractal designs. Determining
  exactly what a particular Command Line Pattern just
  by visual inspection requires a DC 38 Spot check.
  Characters with any cybernetic implants or im-
  planted smartlights suffer a -2 penalty on the check.
   Debug / System Invisibility Patterning
  This pattern is a hacked version of a com-
  mon debug command commonly used by repair
  personnel. The wearer’s image will not appear on
  camera, and his or her voice cannot be recorded by
  a linked audio system which recognizes this pattern.
  In addition to use by criminals, this Com-
  mand Line Pattern is often used by celebrities to
  evade paparazzi, and especially by famous Choicers
  attending a Beltane orgy to ensure their privacy.
  Craft (visual arts) Check DC: 26
  Research Check DC: 21
  
  28
  Financial Glitch Patterning
  This pattern quickly inserts and rapidly
  deletes garbage data into security systems linked to
  common financial terminals, such as those found in
  ATMs, purchasing kiosks and most stores. When
  this pattern is recognized, the wearer’s current
  Wealth Bonus is treated as being one higher when
  making automated purchases or using computer
  terminals. This bonus doesn’t apply to making purely
  cash transactions (like at a Lifer run grocery chain)
  or when directly interacting with a human cashier.
  Craft (visual arts) Check DC: 23
  Research Check DC: 22
  Guilt / Hesitance Patterning
  Unlike other Command Line Patterns, this
  design is designed to provoke a distracting emo-
  tional response in human viewers. Designed by
  psychologist AI after study of the pattern recognition
  portion of the human brain, this pattern makes even
  well trained, disciplined soldiers hesitate before
  pulling the trigger.
  Any sentient humanoid or monstrous human-
  oid within 30 ft who can clearly see this pattern loses
  the benefit of the Quick Draw and Quick Reload
  feat for as long as the character with this pattern
  displayed remains visible and for 1d4 rounds
  afterward.
  Unlike other Command Line Patterns, this
  design cannot be made less visible by a character
  with the Pattern Expert feat.
  Craft (visual arts) Check DC: 22
  Research Check DC: 18
  Intimidation Patterning
  Unlike other Command Line Patterns, this
  design is intended to ‘hack’ a humanoid conscious-
  ness. This pattern attacks the pattern recognition
  portion of the brain with symbolism that induces
  stress and fear. This pattern is often used by prison
  guards, SWAT and special forces team members
  and riot police, and is often applied to riot shields
  and body armor as well as to the faces of soldiers.
  A character wearing this pattern receives a
  +4 bonus on Intimidate checks made against sentient
  humanoids and monstrous humanoids.
  Unlike other Command Line Patterns, this
  design cannot be made less visible by a character
  with the Pattern Expert feat.
  Craft (visual arts) Check DC: 22
  Research Check DC: 16
  Psi Enabler Patterning
  Using complex fractal patterns around the
  eyes and temples, this patterning makes humanoid
  viewers more receptive to invasive Psi-abilities. For
  1d6 rounds after viewing the pattern all humanoids
  and monstrous humanoids within a 30 ft radius suffer
  a -2 morale penalty on mind-influencing Psionic
  effects.
  Unlike other Command Line Patterns, this
  design cannot be made less visible by a character
  with the Pattern Expert feat.
  Craft (visual arts) Check DC: 26
  Research Check DC: 14
  Image Override Patterning
  This pattern accesses the security camera’s
  onboard memory, and overlays an innocuous image
  over the wearer’s real face. To the watch-AI and
  anyone seeing the characters image on video, the
  wearer’s real facial features are obscured behind an
  illusion of another person of similar race, gender and
  size. The wearer’s clothing and equipment are not
  disguised, just his physical appearance.
  The Research check given is for an image of
  an average, non-threatening random person. If the
  wearer wants to find a stored image of a specific
  person (such as a person cleared to be in the area)
  increase the Research check DC by +10.
  Craft (visual arts) Check DC: 28
  Research Check DC: 24
  
  29
  Reboot Patterning
  This pattern forces all security cameras
  recognizing it within a 60 ft radius to reboot for one
  round. If the wearer remains in the area for long
  periods to time, the security cameras in shutdown
  and reboot endlessly.
  Craft (visual arts) Check DC: 18
  Research Check DC: 16
  Pattern Expert (General)
  You’ve mastered the art and science of
  Command Line Pattern Hacking.
  Prerequisites: Computer Use 2 ranks,
  Craft (visual arts) 1 rank, Research 2 ranks
  Benefit: You receive a +3 bonus on Craft
  (visual arts) and Research checks made to craft
  Command Line and Stealth patterns. In addition,
  when creating any Pattern camouflage, you may
  increase the craft check DC by +5 to create a subtle
  paint scheme that is less obvious to human observers
  without sacrificing its effectiveness against machines.
  If the check is successful, human observers succeed
  at a DC 12 Spot check to even realize you are
  wearing optical camouflage makeup.
  Medical Technology
  Sexually Transmitted Future (Otherverse
  Games, 2010), a sourcebook focusing on the 22nd
  Century’s meta-porn industry and on the history of
  several of Otherverse America’s genetically engi-
  neered species, includes complete rules for genetic
  engineering. Temp-mods are often used as short-
  term combat drugs.
  The following drugs and medical devices are
  in common use both by supersoldiers and the civilian
  population
  Auto-Doc, Single Use
  One or more single use auto-docs are
  included as standard gear on most fire trucks,
  ambulance and police vehicles, and are carried by
  most military squad medics. The device is an robotic
  surgical unit that in its inert state resembles a slightly
  bulky lap top. Placed atop a wounded person and
  activated, the device folds open into a sleek robot
  that resembles a flattened crab more than anything
  else. When performing surgery, the little robot
  flattens itself out over the wound site, using its own
  flexible body to create a sterile operating field.
  The auto-doc is disposable, and is designed
  to only treat a single patient before becoming
  useless. It has enough onboard supplies to treat a
  single patient of Size Large or smaller, and once the
  device is expended, the robot frame can easily be
  sterilized and recycled. The auto-doc is a medical
  expert AI and is considered to have a total +15
  modifier on Treat Injury checks and the Surgery
  feat. Placing and activating the auto-doc requires no
  skill check and is a standard action that provokes
  attacks of opportunity.
  Bodysim
  Bodysim is a mild hallucinogen and anti-
  depressant designed specifically to affect the artificial
  metabolism of full and partial reconstruction cy-
  borgs. Bodysim artificially simulates the mostly
  unnoticed noises and sensations of an organic human
  body: most humans never consciously notice the
  sound of their own heart beating or the subtle pop of
  their joints until these sounds vanish after cyber
  conversion. Bodysim helps ease the transition into
  reconstruction.
  If more than two doses of Bodysim are
  taken within a 24 hour period, the user must suc-
  ceed at a DC 14 FORT save or suffer 1 point of
  WIS damage.
  Centering Drugs
   Centering Drugs use specially tailored
  chemicals to induce a bio-feedback loop in human-
  oid muscle tissue. Any humanoid,  monstrous
  humanoid or giant who ingests a dose of the drug
  may meditate or pray for one minute. The character
  gains a cumulative +1 enhancement bonus to their
  STR score for every 4 ranks they possess in
  Knowledge (theology & philosophy). This bonus
  remains in effect for 1d4 hours after the creature
  meditates, and remains inert in the bloodstream for
  up to 6 hours after ingestion.
  
  30
  This drug was originally
  designed by Choicer pharmacolo-
  gists, but Lifers soon realized that
  they could use it just as effectively.
  The neural states accompanying
  Christian prayer trigger the bio-
  feedback loop as effectively as
  pagan meditations. Centering
  Drugs are available in pill and
  patch form, and are also available
  as a specially brewed tea.
  Cure Gel
  Cure Gel is a part of every
  modern EMT kit, and has become
  a virtually omnipresent piece of
  biotechnology. Cure Gel uses bio-
  engineered bacteria in a glucose
  paste to almost instantly clot
  wounds and kickstart cellular
  regeneration. Wounds that would
  take days to heal naturally are
  restored within minutes of applica-
  tion.
  Cure Gel will restore up to
  10 Hit Points worth of damage
  incurred within the last three
  minutes. It has no effect on older
  wounds, though an application will
  stop continuing damage, such as
  from a bleeding wound or auto-
  matically stabilize a patient.
  Applying Cure Gel to a wound is a
  move equivalent action. Cure Gel is sold in individual
  squeeze tubes the size of an AA battery. A single
  tube holds enough gel for one treatment.
  Decision Red
  Decision Red is tailored hormone load
  designed to quickly and relatively painlessly induce
  menstruation. The drug is available in pill form or as
  an adhesive drug patch worn on the abdomen or
  inner thigh. An adult, humanoid woman who uses the
  drug will begin her menstrual cycle within hours of
  ingestion. The chemical has no measurable effects on
  males or non-humanoids who ingest the drug. If
  used during the first 3-4 weeks of pregnancy, the
  hormones within the drug will induce a miscarriage.
  Decision Red can also be used to induce
  additional menstrual cycles in a woman. If used
  more than twice a month, the user must succeed at a
  DC 14 FORT Save or suffer 1d3 points of tempo-
  rary CON damage as her body tries to adapt to the
  unnatural hormone surges and tissue irritation.
  
  31
  Decision Red is a popular 22nd century drug,
  allowing women to decide when and how often they
  will menstruate. It is also extremely common among
  the blood feminists of the Choicer black ops com-
  munity. Moonwise-trained soldiers use the chemical
  to induce empowering menstrual flows before a
  mission.
  Gait
  Early image recognition systems relied on
  posture, body position and gait to help identify
  subjects, and even state of the art 22nd Century
  systems still use biometric benchmarks to identify
  targets.
  Gait is the street name for a handful of
  similar prescription muscle relaxants. These drugs
  were originally designed to ease arthritis symptoms
  and increase mobility for the ill and elderly. How-
  ever, it didn’t take long for criminals and espionage
  experts to realize that the drugs had an unexpected
  side-effect useful in their line of work. Gait alters the
  user’s posture and walk just enough to throw off
  identification software.
  For 1d6 hours after taking a dose of Gait,
  the user receives a +2 bonus on Disguise checks
  made to fool image recognition software.
   G-Drugs
  Chemicals to help the body adapt to zero
  gravity conditions have been used since the dawn of
  space flight. The current generation of G-drugs are
  far more effective than the motion sickness patches
  of an earlier era. These drugs are effectively temp
  mods which change the way the inner ear functions,
  as well as preventing bone density loss and other
  ailments common to long term exposure to low grav
  conditions.
  G Drugs are available in pill and patch form.
  A single dose provides the benefit of the Zero G
  Training feat for 18 hours.
  Gene Cutter
   This combat drug is used as a countermea-
  sure against ‘bio-hackers’ who use their own genetic
  enhancements to prey upon fellow post-humans. For
  2d4 hours after taking a dose, the user is no more
  vulnerable to predatory Gene Feats than a com-
  pletely unmodified human being would be.
  Gene Sensor
  A gene sensor is a palm sized computer with
  an attached sensor wand. The device can read a
  target’s genetic structure and display a comprehen-
  sive readout within seconds. The scanner requires
  physical contact with the subject, and can also be
  used to scan minute physical forensic traces (like
  flakes of skin, blood, semen, hair follicles, ect) left
  behind at a scene to build an image of missing
  person or suspect. Running a genetic scan is a full
  round action which provokes an attack of opportu-
  nity.
  Beginning in PL 7, gene sensors no longer
  require physical contact, and can provide a genetic
  readout on any creature within a 10 ft radius of the
  scanner. The scanner’s readout displays the sub-
  jects:
  •
  Natural height and weight
  •
  True race and species
  •
  Gender
  •
  Natural hair and eye color
  •
  Age category
  •
  The presence of any hereditary diseases or
  genetic anomalies
  •
  The presence and kind of any genetic
  enhancements, mutations or soft tech
  bionics.
  Gunner Drug
  This wardrug is based on analysis of
  Lifechained biology. Applied by intramuscular
  injection, Gunner Drug allows the user to briefly
  manifest a dangerous bio-based energy weapon.
  Select any energy weapon you are proficient in the
  use of. Your dominant hand groutesquely transforms
  into a biological equivalent of that weapon. This bio-
  weapon is equipped with a number of clips or cells
  worth of energy/ammo equal to your CON modifier
  
  32
  (
  minimum one clip). When the ammunition is
  exhausted, or after 1d4 hours, whichever comes
  first, the transformation ends and your body returns
  to normal.
  Special: Since the drug is based on
  Lifechained biology, the user is considered to be a
  Lifechained creature with a single feat for the
  purpose of predatory Lifechain abilities while the
  drug is active. At the gamemaster’s discretion
  continued use might allow the user to select the
  Awakened Heritage (Genesis) feat after character
  creation.
  Hardshell
  This wardrug is based on the study of
  metahuman biology. Applied either by injection or
  via a slap patch, Hardshell causes a thick calcium
  and carbon exoskeleton to rip through the user’s
  skin. This bulky exo-skeleton provides the user with
  a +8 natural armor bonus to Defense, but reduces
  his or her max DEX bonus to +0. The exoskeleton’s
  sudden appearance shreds non-armored clothing
  and equipment.
  The user is nearly blind while the drug is
  active, as the exoskeleton grows over the eyes and
  face. The user suffers a -8 penalty on Spot checks
  and checks involving vision while the drug is active.
  Hardshell remains active for 1d8 hours, and when
  the drug’s effect ends, the user suffers 1d4 points of
  temporary CON damage.
  Special: Since the drug is based on
  Lifechained biology, the user is considered to be a
  Lifechained creature with a single feat for the
  purpose of predatory Lifechain abilities while the
  drug is active. At the gamemaster’s discretion
  continued use might allow the user to select the
  Awakened Heritage (Nemesis) feat after character
  creation.
  Hyper Oxygen Inhaler
  This drug hyperoxygenates the user’s blood
  and sends a surge of painkilling and energizing
  chemicals directly into the bloodstream. As  a result,
  the user is better able to survive serious injury. The
  user gains 10 temporary Hit Points, which are lost
  first and vanish 3d6 minutes after the dose is taken.
  Temporary Hit Points can raise the user over his or
  her normal maximum HP total.
  Lunar Supplements
  Though artificial gravity extends to most
  places on the lunar colony, it still only produces only
  about 85% of Earth’s gravity. Most of Diana
  Station’s million-plus inhabitants take a daily multivi-
  tamin supplement heavy on calcium and iron to
  prevent loss of bone density. Thanks to these
  common supplements, a Lunar citizen can adjust to
  life on Earth in a few days rather than a few months.
  Metabolic Scanner
  This device is often included as a standard
  application for palmtop computers and communica-
  tions devices, and is standard issue on Delight and
  other colony worlds. It consists of a chemical and
  anatomical database and a simple chemical analysis
  program: its purpose is to instantly determine if an
  alien foodstuff is safe for human consumption.
  Most metabolic scanners sold in Earthspace
  include metabolic data on humans, Stonecutters,
  Half-Grey and 2-3 other galactic races (usually
  Jigsaw and Polyflor, though this varies). By choosing
  the icon corresponding to the desired species and
  scanning a foodstuff, the device quickly provides a
  readout determining if the item is safe to eat or not.
  A popular mod will even tell the user whether or not
  the scanned item would be considered kosher. The
  Metabolic Scanner can detect the presence of any
  poison or radioactivity in a foodstuff, liquid or animal
  (living or freshly killed) automatically as a full round
  action. Only one such item can be scanned per
  round.
  Narcan III
  This evolved form of a drug common to 21st
  century emergency rooms quickly neutralizes the
  effects of drugs. Unwilling creatures injected with
  Narcan III may attempt a DC 24 FORT save to
  resist its effects. If they fail the save, Narcan III
  neutralizes any drug active in their system within 2d4
  rounds. Narcan III does not affect poisons.
  
  33
  Phys Booster
  This drug is an ultrafast acting steroid and
  nutrient load designed to quickly and safely enhance
  the user’s physical capabilities. Phys Booster
  provides the user with a+3 enhancement bonus to
  their STR and DEX scores for 1d4 hours. After the
  drug wears off, the user is exhausted for 1 hour and
  fatigued for 8 hours or until he or she next rests.
  Taking more than one dose in a 24 hour
  period requires the user to make a DC 24 FORT
  save or suffer 2d4 points of temporary CON
  damage. Phys Booster is engineered to not be
  physically addictive, but the rush of power is dan-
  gerously psychologically addictive. Most sports
  leagues, with the exception of metahuman sports
  leagues such as the Orbital Sumo and Bio-Ride
  circuits ban this and similar drugs.
  Psi-Blocker
   This drug is only used when confronting the
  most dangerous psions because of its mind numbing
  and dangerous side effects. Users have difficulty
  concentrating on even simple tasks while a dose is
  active.
  A single dose of Psi-Blocker lasts 2d6
  hours. During this time, the user becomes immune to
  mind influencing effects, but suffers a -4
  penalty to their INT score.
  Smartdrugs
  An outgrowth of Alzheimer’s  research,
  several different brands of smart drug were devel-
  oped to slow or reverse the effects of dementia. The
  drugs’ role was quickly expanded beyond just
  helping the age, and are commonly prescribed to
  business people and professionals of all ages and
  social standing.
  A dose of commercial smartdrugs lasts for
  2d6 hours. During this time, the recipient gains a
  bonus of 1d4 each to their INT and WIS scores. If
  more than one dose is taken within a 24 hour
  period, the user must succeed at a DC 18 FORT
  Save or suffer 1d4 points of temporary DEX
  damage.
  Strongmind
   A military-grade anti-depressant and stress
  inhibitor, Strongmind is often prescribed to frontline
  troops. Strongmind alters the way the brain pro-
  cesses stress memories and handles the flight or fight
  response.
  For 2d6 hours after taking a dose of
  Strongmind the user receives a +4 bonus on FORT
  saves against fear, and will probably not suffer
  PSTD from events occurring while the drug is active.
  Medical Item 
  Size  
  Weight  
  Purchase DC 
  Restriction 
  Rating  
  Auto-Doc, One Use 
  Small 
  6 lbs 
  DC 24 
  Restricted (+2)  
  Bodysim 
  Fine 
  Negligible 
  DC 4 
  None  
  Centering Drugs 
  Fine 
  Negligible 
  DC 10 
  Licensed (+1)  
  Cure Gel 
  Fine 
  Negligible  
  DC 7 
  None  
  Decision Red 
  Fine 
  Negligible 
  DC 4 
  None 
  Gait  
  Fine 
  Negligible 
  DC 4 
  Licensed (+1)  
  G-Drugs 
  Fine 
  Negligible 
  DC 3 
  None  
  Gene Cutter 
  Fine  
  Negligible  
  DC 10 
  None  
  Gene Sensor  
  Tiny 
  1 lb 
  DC 22 (PL 6)  
  DC 23 (PL 7)  
   
  PL 6: None 
  PL 7: Licensed (+1)  
  Gunner Drug 
  Fine 
  Negligible 
  DC 18 
  Military (+3)  
  Hardshell 
  Fine 
  Negligible 
  DC 15 
  Licensed (+1)  
  Hyper Oxygen 
  Inhaler 
  Fine 
  Negligible 
  DC 17 
  Licensed (+1)  
  Lunar Supplements 
  Fine  
  Negligible  
  DC 2 
  None  
  Metabolic Scanner 
  Tiny 
  1 lb 
  DC 12 
  None  
  Narcan III  
  Fine 
  Negligible  
  DC 10 
  Licensed (+1)  
  Phys Booster 
  Fine 
  Negligible  
  DC 14 
  Licensed (+1)  
  Psi-Blocker 
  Fine 
  Negligible 
  DC 16 
  Restricted (+2)  
  Smart Drugs 
  Fine 
  Negligible  
  DC 6 
  None  
  Strongmind 
  Fine 
  Negligible  
  DC 8 
  Restricted (+2)  
   
  
  34
  Services
  “We are prey
  and culture is
  the preda-
  tor.”
  -Bad Reli-
  gion, The
  Defense
  The new
  technologies
  used in 2107 CE have created entirely new indus-
  tries, and new experts to aid the characters with
  now necessary tasks.
  Chassis Deco
  Most full and light reconstruction cyborgs
  take great pride in their hull, and an entire industry
  has sprung up around providing custom chassis and
  slick paintjobs for ‘borgs. These specialized me-
  chanics can completely change the cyborg’s outer
  appearance with just a few hours of work. Chassis
  deco shops usually specialize in cosmetic proce-
  dures, but a few can perform simple repairs to
  internal components or swap out systems.
  Fetal Cryostorage
  RESCUE International and other Lifer
  charities offer free or low cost fetal cryostorage to
  expectant parents as an alternative to abortion. The
  fetus is removed from the uterus in an outpatient
  procedure and installed into a stasis sleeve. A fetus
  can remain in cryostasis indefinitely, until reclaimed
  by the parents or given up for adoption/implantation.
  The cost given is for a month in an
  unsubsidized fetal storage berth. Most patients
  actually pay little or nothing, since public fetal
  cyrostorage programs are supported by corporate
  charitable donations.
  Older children and adults can be placed into
  cyrostorage as well. Sometimes, as in the case with
  Covenant’s themesophoria ritual, this is done for
  religious reasons, but more commonly an adult or
  older child is placed in a slightly modified version of
  cryostasis for medical reasons. Therapeutic
  cryostasis does not leave the body completely inert,
  and allows a character reduced to less than -10 HP
  and effectively killed a chance to slowly recover
  from what should have been a fatal injury. Recover-
  ing from such a devastating injury requires several
  years, and patients are usually cyber-converted if so
  severely injured.
  Increase the unsubsidized Purchase DC of
  cryostasis by +1 for every size category the patient
  is beyond size Small.
  Fetal Imaging
  Providing expectant mothers with a 3D
  model of their gestating fetus has been a profitable
  sideline for Lifer aligned doctors since the service
  first became available during the early 21st century.
  Modern fetal imaging boutiques are purely outpa-
  tient, and high resolution sonogram images can be
  taken through clothes at a mall kiosk. The Lifer
  mega-retailer, Baby, Belly, Blankets offers fetal
  imaging at every retailer in North America.
  Most kiosks also offer genetic portraits of
  the child, aged up to a photo-real CGI childhood,
  teenage years and adulthood. For extra authenticity,
  most genetic portrait booths have trend-predicting
  AI software, supposedly able to predict fashion five,
  ten and twenty years down the line. Even in the
  notoriously unhip Lifer Enclaves, the fashion choices
  
  35
  of these supposedly expert
  AI are worth a laugh.
  The Lifer nation’s
  omnipresent Nuremberg AI
  has access to this technol-
  ogy and can easily generate
  genetic portraits of aborted
  fetuses. The cruel AI often
  sends email ‘birthday cards’
  to clinic patients on the
  anniversary of an abortion
  for several years, accompa-
  nied by appropriately aged
  gene portraits, and hotlinks
  to Lifer-run ‘grief counsel-
  ing’ Meshsites.
  Full Disassembly
  Full Conversion
  Cyborgs extensive mainte-
  nance to keep functioning,
  and a variety of trusted
  cyber docs provide this
  service for clients. Full
  Disassembly salons offer
  comprehensive disassembly
  and diagnostic services and
  in their own strange way
  pamper their heavily armed
  cyborg clients. Full Disas-
  sembly requires stripping
  the cyborg down to basic
  components, then com-
  pletely disassembling,
  cleaning and inspecting all
  components before reas-
  sembling them.
  Usually, the offline
  FCB is lowered into a tank
  of nano-active smart oil,
  which maintains their life
  support function while the
  nanite stew does the real
  work. Since cyborgs are
  offline and completely
  helpless for up to
  24 hours during Full
  Disassembly, most cyber
  salons offer their clients
  excellent security. Trust-
  worthy FCB mercenaries
  usually sign on for a career
  as a Full Disassembly
  salon guard; the pay is
  great, the risk is minimal,
  and they receive the best
  body maintenance money
  can buy. The best, and
  highest end Full Disassem-
  bly salons are located on
  the Lunar colony, and
  most have several month
  waiting lists for
  reservations.
  Military cyborgs
  receive a slightly less
  luxurious version of this
  service free of charge as
  part of basic military
  medical care. Full Disas-
  sembly more than satisfies
  the cyborg’s basic monthly
  maintenance requirements.
  Hell House Admission
  Travelling Lifer
  carnivals and activist-
  nomads put on elaborate
  Hell Houses- think a
  haunted house with a gory,
  Evangelical Christian and
  Lifer spin. The horrors
  inside represent sin and
  (always fully deserved)
  punishment, and revel in
  brutality and degradation.
  For young Lifers, a trip to
  a good Hell House is an
  interactive, real time
  version of a horror movie.
  Even some Choicers have
  
  36
  come to see Hell Houses as more perfor-
  mance art than activism.
  “Hotel Rescue”
  For civilian Lifers travelling to a designated
  city for a Summer of Rescue mega-protest, finding
  accommodations is almost impossible. Most
  Choicer hotels won’t rent to Lifer activists, and the
  few neutral hotels in the city, not to mention the Lifer
  chains, are already booked to capacity.
  Rescue Hotels are portable ‘coffin hotel’
  berths carried on a specially converted Caterpillar
  cargo hauler. The holds are fitted with dozens of
  claustrophobic but passable sleeping pods, each
  offering about 3 ft x  3 ft x 6 ft accommodation- just
  enough space for a big man to sleep. Each cargo
  pod holds between 15-20 pods, and includes a
  small communal bathroom with shower. On the
  morning of a protest, the entire cargo hauler hotel
  moves to the ‘frontlines’ of a besieged clinic to
  disgorge its guests.
  Despite the meager accommodations, a stay
  at Hotel Rescue always includes an amazing
  homecooked breakfast before the clinic siege,
  cooked by the women of the movement. Known
  Lifer activists, War vets and respected post-humans
  usually stay for free, but tipping is encouraged.
  ITF Communications
  ITF Communication systems allow real-time
  communication between Earth and its various
  outcolonies and exploratory vessels. The equipment
  required is cutting edge and expensive, and the
  physics behind the tech are brain-breaking, making a
  real-time call to Earth a rare event.
  ITF Communication spikes each 22nd
  September, as outcolonies provide public messaging
  to families left behind on Earth. September 22nd is
  the Covenant holiday of the Ingathering, a date that
  even hard line Christian outcolonies have
  adopted for regular communication with Earth.
  Lifechained Breastmilk
  Several upscale boutiques in San Francisco,
  Atlanta and New York city are selling breastmilk
  collected from female Lifechains. Trade in
  Lifechained genetic material is closely regulated and
  over the counter sales like this are very illegal, but so
  far APEX has been unable to eradicate the trade.
  Drinking this ultra-rare and possibly dangerous
  substance is a sign of ostentatious wealth and
  conspicuous consumption- some of the hippest clubs
  in the world serve Lifechained milk and mixers.
  The true risks and benefits of Lifechained
  milk are unknown. A few regular users have con-
  tracted Lifechain-specific illnesses or worse, at-
  tracted the attention of Lifespawn, but so far, no
  user has manifested Lifechain abilities of their own.
  Meaningful Ink Tattooing
  Tattoos and scarification are common ways
  for combat volunteers and ordinary men and women
  alike to show their allegiances. After three decades
  of house-to-house warfare and insurgency, very few
  Americans lack scars or brands. Intentional and
  ritual scarification is likewise common. Covenant
  fencing clubs and dueling circles ritually scar their
  members with their athames, earning a dueling
  schiess is an important part of a Covenant fencer’s
  first battle. Believers on both sides scar and tattoo
  themselves in accordance with their traditions.
   Choicer men and women endure elaborate
  scars on their faces and dominant hands, to remem-
  ber the sacrifices their parents made during the war,
  and in memoriam for pagans murdered throughout
  history. On the other side of the country, Lifer
  believers scar themselves to symbolize the horror of
  abortion, or in memory of fallen rescuers. Being so
  common, among every strata of society, even facial
  scarification and tattooing no longer carries any
  social or economic stigma.
  With at least 8 hours, and probably more,
  you can purchase a large, masterwork tattoo that
  declares your politics from an artist with the Tattoo-
  ist feat. Doing so provides you with the Meaningful
  Ink feat.
  
  37
  Micro-Grav Ballet
  The Choicer-controlled Lunar colonies have
  pioneered a haunting new form of low-g ballet. Roe
  Day performances, reflecting the history and
  struggles of the pro-choice movement have become
  a Covenant tradition.  Tickets to a Roe’s Day recital
  sell out months in advance, and admission to a
  celebrated performer’s dance can run into the
  thousands of dollars. Real-time Mesh-links allow
  Choicers who cannot attend the dances in person to
  enjoy this strange, new form of post-human art.
  Moonwise Training
  Rituals involving menstruation are a potent
  social force within the matriarchal and feminist
  coven. Respected elder witches with the Moon’s
  Teacher feat are in great demand for their ability to
  lead young women in celebratory coming of age
  rituals. After an intimate and mentally taxing day long
  ceremony, you gain the Moonwise feat.
  Orbital Sumo Tickets
  The Powered combat sport of Orbital Sumo
  may never get as big as football, but it’s an increas-
  ingly popular sport for Powereds and baselines
  alike. Air yachts with suborbital capability offer great
  views of the action, as Powered gladiators are
  dropped from high Earth orbit and brawl all the way
  to splash down. Cheap seats on an orbital yacht are
  pricey, but not out of reach for the upper middle
  class. Most attendees come for the awesome buffet,
  gambling and general day of leisure on the air yacht
  as much as they do for the event.
  Top end tickets buy a small private suite on
  the yacht and access to an amazing open bar and a
  few hours of utter luxury.
  Personal Memetic Campaign
  Advertising services and memetic warfare
  AI are extremely common, and will offer their
  services to the highest bidder. Crafting a memetic
  campaign provides the client with a +2 bonus on
  CHA-based skill checks among any single alle-
  giance, chosen when the campaign is initiated. It
  takes 24 hours to begin a new memetic campaign;
  the client must have Mesh access, and this bonus
  only applies when the client’s identity
  is known. Most public figures have several memetic
  campaigns running simultaneously; important politi-
  cians such as High Priestess Emily Nicellos or Lifer
  activist Fairfax Dacoveney are at the center of
  hundreds of inter-locking ad offensives
  Shamanic Readings
  Fortunetelling is a popular hobby for Cov-
  enant neo-pagans, and the Covenant’s military bases
  its strategic plans upon precognitive dreams foreseen
  by expert military psions. Celebrity oracle readings
  run on most gossip Mesh sites, and most neighbor-
  hoods boast a few local fortunetellers or Tarot
  readers with documented psionic gifts.
  Purchasing a shamanic reading from a
  Covenant psychic provides the character with the
  benefit of the augury spell with a 75% chance of
  success. If the oracle possesses the Anointed Cleric
  or Moonwise feats, increase the Purchase DC of the
  fortunetelling session by +2.
  Space Travel
  Space travel is provided by any one of the
  million plus light shuttles, cargo haulers, suborbitals
  and massive ITF vessels orbiting Earth. Despite the
  relatively rarity of out-system travel, intra-solar
  space travel is an everyday fact of 22nd Century life.
  Suborbital hops have become a mundane
  and necessary part of business travel. Near earth
  space is crowded with thousands of passenger jets
  and cargo haulers. Even middle-class travelers can
  afford to book a suborbital hop, and flit from North
  America to another continent –or up to the lunar
  cities- in a matter of hours.
   Commercial faster than light liners
  can carry passengers from Earth to Jupiter’s
  Solomon Station, the most distant in-system colony,
  in a little under two weeks. Smugger ships and cargo
  haulers can shave a few days off the crossing, by
  taking riskier routes through the asteroid belt. Most
  of these haulers use non-ITF propulsion methods,
  which are safer and more efficient for in-system use.
  Buying passage on an ITF capable ship in-system
  
  38
  adds +4 to the Purchase DC if a ship is
  available at all, but reduces the journey to just a few
  hours, and most of that is taken up with docking or
  landing clearance.
  Out-system ITF journeys vary wildly in
  length. A journey of a few light years might take just
  a few hours, a voyage to the Stonecutter homeworld
  might take a few weeks. Journeying to the Galactic
  Core is always a harrowing journey, with a one way
  voyage into Phallus space taking upwards of two
  years.
  The prices listed for Space Travel assume
  business class accommodations. Increase the
  Purchase DC by +3 for truly first class luxury.
  Passengers willing to travel steerage on a cargo
  hauler might be able to knock a few points off the
  Purchase DC, depending on how well they
  negotiate.
  Service 
  Purchase DC 
  Restriction Rating 
  Chassis Deco 
  DC 15 -20 
  None  
  Fetal Cyrostasis  
  DC 11 per month  
  Licensed (+1)  
  Fetal Imaging  
  DC 6 
  None  
  Full Disassembly 
  DC 20 – 26  
  Licensed (+1)  
  Hell House Admission 
  DC 2-3 
  None  
  “Hotel Rescue” 
  DC 7-8  
  None  
  ITF Communications  
  DC 12 per minute  
  Licensed (+1)  
  Lifechained Breastmilk 
  DC 16 
  Illegal (+4)  
  Meaningful Ink Tattooing 
  DC 12 + the tattooist’s ranks in Craft 
  (visual arts) 
  None  
  Micro Gravity Ballet  
  DC 19-23  
  None  
  Moonwise Training 
  DC 12 + the clergy’s ranks in Knowledge 
  (theology & philosophy)  
  None  
  Orbital Sumo Tickets 
  DC 14-20  
  None  
  Personal Memetic Campaign 
  DC 22 per day  
  Licensed (+1)  
  Shamanic Readings 
  DC 13 
  None  
  Space Travel (suborbital or translunar hop) 
  DC 18  
  Licensed (+1)  
  Space Travel (intra system travel) 
  DC 23 
  Licensed (+1)  
  Space Travel (out system ITF travel)  
  DC 27  
  Restricted (+2)  
  Stonecutter Mercantile Sphere Citizenship 
  DC 28  
  Restricted (+2) 
  Tac-Sim Session 
  DC 8 
  None  
  Temple Prostitution 
  DC 12 + the prostitute’s ranks in Perform 
  (sexual) 
  None  
   
  Sto necutter Mercantile
  Sphere Citizenship
  Non-Stonecutters can purchase citizenship
  in the powerful galactic empire, or have citizenship
  bestowed upon them as a reward for a particularly
  heroic deed on behalf of the Mercantile Sphere.
  Characters are not required to relinquish their
  national or planetary citizenship, so long as their
  home worlds and nations are on good terms with the
  Stonecutter empire. Most human space travelers,
  especially those with Nemesis Lifechain abilities
  consider purchasing Stonecutter citizenship neces-
  sary insurance before leaving Earth space. On Earth,
  a few clever and well connected Lifer terrorists have
  bought Stonecutter citizenship to baffle Covenant
  and Fed-Gov law enforcement.
  Stonecutter citizenship places the character
  under the protection of the Stonecutter empire,
  providing the character with free legal assistance on
  any world with a Stonecutter presence. The Stone-
  cutter empire will use economic, diplomatic and
  even limited military force to protect its citizens.
  Characters with Stonecutter citizenship receive a +2
  bonus on Knowledge (civics and business checks)
  
  39
  and Diplomacy checks related to law and finance on
  worlds allied with the Mercantile Sphere. Stonecut-
  ter citizens are allowed to own property on Kor, the
  Stonecutter homeworld. Naturally, all Stonecutter
  characters naturally receive this benefit by default.
  Tac-Sim Session
  Tac-Sim is a futuristic form of paintball,
  played on elaborate courses incorporating holo-
  grams and combat robotics, and is a wildly popular
  hobby circa 2107. Tac-Sim games- either pick up
  games with friends or league-sannctioned mega-
  events- give ordinary people a chance to play at
  being a post-human soldier, and offer real Powereds
  a decent place to train. Many low-level combat
  volunteers spend time on a tac-sim course honing
  their skills in lieu of the more expensive and
  elaborate training offered to military Powereds.
  The price listed includes course rental for an
  hour or so, pads, guns, and locker rental for one
  person. Major tournaments might have their own
  entry fee.
  Temple Prostitution
  Most Covenant temples offer the services of
  sacred prostitutes of both genders and a dazzling
  array of species. For some, a visit to a temple horae
  is nothing more than a few hours of sexual release,
  while for Covenant believes, such visits are a sacred
  tantric ritual. If a temple horae has the Anointed
  Cleric feat, increase the Purchase DC of his or her
  services by +2.
  Purely secular prostitution has similar
  purchase prices.
  Military Equipment
  The following devices are standard issues
  for most of the future’s soldiers.
  Anti-Sniper Triangulation System
  This badge sized device is usually clipped to
  a soldier’s web gear or helmet. When a shot is fired
  anywhere within 500 ft of the wearer, the system
  acts to lock on to and triangulate the sound of the
  shot. Within a second, the system should be able to
  lock onto the shooter’s position, projecting a real-
  time map either as a hologram or by uploading the
  data direct the soldier’s HUD or cyber systems.
  The Anti-Sniper Triangulation System makes
  a Listen check with a +20 modifier to detect and
  back-track a shot. The system is best when dealing
  with projectile weapons, and suffers a -10 penalty
  on listen checks to detect energy weapon dis-
  charges.
  “Baby Bones” Smartcloth
  This expensive product of the nano-tech
  revolution is worn by any Lifer street rescuer who
  can afford or steal it. Outwardly a simple cloth
  bandana worn over the nose and mouth, the
  smartcloth acts as a chemical filtration unit, protect-
  ing the wearer from poisons, gasses and bio-war
  agents. Nano-computers and imaging software also
  takes a real-time X-ray snapshot of the wearer’s
  skeletal structure, and displays a high resolution
  skeletal façade on its smartcloth surface. The end
  result is eerie but practical, perfect for Lifer culture.
  Any character wearing “Baby Bones”
  smartcloth receives a +6 equipment bonus on FORT
  saves against inhalation toxins and disease.
  Bombsniffer
  An expert AI running a suite of advanced
  chemical, radiological and olfactory sensors, modern
  bomb sniffing devices can detect all but the most
  cunningly hidden explosives. A modern bomb sniffer
  is a short blunt wand with a smooth surface marred
  by slightly recessed sniffer vents and sensors. Most
  
  40
  soldiers, cops and private
  security forces carry a bombsniffer on
  their web belts.
  A bombsniffer will automati-
  cally detect any concealed explosive
  device with Search / Spot DC 30 or
  less within 30 ft. The user does not
  have to actively search, merely passing
  within 30 ft of the device is enough.
  Once an alert sound, the user can
  pinpoint the location of the explosive
  with a full round action.
  Bombsniffers will detect any
  combustible material, even such
  innocuous substances as gasoline in an
  engine or fuel in a lighter, but the
  warning tone for these devices is
  limited to a short beep, as opposed to
  the screaming wail that sounds when a
  true bomb is detected.
  Charger Vambraces
  These high tech gauntlets fit
  over a metahuman’s forearm. Energy
  regulators and high efficiency flash-release batteries
  provide a more predictable damage output from the
  powered’s natural weapons.
  When the wearer fires any natural energy
  weapon, such as a Powered Hero’s Shooter talent
  or a damage dealing Psionic ability, the charger
  vambraces ensure the supersoldier does slightly
  above average damage. If the damage roll is not
  equal to half the die size plus one per die, treat the
  damage inflicted as if that minimum amount was
  rolled. For example, if the wearer’s Shooter talent
  would normally inflict 2d6 points of damage, the
  minimum damage possible while wearing the
  vambraces would be 8.
  Climber Gloves
  Using shapeshifting polymer treads on the
  palm, these gloves effectively increase the surface
  area of the hand that touches a surface several
  thousand times. Climber Gloves are worn by
  soldiers as well as utility line-men and others work-
  ing in high places, and are often integrated into
  spacesuits.
  Wearing Climber gloves provides the user
  with a +8 equipment bonus on Climb checks.
  Clinic Force Domes
  The Choicer government protects its
  women’s temples, abortion clinics, police stations
  and important government offices behind a shimmer-
  ing wall of watery azure light. The first clinic force
  domes came on line during the turbulent 2040s, as a
  generation of proto-Lifer terrorists tested the arms
  and tactics of the early Army of God against an
  unprepared Choicer nation. The watery light of a
  clinic force dome has become the iconic image of
  22nd Century America. The War has transformed the
  country into a blue tinted world.
  
  41
  Choicer force fields are artificially generated
  fields of stable telekinetic energy, capable of with-
  standing anything up to and including an orbital
  bombardment. These fields are far more durable
  than a vehicle’s maneuvering field; where a hover-
  coupe’s Mac-Tik field feels like a wave of pressur-
  ized air, military force fields are solid. Touching one
  feels like touching smooth, slightly electrified glass.
  A typical Choicer force dome is projected
  by a series of rib-like pylons rising from beneath the
  protected structure. By drawing on a city’s power
  grid or a building’s internal fusion reactor, the force
  dome can be extended to cover a wide area. A
  standard Choicer field system can easily protect a
  free standing clinic the size of a modern small
  office building. Larger structures can be pro-
  tected beneath interlaced fields. Aradia Isle, the
  Choicer seat of power rising out of San Fran-
  cisco Bay, is protected beneath several dozen
  force screens.
  Choicer force domes are hemispherical
  energy fields with 200 HP and Hardness 20.
  When the force dome is reduced to 0 HP, it
  shatters like glass, the feedback destroying the
  forcefield generator. A damaged forcefield
  recovers 1 HP per minute (requiring 200 minutes
  to return to full strength). Most standard clinic
  force domes encompass an area with a diameter
  of 300 ft with a 300 ft vertical clearance, more
  than enough to envelop a small building. Larger
  fields are available, but cost substantially more,
  with each additional 30 ft effective diameter
  raising the purchase DC by +2.
  It is usually cheaper to install multiple
  smaller force domes rather than a single large
  one. Having multiple field emitters also
  provides some degree of redundancy in case one
  field shatters and fries the emitter.
  The force dome is non airtight, and does not
  block electronic transmissions. The field is controlled
  from within, or by secure wireless communication.
  As a standard action, a user can raise or lower a
  force dome. On magically active campaign worlds,
  the forcedome does not block gaze attacks. Nor-
  mally when visitors wish to enter the force dome, the
  field is briefly extended to envelop them, and an
  inner ‘door’ is opened in the energy umbra, similar
  to an airlock. Alternatively, the force field’s operator
  can simply choose to open a hole in the field
  
  42
  large enough for a person or vehicle to pass
  through.
  Combat Web
  The Combat Web harness is a product of
  21st century military ingenuity at its best. This
  combat harness distributes the weight of a soldier’s
  gear evenly across his body, allowing the soldier to
  carry his equipment more comfortably. A Combat
  Web harness has several dozen pouches for carrying
  small bits of gear, attachment points to store weap-
  ons, a bedroll, canteens and other useful equipment.
  The harness also has a quick release buckle allowing
  the soldier to drop all his gear as a free action.
  A soldier using a Combat Web  harness can
  carry 25% more weight than his Strength score
  (and/or other abilities) would suggest. In addition,
  the soldier can designate one of his carried weapons
  as being easily accessible, thanks to the harness. The
  soldier can draw this weapon from the harness as a
  free action, as if he had the Quick Draw feat, even if
  the character doesn’t meet the prerequisites for that
  feat.
  Night Vision Contacts
  Night vision contact lesnesuse chemical
  reactions, activated by proximity human body
  temperature, to magnify and intensify light. Wearing
  a set of night-sight contacts, which are available in
  plain, colored and decorative versions, provides the
  wearer with Darkvision out to 60 ft.
  Powered by chemical reactions, a pair of
  night-sight lenses can function for up to 16 hours
  before degrading into uselessness. A pair of these
  lenses can only be used once. While using the night
  vision function of these contact lenses, the wearer
  suffers a –4 penalty on Spot and Search checks due
  to lack of depth perception and fine color vision.
  Night Vision Goggles (Second Generation)
  Modern nightvision goggles built to special
  forces specifications have all but eliminated the
  problems of older-model NVGs, namely mono-
  chrome vision and lack of depth perception. Colors
  are muted when viewed through these advanced
  NVGs, but can still be discerned, and the picture is
  much more like normal human vision. These goggles
  function identically to standard NVGs, but do not
  impose the  –4 penalty on Spot or Search checks as
  older models do.
  Sanctuary Field Generator
  The Sanctuary Field Generator is a miniatur-
  ized version of the massive force shield projectors
  which protect Choicer women’s temples. Unfortu-
  nately, Sanctuary generators, even at their smallest
  are the size of a modern laptop, and weigh more
  than ten pounds. For a priestess under fire, the
  weight is a small price to pay for the safety of a
  glistening, invulnerable force dome.
  This device is a bulky, black or grey plastic
  device topped with a smooth projection lens. In
  both size and shape it resembles a modern laptop.
  Most users wear a Sanctuary field generator as a
  backpack or slung from a shoulder strap. Despite
  their high cost, these devices are common sights in
  the embattled cities of 22nd Century America.
  The Sanctuary Generator projects an
  iridescent bluish/white defensive field around the
  wearer or any Medium-sized object or creature
  within 30 ft. The field provides the user with Dam-
  age Reduction 5/-, and blocks force effects from
  crossing the barrier, preventing some breeds of
  lasers and spells such as magic missile from harm-
  ing the user. The field occupies a 5 ft square, and
  does not move. A user must deactivate and reacti-
  vate the field to change its position. Activating the
  field is a standard action.
  The Sanctuary Field Generator can function
  continually for up to 2 hours before its batteries are
  drained. The Sanctuary recharges automatically,
  absorbing kinetic energy from the wearer’s motion;
  a drained generator recharges fully in 8-10 hours.
  
  43
  Street Deco
  Street Deco is latex-based nano-impreg-
  nated camo paint sold under dozens of trade names.
  The paint comes in a variety of colors, is water
  proof and lasts for up to 48 hours until flaking away,
  unless it is wiped off with a mild alcohol solution
  sooner. Street Deco is often used as a mundane
  cosmetic as well as tactical war paint. Each vial
  holds enough paint for the application of up to 4
  ‘command line’ camo patterns, described elsewhere.
  Soldier’s Paint
  This chemically active war paint comes in a
  variety of colors and is laced with steroids, anesthet-
  ics and other drugs absorbed through the skin.
  Supersoldiers often paint their faces in imitation of
  famous combat volunteers, decorating themselves
  with eye-catching, unique designs.
  Applying Soldier’s Paint requires a full
  round action. For 4 hours after the application, the
  wearer gains a +1 bonus on FORT saves. The effect
  ends if the paint is washed away. The wearer
  becomes nauseated for 24 hours if he uses the paint
  more than twice in any given 24 hour period.
  Item 
  Size  
  Weight  
  Purchase DC 
  Restriction 
  Rating  
  Anti-Sniper 
  Triangulation System 
  Fine 
  Negligible 
  DC 22 
  Military (+3)  
  “Baby Bones” 
  Smartcloth 
  Tiny 
  Negligible  
  DC 16 
  None  
  Bombsniffer 
  Tiny 
  1 lb 
  DC 20 
  Restricted (+2)  
  Charger Vambraces 
  Small 
  4 lbs 
  DC 22  
  Military (+3)  
  Climber Gloves 
  Fine 
  1 lb 
  DC 16 
  None  
  Clinic Forcedome 
  Colossal 
  2-3 tons 
  DC 41 
  Restricted (+2) 
  Combat Web  
  Small 
  5-7 lbs 
  DC 9 
  None   
  Night Vision Contacts 
  Fine 
  Negligible 
  DC 12 
  Licensed (+1)  
  Night Vision Goggles 
  (2nd gen) 
  Small 
  2.5 lbs 
  DC 16 
  None  
  Sanctuary Field 
  Generator  
  Small 
  10 lbs 
  DC 22 
  Licensed (+1)  
  Street Deco 
  Fine 
  Negligible 
  DC 4  
  None  
  Soldier’s Paint 
  Fine 
  Negligible 
  DC 8 
  Licensed (+1)  
  Warpainter Expert AI 
  Tiny 
  3 lbs 
  DC 13 
  Illegal (+4)  
   
  Warpainter Expert AI
  The Warpainter system is a sleek plastic
  mask with an onboard expert AI that specializes in
  the creation of Command Line Patterns. The
  Warpainter uses microscopic spray jets on the
  underside of the mask to apply Patterns to the users
  face. Appling even the most complex command line
  paint pattern requires only 1-2 minutes, and the
  Warpainter’s expert systems make it easy to find
  and apply even the most intricate patterns.
  The Warpainter AI provides the user with a
  +15 equipment bonus on Craft (visual arts) checks
  made to apply a Command Line Pattern and a +5
  equipment bonus on Research checks made to find
  a usable template, when linked to a palmtop.
  
  44
  Vehicles
  Virtually every civilian vehicle from D20
  Modern and most of the futuristic vehicles from D20
  Future are still on the roads of 2107 America.
  Modern manufacturing techniques have lowered the
  cost of most vehicles, and some truly ancient ve-
  hicles still prowl the roads, fixed when they break,
  handed down from grandfather to father to son and
  jury-rigged into compliance with modern standards
  Drivers can purchase either a knock-off or a
  badly outdated, continually rebuilt version of any
  vehicle found in D20 Modern… including aircraft
  and military hardware, which allows underfunded
  national militaries to field heavily modified 21st
  century tanks and warplanes as opposed to the
  multi-million dollar monsters that are the cutting edge
  of military hardware. The Purchase DC of the
  vehicle is reduced by -10. The vehicle’s restriction
  rating is unchanged.
  Collectors can find pristine, unmodified
  versions of 21st Century vehicles; the Purchase DC
  for these collectors items are unchanged, or even
  increased, to reflect their relative rarity.
  Mac-Tik: Machine
  Telekinesis
  “Mac-Tik” technology is one of the funda-
  mental, defining innovations in the Otherverse. Short
  for Machine Telekinesis, this technology powers
  everything from the impressive, azure force fields
  protecting Choicer abortion clinics and war ma-
  chines to the ordinary civilian craft of 22nd Century
  America.
  Machine Telekinesis, like Object Philoso-
  phies, are a scientific duplication of metahuman
  powers. Using neural maps of telekinetic brain
  activity as a template, Mac-Tik engineers built
  single-purpose AI that would generate impressive
  amounts of telekinetic energy. Using Mac-Tik
  engines, scientists could generate incredible amounts
  
  45
  of telekinetic energy from only small amounts of
  electrical power. A small Mac-Tik engine hooked to
  a conventional car battery can generate a field of
  telekinetic energy strong enough to lift and maneuver
  several tons.
  Mac-Tik technology was first used in
  military vehicles, creating quick and nimble
  hovercrafts and making “Shell suit” aviation a
  possibility. Unlike the bulky control surfaces and
  dangerous, combustible fuel needed by conventional
  aircraft, a Shell suit equipped with a Mac-Tik lifter
  system gains the airborne maneuverability of an
  attack copter without significantly increasing the
  suit’s bulk. The technology quickly migrated into the
  civilian sector, and by 2107, more than half the
  vehicles on America’s roads fly on a cushion of
  electric blue telekinetic energy.
  Civilian Vehicles
  Future America’s streets are crowded and
  overstressed. There are a variety of different ve-
  hicles on the road. Jury rigged autos from the
  present day have been rebuilt a dozen times,
  patched together and retrofitted to run on modern
  fuels and energy cells. Modern heavy trucks and
  cargo haulers rumble down heavy-transit lanes on
  massive, drumlike polymer wheels.
  Light and agile civilian hovercraft, powered
  by Mac-Tik energy matrixes, dart between these
  lumbering goliaths. Modern passenger cars are
  sleek, as aerodynamic as a bullet and perfect for use
  as one or two person transports. Lifer vehicles tend
  to be heavier and have a bigger passenger capacity;
  Lifers stereotypically have larger families to carry,
  after all. Bikes and electro-cell mopeds are com-
  mon, not only among the poor and eco-conscious,
  but among anyone wanting a way to avoid the ever
  present gridlock of the 22nd Century.
  Caterpillar Multi-Axel Haulers
  Caterpillar class cargo vehicles are some of
  the largest, heaviest vehicles on the road, capable of
  hauling truly massive amounts of cargo. These
  vehicles resemble modern semis or tanker trucks,
  but are built to a much more massive scale. The core
  section of a caterpillar encompasses the driver’s
  cabin and engine. Mission specific modular storage
  and cargo modules can attached to the caterpillar’s
  core section, like the traincars on a locomotive.
  The core module and each swappable cargo
  module have their own independent suspension,
  each with 4-8 independent axels and sets of mas-
  sive, high density polymer wheels. To assist in
  maneuvering, each cargo module is equipped with
  steering programs and safety systems, allowing the
  train like vehicle to easily traverse crowded city
  streets.
  The Caterpillar’s core module is 3 squares
  wide and 4 squares long, with its own enclosed,
  airtight space for cargo. Each swappable cargo
  module is 3 squares wide and 3 squares long;
  depending on configuration, these modules can be
  flat beds, airtight containment tanks or refrigerated
  or non-refrigerated cargo space. Cargo boxes
  include modular shelving and tie down systems,
  allowing the vehicle to carry a wide variety of
  different cargos safely. Each Caterpillar typically
  mounts 2-4 cargo modules.
  Each cargo module mounted inflicts an
  additional –1 Initiative and Maneuver penalty to the
  core module and reduces its top speed by 20
  squares (2 chase scale squares). A Caterpillar can
  mount up to 5 cargo modules.
  Truth Trucks
  Lifer protesters often equip massive Cater-
  pillar haulers as command centers for street demon-
  strations. Referred to as “Truth Trucks” these multi-
  axel behemoths are reinforced with additional armor,
  covered in anti-abortion art and high resolution
  display screens, which run continual loops of gory
  propaganda.
  Instead of traditional cargo modules, these
  vehicles are often equipped with high-end recording
  and communications gear, allowing them to broad-
  cast live from a ‘rescue’. Others are equipped as
  
  46
  mobile museums, with complex walk in displays or
  bloody hell-houses designed to shock-convert
  audiences. Many Full Pro-Life and Razor clans live
  in converted Truth Trucks that are essentially heavily
  armored RVs equipped with commercial grade
  hologram emitters, soundsystem and fold-out
  displays. A truck full of Full Pro-Life missionaries
  can unfold the truck’s display sections with just a
  few minutes work, easily transforming the vehicle
  into a mobile church or mini Hell House.
  Mac-Tik Coupe
  Mac-Tik coupes are one of the most
  common vehicles on the roads today. These low
  slung, aerodynamic vehicles blend civilian comfort
  with military styling; even a suburbanite commuter’s
  coupe looks as fast and lethal as a war plane. These
  vehicles have a fighter-plane style clamshell canopy;
  the front windscreen and side panels split open to
  allow access to the vehicle.
   Mac-Tik coupes are marketed as sports
  and luxury vehicles. Most auto makers market their
  coupes at the Choicer market- with ad campaigns
  emphasizing the freedom of the open road. The
  coupe’s small size makes it impractical for the large
  families common in Lifer culture; Lifer coupes are
  marketed at businessmen and commuters, and often
  emphasize the vehicle’s luxury features.
  The coupe is two squares wide, three
  squares long.
  Choicer Brands: Hestia-Bryne Sojourn ;
  Toyota Haley-S ; Diana Automota Sprint ; Porsche
  F-261 ; Acura Moonwyld
  Lifer Brands: BMW-Chrysler Progress ;
  Mercury Resolute ; Ford City-Ranger
  Mac-Tik Light Trucks
  Light hover trucks are common in business
  and industry. These sleek pickups resemble the
  miniaturized light trucks common to Japan and
  China. Their small size and power efficiency makes
  these light vehicles ideal for urban couriers, small
  families, and for duty on enclosed out-colonies.
  Mac-Tik Light Trucks feature clamshell
  passenger cabins, set above the engine. The driver
  pulls the windscreen and transparent, bubble canopy
  down and forward to enter or exit the vehicle. These
  vehicles share the auto drive capability common to
  most modern vehicles.
  A Mac-Tik Light Truck is 2 squares wide
  and 3 squares long.
  Choicer Brands: Ford Messenger-Choice
  ; Toyota Rabbit ; Toyota Journeyman ; Suzuki
  Inner-Road ; Hestia-Bryne Chase
  Lifer Brands: Ford Messenger ; Toyota
  Sunrise F; Toyota Meson ; Toyota Quantum Star ;
  Samson Motors Equity
  Mac-Tik Sprint Haulers
  Sprint Haulers are a class of civilian cargo
  and passenger vehicles, effectively a minivan style
  chassis equipped with a pair of Mac-Tik emitters
  spaced equidistantly on the underside of the vehicle.
  Like most M-T vehicles, sprint haulers are aerody-
  namically designed, and rounded for dramatic
  contours. Unlike coupes, sprint haulers are designed
  for passenger and cargo capacity, not sheer speed.
  Sprint Haulers share all the luxury features, including
  auto drive capacity, of mac-tik coupes.
  Sprint Haulers are marketed at the Lifer
  market, offering speed and protection as well as a
  way to carry huge families. The vehicles are equally
  popular among businesses, and are often issued as
  company cars.
  Sprint Haulers are usually 2 squares wide,
  and 4 squares long.
  Choicer Brands: Hestia-Bryne Hathor ;
  Ford Civica-Choice
  Lifer Brands: Ford Civica ; Ford
  Gentlestreet ; Samson Motors Accuracy ; Dodge-
  Seattle Paragon
  Sport Moped
  Mopeds are popular among city dwellers,
  being much more agile, fuel efficient and compact
  than even the smallest car. As gas prices rose during
  the mid 21st century, these colorful scooters become
  more and more popular. By the time the War began,
  electric mopeds powered by high density batteries
  outnumbered liquid fuel mopeds.
  Mopeds are slightly more stable than
  motorcycles, and in many jurisdictions can be
  
  47
  operated without a license, making them popular
  among high school and college students. Mopeds
  are equally popular on large, enclosed out-colonies;
  Solomon Station and Diana Base boast 40-50
  mopeds or other ultra-lite vehicles for every conven-
  tional auto.
  Like a motorcycle, you can mount or
  dismount a moped as a free action. A moped
  occupies one square, and provides no cover to its
  occupants. A moped can carry a single passenger,
  but doing so dramatically reduces the vehicle’s
  speed.
  Bicycle
  Even in the 22nd Century, the poor still ride
  bicycles. Modern bikes are made of ultra-light and
  extremely durable composites that rarely need
  maintenance. Most are hinged to fold into a Small
  object for easy storage, and can be carried (some-
  what awkwardly) in a backpack. Collapsing or
  unfolding a modern bicycle is a full round action.
  A bike can be mounted or dismounted as a
  free action. It occupies one square and provides no
  cover to its rider. Bicycles increase the rider’s base
  landspeed by 50% and double his or her maximum
  running speed. Ride checks are be necessary when
  moving over broken terrain, making a REF Save to
  avoid a hazard, or when riding in battle.
  Autodrive Software
  All 22nd Century vehicles are required to be
  equipped with automatic drive capabilities, a limited
  use ‘dumb-AI’ with a Drive skill of +4 and access to
  constantly updating GPS nav-data. A vehicle can be
  ordered to drive itself to a destination via voice
  command from an authorized user, and can be pre-
  programmed to pick up a designated user at a
  specific time and place, such as picking up a return-
  ing commuter at the airport. Autodrive programs
  cede control to a human driver (if possible) during
  an emergency. Most programs use biometric data
  gathered by sensors in the steering wheel and seats
  to determine if a driver is intoxicated, and will
  engage automatically if they detect legal impairment.
  Police can disable any vehicle equipped with
  an autodrive program. They can do so remotely, by
  entering a particular VIN or driver’s ID from any
  police computer. Additionally, police vehicles have
  remote terminals that can disable any vehicle within
  line of sight, useful during a chase when a vehicle or
  driver’s ID are unknown. Doing so requires a DC
  12 Computer Use check and is a full round action.
  Disabling autodrive functionality or closing
  the security loopholes that allow police lockouts is a
  minor felony in most jurisdictions. However, such
  modifications are relatively easy, and in the paranoid
  Lifer Enclaves, omnipresent. Lifer cops tend to look
   
  Mac-Tik 
  Vehicles 
  Crew/ 
  Pass 
  Cargo 
  Space 
  Initiative 
  Maneuver 
  Penalty 
  Top Speed 
  Defense 
  Hardness 
  Hit 
  Points 
  Size 
  Purchase  
  DC 
  Rest 
  Caterpillar 
  Multi-Axel 
  Cargo Hauler  
  (PL 6) 
  1/1 
  500 lbs 
  -4 
  -4 
  150 (15) 
  6 
  8 
  45 
  Gar 
  36 
  Lic +1 
  Caterpillar 
  Cargo Module 
  (PL 6) 
  - 
  4,000 
  lbs 
  -1 * 
  -1 * 
  -20 (2) 
  6 
  10 
  38 
  Gar 
  27 
  Lic +1 
  Coupe 
  (PL 6) 
  1 / 1  
  80 lbs 
  +0 
  -1 
  280 (28) 
  8 
  5 
  32 
  Huge 
  29 
  Lic +1 
  Light Truck  
  (PL 6) 
  1 / 1 
  550 lbs 
  -2 
  -1 
  200 (20) 
  8 
  5 
  35 
  Huge 
  30 
  Lic +1 
  Sprint Hauler  
  (PL 6) 
  1 / 4 
  400 lbs 
  -2 
  -2 
  175 (17) 
  8 
  5 
  40 
  Huge 
  30 
  Lic +1 
  Sport Moped  
  (PL 5) 
  1 / 1 * 
  50 lbs 
  -1 
  +1 
  95/9 or 70/7* 
  10 
  5 
  14 
  Med 
  14 
  None  
  Bicycle (PL 5) 
  1 
  0 lbs  
  -1 
  +0  
  Special 
  8 
  2 
  12 
  Med *  
  7 
  None 
  
  48
  the other way on the matter, and never inspect a
  fellow Lifer’s vehicle too closely, no matter what
  regulations say. Disabling the police lock requires a
  DC 22 Craft (electronic) or Repair check and 3-4
  hours of work.
  Vehicle Gadgets
  “No radar for your jamming, no lasers to de-
  flect, just armor made for ramming and bullets
  worth respect….”
  -Leslie Fish, “The Discards”
  The following gadgets can be added to
  vehicles, sometimes by a well equipped dealer
  mechanic, but more likely by any skilled back yard
  mechanic. The Lifer nation especially makes good
  use of converted civilian vehicles as improvised war
  machines, so much so that during the early days of
  the Abortion War, they earned the semi-derogatory
  nickname “The Minivan Army”.
  In addition to a Purchase DC modifier, all
  the vehicle gadgets below are given a Repair check
  DC. For perennially cash-strapped Lifer nomads,
  their vehicles are their homes and their best weap-
  ons, and doing it themselves rather than paying
  somebody is the only way to equip their rigs. Raw
  materials for a scratch built modification can easily
  be found in junk yards, military surplus shops, or
  stolen from a military arms depot, and rarely have a
  Purchase DC greater than 10-12.
  Vehicle Gadget: Armored Windows (PL 5)
  The vehicle’s stock windows are replaced
  with heavy metal or polymer plate, and the driver
  sees out through tiny slits. The vehicle’s Cover rating
  is improved to 9/10th cover if lower, but the pilot
  suffers a -2 penalty on Drive checks due to the
  impeded field of vision.
  Purchase DC Modifier: +1
  Repair DC: 10
  Vehicle Gadget: Autodrive System (PL 6)
  If it does not have one, the vehicle is
  equipped with a mandatory vehicle autodrive
  system. This modification is common to 20th and
  early 21st Century vehicles still in service.
  Purchase DC Modifier: +1
  Computer Use DC: 14
  Vehicle Gadget: Cargo Hauler (PL 5)
  The vehicle’s suspension is reinforced to
  haul heavier loads. The vehicle’s cargo capacity is
  doubled, but the vehicle’s Initiative and Maneuver
  penalties increase by -2 each.
  Restriction: a vehicle with at least 300 lbs
  of cargo space
  Purchase DC Modifier: +1
  Repair DC: 18
  Vehicle Gadget: Crude ECM (PL 6)
  Using plans found on Mesh and jury-rigged
  component, you have (hopefully) shielded your
  vehicle against high tech weapons. All guided ranged
  attacks made against the vehicle suffer a -2 penalty.
  This modification can be installed multiple times.
  Purchase DC Modifier: +4
  Computer Use DC: 28
  Restriction Rating: Illegal (+4)
  Vehicle Gadget: Crude Armor (PL 5)
  Vehicles equipped with crude armor have
  ballistic steel welded to their frames to better protect
  their passengers and crew. Each time this modifica-
  tion is chosen, the vehicle’s Hardness increases by
  5, and its Defense score increases by +1. Each time
  this modification is chosen, the vehicle’s top speed is
  reduced by 5% and it suffers a -1 penalty to its
  Initiative score, due to increasingly poor handling.
  Purchase DC Modifier: +1
  Repair DC: 12
  Vehicle Gadget: Electric Engine (PL 6)
  The vehicle’s liquid fuel system has been
  gutted and replaced with a purely electrical system.
  The vehicle now runs on HD Storage batteries or an
  onboard generator.
  Purchase DC Modifier: +1
  Repair DC: 14
  
  49
  Vehicle: Garbage Eater Engine (PL 6)
  The vehicle’s engine has been converted to
  run on anything vaguely flammable. It can run on oil,
  coal oil, gasoline, gasohol, ethanol, bio-diesel or
  cooking oil just the same.
  Restriction: Liquid fuel engines only
  Purchase DC Modifier: +2
  Repair DC: 18
  Vehicle Gadget: Hardened Electronics (PL 6)
  The vehicle’s electrical system is shielded
  against electrical surges and EMP. The vehicle only
  takes half damage from electrical attacks and is not
  effected by electromagnetic pulses.
  Purchase DC Modifier: +2
  Repair DC: 22
  Vehicle Gadget: House Truck (PL 5)
  The vehicle is converted from a cargo hauler
  into a cramped but shockingly luxurious little nest.
  Vehicles modified for use as House Trucks are slow
  and ungainly, with a jury-rigged dwelling bulging
  from their cargobeds and over their crew cab, but
  include around 100 ft of living space (plus at least
  100 additional square ft per 200 lbs of cargo space)
  with fold down beds or hammocks, a chemical toilet
  and wash basin/mini-shower and some kind of
  cooking surface and mini-fridge.
  The converted vehicle’s cargo space is
  converted into living space.
  Purchase DC Modifier: +3
  Repair DC: 18
  Vehicle Gadget: Improved Braking (PL 5)
  The vehicle’s brakes are replaced with
  professional grade racing models. Your vehicle can
  stop almost instantly. Vehicles equipped with this
  modification receive a +10 modifier on Drive checks
  made to perform a Hard Brake maneuver.
  Purchase DC Modifier: +2
  Repair DC: 20
  Vehicle Gadget: Integrated Weapons (PL 5)
  Virtually any ranged weapon can be built
  into a vehicle. The weapon can either be mounted in
  a fixed firing arc or mounted on a turret. The at-
  tached weapon may either be controlled from the
  pilot’s seat or by a passenger or co-pilot. You must
  pay for the weapon and ammunition to be mounted
  separately. Vehicles can have multiple integrated
  weapons
  Purchase DC Modifier: +1 or +2 for
  turret
  Repair DC: 15 or 20 for turret
  Vehicle Gadget: Offroad Capability (PL 5)
  The vehicle is fitted with heavy duty tires
  suitable for use over rough terrain or in snow, sand
  or mud and its suspension and handling are up-
  graded to survive hard use. This modification is
  especially common among Untainted Lifer enclaves,
  who utterly reject 22nd Century society and retreat
  to the forests outside the cities.
  A vehicle with this modification provides the
  pilot with a +2 bonus on Drive checks when off
  road or in natural terrain.
  Purchase DC Modifier: +2
  Repair DC: 18
  Vehicle Gadget: Ramming Bumper (PL 5)
  A couple of hundreds of pounds of metal
  (with or without spikes) strapped to your front
  bumper makes a big difference during a crash. The
  vehicle is treated as being one size category larger
  (to a maximum of Colossal) when determining how
  much damage it inflicts upon the other vehicle during
  a crash
  Purchase DC Modifier: +1
  Repair DC: 10
  Vehicle Gadget: Rollcage (PL 5)
  The vehicle’s frame and passenger compart-
  ment are reinforced to survive crashes and rollovers.
  Those inside the passenger compartment reduce the
  effects of any crash by two speed categories. If this
  reduces the speed of the crash beneath alley speed,
  the passengers take no damage from the impact.
  Purchase DC Modifier: +2
  Repair DC: 15
  
  50
  Vehicle Gadget: Runflat Tires (PL 5)
  The vehicle’s tires are specially designed and
  compartmentalized so they cannot be flattened. Your
  tires cannot be targeted specifically, nor are they
  affected by hazards like caltrops or a spike strip.
  Purchase DC Modifier: +1
  Repair DC: 12
  Vehicle Gadget: Solar Cells (PL 6)
  The vehicles’ hull is covered in reflective
  black solar panels which automatically recharge its
  electrical engine. The vehicle can run indefinitely
  without needing to recharge.
  Restriction: Electrical engines only
  Purchase DC Modifier: +1
  Repair DC: 16
  Vehicle Gadget: Supercharger Engine (PL 5)
  The vehicle’s stock engine is replaced with a
  larger, more powerful engine block designed for
  racing. The vehicle’s top speed is increased by 10
  percent and the modification provides a +2 bonus
  on Drive checks to perform a Dash maneuver.
  Purchase DC Modifier: +2
  Repair DC: 20
  Melee Weapons
  In the hands of a trained, physically en-
  hanced post-human, a well made combat knife can
  be as deadly as any energy weapon, and has the
  advantage of being silent, precise and unlikely to
  cause collateral damage. The Covenant has a strong
  martial arts tradition, and has invented a variety of
  deadly combat styles based upon ancient, pre-
  Christian weapons.
  Asaya
  The asaya is a traditional Egyptian weapon,
  used in Tahtib fighting. This slender, slightly flexible
  fighting cane is roughly four feet long, and is de-
  signed for both grace and force. A skilled user can
  shatter brick or break bones with this simple
  weapon.
  You may select the Weapon Finesse feat for
  use with any asaya, to use your DEX score for
  attack rolls in place of your STR score.
  Combat Weight Athame
  Traditional pagan thought holds that a
  witch’s athame should never be used to cut anything
  physical and never to commit an act of violence.
  Combat weighted athames are products of a differ-
  ent, more martial tradition, which believes that faith
  must be defended and protected with blades.
  Combat Weight Athames are considered
  masterwork knives, receiving a +1 masterwork
  bonus on attack and damage rolls. These finely
  balanced blades are designed for fencing and silent
  combat. An athame’s blade is white ceramic, with a
  dense, durable polymer hilt. Even combat weight
  athames incorporate decorative and ritualistic
  elements. Many Choicer special forces groups carry
  combat athames with dull grey or matte black ferro-
  ceramic blades.
  Flash Stick
  Flash Sticks are high tech versions of the
  traditional asaya, designed for military or police
  service, not competition use. These matte plastic
  weapons are impregnated with nano-scale genera-
  tors. When activated, the weapon glows star-bright
  and leaves ghost-images as it moves, making it
  nearly impossible for an enemy to track their move-
  ments. Intense electrical discharges at contact can
  stun an opponent without killing.
  Flash sticks are always considered master-
  work quality weapons, and receive a +1 master-
  work bonus on attack and damage rolls. The
  weapon inflicts an additional +1d4 points of electri-
  cal damage on a successful hit. Anyone struck by the
  Flash Stick must succeed at a FORT Save (DC 10
  + ½ the damage inflicted) or be paralyzed for 1
  round.
  Grav Hammer
  An experimental weapon initially developed
  as an industrial tool, the first grav hammers were
  used for zero-g construction. Initially designed and
  field tested by the Covenant’s space-dominating
  Eleusinian faction, these high tech hammers gained
  
  51
  rapid popularity with the Covenant’s Ásatrú mem-
  bers.
  Grav Hammers use the manipulation of local
  gravity fields to concentrate the hammer’s mass at
  the head when it strikes, and to nullify the weight of
  the haft on the backswing. Despite their massive
  size, these two handed weapons are extremely
  nimble in trained hands. Characters with Exotic
  Weapon Proficiency (Grav Hammer) receive a +2
  bonus on Initiative results when attacking with a
  Grav Hammer.
  “Kitten” Daggers
  Kittens are small ceramic or cloned bone
  razors, only a bit longer than a man’s index finger.
  These slightly curving, banana shaped blades are
  difficult to master, and highly illegal. They are a
  professional’s weapon, designed for high conceal-
  ment. Their porous construction and nonmetallic
  organic composition foils most conventional
  weapons detectors, and their extreme miniaturiza-
  tion makes them difficult to detect even with a pat
  down search. Bastian soldiers and spec ops
  agents carry several, including some surgically
  implanted just under the skin of their thighs,
  buttocks, or forearms.
  Kittens grant the user a +6 bonus on Sleight
  of Hand checks made to conceal them.
  Kopesh
  Kopesh are the traditional swords of
  Egypt. These finely made short swords are forged
  with a crescent-shaped blade, which makes them
  ideal for catching the edge of an opponent’s shield
  and pulling it away, or aiding in disarming an
  opponent.
  Bastian soldiers assigned to the Covenant’s
  elite Bedchamber Guards often carry a carbon-
  fiber kopesh rather than an athame as a symbol of
  factional pride. However, most Bastian troops
  find the kopesh a bit too large and unwieldy, and
  prefer either a standard combat knife, a “kitten”
  or a set of implanted cyber-claws.
  Wielding a kopesh properly requires the
  exotic melee weapon proficiency feat. In the hands
  of someone trained in its use, the kopesh provides
  the wearer with a +2 masterwork bonus on sunder
  and disarm attempts made while wielding the unique
  sword. A wielder trained in the kopesh can use the
  sword to make trip attempts. If the attempt fails, the
  user can just drop the sword to prevent himself from
  being tripped in turn.
  
  52
  Razor Sleeves
  Razor Sleeves are high concealment weap-
  ons made of shape-memory polymers, which are
  designed to be concealed within ordinary clothing.
  Upon a mental command, the pseudo-cloth of these
  sleeves harden into ballistic plastic bracers with
  razor edged combat claws.
  Activating or de-activating a pair of razor
  sleeves is a free action. Once set to combat mode,
  the sleeves act as a pair of bracers, providing a +1
  shield bonus to Defense. The sleeve’s integrated
  combat knives inflict 1d6+ STR modifier points of
  damage, and threaten a critical hit (x3) on a
  natural 20.
  On any round the wearer attacks with the
  combat knives, she loses the benefit of the bucklers,
  unless she has Exotic Melee Weapon Proficiency
  (razor sleeves). In that case, the wearer can attack
  with the sleeves and retain their defensive bonus.
  Sekhmet’s Braids
  These unique weapons are designed specifi-
  cally for Powereds with the Serpentine Mane
  psionic precursor, and are useless to anyone else.
  These weapons are simply long titanium hooks and
  industrial diamond blades, which are woven into the
  Powered’s hair. The high cost of this otherwise
  simple weapon represents the expense of the finding
  enough high grade industrial diamonds.
  As an attack action, a Powered wearing a
  set of these braids can unlash his or her mane as a
  whirling storm of razor-sharp death. Every creature
  and object within a 5 ft radius takes 2d6 points of
  slashing damage (REF DC 15 half). No proficiency
  is needed to use the weapons in this manner- instinct
  suffices. These unique weapons are designed so they
  cannot be sundered or disarmed in battle.
  Self Defense Spray
  This tiny vial of next generation tear gas is
  usually worn on a keychain or kept in a pocket. The
  spray will affect any adjacent target with a successful
  melee touch attack, but has no affect on targets
  equipped with CBR gear or environmentally sealed
  armor.
  Anyone sprayed with the chemical must
  succeed at a DC 15 FORT Save or be blinded for
  1d4 rounds. Success means the character merely
  suffers a -2 penalty on attack rolls for that time. In
  addition, the spray includes a fairly durable flores-
  cent paint, to aid in IDing an attacker in court. The
  paint will wear off naturally in a day or two, or can
  be cleaned off with any solvent. Self Defense Spray
  can be used once; after that the canister must be
  discarded.
  Striker Combat-Mag Gloves
  These weapons resemble finely tailored, full
  fingered leather gloves, and are a part of the uniform
  of the day for the Lifer nation’s famous “Killdevil”
  bodyguards. A shapememory polymer lining is sewn
  into the glove’s striking surfaces, and as the wearer
  throws a punch, instantly hardens to deliver a
  devastating blow. Striker gloves provide the lethal
  punch of a pair of brass knuckles in an easily
  concealable, ultra-comfortable form.
  Striker combat-mag gloves increase the
  base damage dealt by an unarmed strike by +1d2
  and turn the damage into lethal damage. Cost and
  weight given is for a pair of gloves.
  Striker II Stunners
  Striker stunners are an improved version of
  their standard combat-mag gloves, which incorpo-
  rate a micronized version of the same incapacitating
  technology with powers police Stun Batons.
  Any creature struck by the gloves takes
  damage as normal for a pair of Striker Combat –
  Mag Gloves, and in addition must succeed at a
  FORT save (DC 10 + damage inflicted) or be
  stunned for 1d4 rounds.
  Talon Asaya
  This new type of weapon incorporates a
  retractable blade into an otherwise traditional asaya.
  With a flick of the wrist and a relaxation of the grip,
  pressure sensitive mechanisms within the shaft eject
  a wickedly serrated blade from the striking surface.
  Doing so transforms the asaya into a one of two
  
  53
  forms, either a standard spear, or a kukri. Those
  familiar with this weapon can instantly shift their grip
  and fighting stance to accommodate their new
  weapon.
  Reconfiguring the weapon into either alter-
  nate mode (or back to its standard asaya form) is a
  free action, which can be performed once per
  round.
  Thermo-Blade
  A Thermo-Blade combat/utility knife is an
  advanced and highly destructive hand weapon. The
  Thero-Blade projects a thin sheet of stellar-temp
  plasma contained within a multi-layered magnetic
  containment field designed to resemble a knife
  blade. The weapon’s power supply, field projector
  and the super cooling systems that allow it to be
  wielded safely are stored within the cylindrical, grip-
  textured hilt
  The Thermo-Blade is equipped with a dead-
  man’s switch, and will not ignite if constant pressure
  is not maintained on the hilt, preventing accidental
  ignition or injury.
  Warhammer
  Devotees of the Norse gods are a powerful
  voice within the Choicer military. Ásatrú neo-pagans
  are one of the strongest, best organized male voting
  blocs within the movement; the worship of Thor and
  His divine kin has become a refuge for male believ-
  ers within the mostly matriarchal Covenant.
  Devotees of Thor and Odin often carry a
  shorthandled warhammer, with a striking face of
  stone or specially prepared poly-steel, rather than a
  traditional athame. The intimidating weapon has a hilt
  wrapped in leather and cloth prayer strips. Some
  worshippers decorate the hammer’s thong with
  rune-inscribed beads or raven feathers, in honor of
  Odin’s twin ravens.
   
  Melee Weapons 
  Dam age 
  Critical  
  Range 
  Increm ent 
  Size 
  Weight 
  Purchase 
  DC 
  Restriction 
  Asaya  
  1d6bn 
  bludgeoning 
  20/x2  
  - 
  Med 
  2 lbs 
  10  
  None  
  Combat Weight 
  Athame  
  1d4+1 
  slashing 
  19-
  20/x2 
  10 ft 
  thrown 
  Tiny 
  1 lb 
  9 
  None  
  Flash Stick  
   
   
  1d6 
  bludgeoning 
  + 1d4 
  electrical 
  (SPECIAL)  
  20/x2  
  - 
  Med 
  2 lbs 
  19 
  Military (+3) 
  Grav Hammer 
  2d8 
  bludgeoning 
  18-
  20/x2 
  - 
  Large 
  12 lbs 
  31 
  Restricted (+2)  
  “Kitten” Combat 
  Knife 
  1d4 slashing 
  19-
  20/x2 
  5 ft  
  Dim 
  - 
  12 
  Military (+3)  
  Kopesh 
  2d4 slashing 
  19-
  20/x2 
  - 
  Med 
  4 lbs 
  14 
  None  
  Razor Sleeves 
  1d6 slashing 
  20/x3 
  - 
  Dim 
  2 lbs 
  18 
  Restricted (+2)  
  Sekhmet’s Braids 
  2d6 slashing 
  (SPECIAL)  
  - 
  5 ft max 
  radius 
  Small 
  3 lbs 
  16 
  Licensed (+1)  
  Self Defense Spray 
  SPECIAL 
  - 
  - 
  Fine  
  Neg 
  3 
  None  
  Striker Combat-Mag 
  Gloves  
  +1d2 to 
  unarmed strike 
  20/x2 
  - 
  Tiny 
  0.5 lb 
  13 
  None  
  Striker II Stunners 
  +1d2 to 
  unarmed strike 
  + stunning 
  20/x2 
  - 
  Tiny 
  0.5 lb 
  17 
  Licensed (+1)  
  Talon Asaya 
  1d6 
  bludgeoning/ 
  1d8 piercing/ 
  1d4 slashing 
   
  20/x2 
  or 18-
  20/x2  
  - 
  Med 
  3 lbs 
  13 
  Licensed (+1) 
  Thermo-Blade  
  1d8 fire 
  19-
  20/x2 
  - 
  Tiny 
  1 lb 
  13  
  Restricted (+2) 
  Warhammer  
  1d8 
  bludgeoning 
  20/x2 
  - 
  Med 
  3 lbs  
  8 
  None  
  Women’s Asaya 
  1d6 
  bludgeoning 
  20/x2 
  - 
  Med 
  3 lbs 
  11 
  None 
  
  54
   Woman’s Asaya
  This slightly longer version of the asaya is
  about 5 ft long and is hooked on one end, to allow
  the user to more easily use it to trip or disarm
  opponents. The weapon’s hilt incorporates flashy
  bangles, eye catching ribbons or other decorative
  distractions.
  You can fight with a women’s asaya as if
  fighting with two weapons, but incur all the normal
  attack penalties as if using a one handed weapon
  and light weapon. You can use the weapon to make
  disarm and trip attempts at a +1 bonus due to its
  construction. If the attempt fails, you can simply
  drop the weapon to prevent yourself from being
  tripped in turn.
  The distracting bangles on the end of the
  weapon provide you with a +1 circumstance bonus
  on Bluff attempts made to feint in combat with the
  weapon.
  Choicer Ranged Weapons
  “Anti-choicers have declared war on
  women. Now it’s up to us to fight back. If that
  means guarding the clinic doors with Uzis, then
  that’s what will have to be done.”
  -Michelle Goldberg, “Rant for Choice”,
  published in The Spectrum, 1995
  The Choicers have a proud military tradition.
  Their arms industry is second to none; Choicer
  military surplus is exported to eager buyers across
  the planet. Even Lifer kill-squads occasionally use
  Choicer war-tech, mostly weapons stolen as a war
  trophy. Politics aside, the Choicers know how to
  build a gun.
  Adler .32 Machine Pistol
  This older weapon was first introduced
  during the 2020s, and has been standard issue for
  many Choicer police and private security firms for
  decades.  When Adler
  Arms went out of
  business shortly after
  the War began, Farrar
  bought the rights to
  keep producing this
  popular machine pistol.
  Choicer shooters still
  debate the merits of
  classic versus new
  style Adler .32s.
   Campanelli
  Multi-Purpose
  Plasma Rifle
  The
  Campanelli has been in
  use since the mid
  2060s, and is a
  weapon known for lethality and reliability. This long-
  barreled energy weapon has been the primary
  infantry weapon of Choicer soldiers for decades.
  This weapon can be fired as a fully automatic assault
  rifle, or with the selector switch set for single-shot,
  as a passably accurate sniper rifle. Campanelli MPs
  are commonly traded, and are in wide use by most
  
  55
  of the world’s militaries. Lifer troops are
  just as likely to use these highly reliable
  guns as their Choicer enemies.
  The Campanelli is instantly
  recognizable thanks its unique, ergonomic
  folding stock, and for the long, heat
  resistant cowling covering the weapon’s
  barrel. The weapon is designed to be
  fired at full-auto by conventional troops,
  not just Power Armor pilots; the bulky
  cowling is necessary to prevent burns
  from the energy weapon’s heat dis-
  charge.
  Farrar 5.7mm SMG
  The Farrar is a sleek, bullpup model
  submachine gun, a 21st Century replacement for the
  revolutionary but aging FNP-90. The Farrar is an
  ultra light submachine gun, designed for comfortable
  one handed use either left or right-handed shooters.
  It is composed exclusively of non-metallic com-
  pounds, with the majority of the casing composed of
  vat-grown cellulose.
  The light and comfortable Farrrar is always
  considered a masterwork weapon, providing a +1
  equipment bonus on ranged attack rolls. The Farrar
  mounts a single shot grenade launcher under the
  main barrel. This miniature launcher holds a single
  micro-grenade.
  Farrar .45 Hex Pistol
  The Farrar Hex is a twin barreled, over and
  under pistol nearly as heavy as the vintage Desert
  Eagle .50 cal despite the Farrar Hex’s polymer
  construction. The bulky pistol’s top barrel fires a .45
  caliber round through electro-chemical propulsion,
  allowing the bullet to strike with force and accuracy.
  The weapon’s under barrel is more exotic.
  The weapon fires a ‘hex charge’- a bundle of
  excited electrons, artificially generated psychic
  energy and quantum viruses, designed to reduce an
  enemy’s battlefield effectiveness to zero. Once per
  minute, the Hex Pistol gathers enough energy to fire
  a luck ‘hex’. Hitting a target with the hex requires a
  ranged touch attack, and imposes a –1d4 luck
  penalty on the target’s attack rolls, skill checks and
  saves for 1 round. The effects of multiple shots are
  cumulative.
  Grimassi APSL-3 Needler Pistol
  The Grimassi is a ‘sub-lethal anti personnel
  weapon’, which can be lethal if properly used and
  loaded, but is equally adept at bringing down lightly
  armored targets without killing. The Grimassi is a
  low slung, organic weapon, constructed entirely
  from non-metallic components. The weapon uses
  the chemical stimulation of artificial muscle fibers to
  fire lethally sharp, nano-active needles smaller than a
  blade of grass. A needler round is too fragile to be
  used as a weapon outside the clip; a gunman cannot
  use a non-fired needler round as a stabbing weapon
  for example.
  The Grimassi inflicts moderate ballistic
  damage, and if the bio-chemically active needle
  makes blood contact with the victim, injects lethal or
  incapacitating neurotoxins. Each clip of Needler
  ammunition is molecularly encoded with any injury
  or ingestion toxin, including those described on page
  54 of the D20 Modern core rulebook, or from the
  toxins described below. The cost of the toxin must
  be calculated separately and added to the base
  Purchase DC 4 cost of a clip of Needler ammo.
  
  56
  If the gunman possesses feats (such as
  Controlled Burst or Double Tap) which increases
  the damage done, the save DC increases by +1 for
  each additional die of damage inflicted, reflecting a
  heavier ‘dose’ of toxins.
  Drawback: The Grimassi is designed to be
  used against lightly armored targets, and is virtually
  useless against heavily armored shock troops and
  Shells. The weapon cannot penetrate or cause injury
  against a target with Damage Resistance 5/- or
  greater, nor can it affect a target with a natural armor
  bonus or equipment bonus to Defense greater than
  +3. When used against a heavily armored target, the
  needle rounds simply shatter against the victim’s hull.
  The Grimassi is issued as a secondary, alternate
  sidearm for Choicer soldiers, never as a primary
  weapon, though the weapon is extremely popular on
  space stations, aircraft and other enclosed environ-
  ments.
  Choicer Nanotoxins
  These new toxins are in common use among
  the Choicer military. Crafting a dose of these lethal
  toxins requires a basic working understanding of
  nanotechnology and pico-robotics. Possessing five
  or more ranks in Craft: electronic provides a +2
  synergy bonus on Craft: chemical checks made to
  brew a dose of any of the following toxins. All
  chemicals are Military (+3) restricted items.
  Landstreet VII Light Laser Pistol
  The Landstreet is a highly accurate laser
  pistol designed for distance shooting. The lasing
  process used to produce the Landstreet’s beam
  lacks the raw destructive power of many other
  energy weapons, but suffers very little refraction
  through the atmosphere.
  The Landstreet is a small, snub nosed pistol
  with a sleek, organic housing. The weapon’s hilt is
  usually decorated with inscribed spiral or star
  designs. The weapon is easy to conceal; a
  Landstreet shooter receives a +2 equipment bonus
  on Sleight of Hand checks made to conceal the
  weapon.
  Pendle 302 Kinetic-slam Shortbarrel
  The ‘Pendle-witch’ is a high tech, shotgun
  like weapon popular among Choicer spec ops and
  police forces. The Pendle is a squat, short-barreled
  weapon, easily recognized thanks to the shallow
  protective cowl covering the trigger guard.
  The Pendle fires a concentrated burst of
  pure kinetic energy, which slams into the target with
  the force of a wrecking ball. The weapon can be set
  to fire either lethal or subdual rounds, making it
  popular for crowd control and in prisons. Most
  police forces equip patrol officers with this weapon.
  Changing between firing modes is a move equivalent
  action; the shooter does not suffer any penalty for
  N a n o  T o x in  
  T y p e  
  F O R T  D C  
  In it ia l E f fe c t 
  S e c o n d a ry  
  E f f e c t  
  P u rc h a se  
  D C  
  C r af t  
  ( C h e m c ia l) 
  D C  
  T im e  
  C a rd io -
  p a ra ly tic  
  e n yz m e  
  In ju ry  
  D C  1 2  
  1 d 8  C O N  
  1 d 4  C O N  D ra in , 
  u n c o n s ci o u sn e s s  
  1 d 6  h o u r s  
  D C  1 5   
  D C  2 4  
  4  h o u rs  
  L a ctic  
  R e te n t io n  
  e n z ym e  
  In ju ry  
  D C  1 4  
  U n c o n s c io u s  
  1 d 6  h o u rs  
  E x h a u s t e d  
  3 d 6  h o u rs  
  D C  1 3  
  D C  1 6   
  6  h o u rs  
  S a xi to x in  IV  
  In ju ry  
  D C  1 8   
  1 d 4 + 1  C O N  
  2 d 4  C O N  
  D C  1 6   
  D C  3 2  
  1 6  h o u r s  
  S y n a p t ic  Ju m p  
  I n h ib i to r  
  In ju ry   
  D C  1 6  
  1 d 4  I N T  
  2 d 4  IN T 
  D C  2 0   
  D C  3 2  
  2 2  h o u r s  
  S tr e e ts w e e p e r  
  N e u r o l o a d  
  In ju ry   
  D C  1 4   
  1 d 6  C O N  
  P a ra lys is  4 d 6  
  m in u te s  
  D C  1 8   
  D C  3 4  
  1 6  h o u r s  
  P ac ifie r  
  N e u r o l o a d  
  In ju ry  
  D C  1 9  
  1 d 4  D E X  
  1 d 4  D E X  a n d  
  W I S  
  D C  1 4  
  D C  2 8   
  8  h o u rs  
   
  
  57
  firing a non-lethal kinetic slam with the Pendle.
  Rhea 5.6mm Mass Production
  Assault Rifle
  The Rhea is a cheaply produced Choicer
  knockoff of the US military’s archaic M-16 rifle.
  The Rhea was rushed into production during the first
  weeks of the War, designed for easy duplication by
  commercial matter-faxes and nano-fabricators. The
  Rhea was never intended for wide or permanent
  use; it was merely a stopgap measure, using a
  proven weapon design while the besieged Choicer
  nation acquired better arms.
  The Rhea continued to be used for decades.
  Stockpiles and weapon caches were buried across
  the country. Today, the Rhea is a common weapon
  among volunteer Choicer militias, small or under
  funded police forces and criminals. The Rhea’s
  design has been stolen and repurposed by everyone,
  making this slight modification of the venerable M-
  16 one of the most common assault rifles on the
  planet today.
  Valiente 942A Psi-Pistol
  Like the Conscience Bomb, which predates
  the Valiente 942A’s introduction by several years,
  this verstile psi-weapon is designed to end conflicts
  without killing. The Valiente 942A is a popular
  weapon among prison guards, air-marshals, bounty
  hunters, and anyone who wants to incapacitate or
  discourage an enemy without killing or mass
  destruction.
  The Valiente 942A is a short, wand like
  device, with a stubby, blunt projector instead of a
  conventional ‘barrel’, roughly the size of a .22
  caliber holdout pistol. The weapon is easily conceal-
  able, and a shooter receives a +1 bonus on Sleight
  of Hand checks made to conceal the weapon on
  their person.
  Rather than inflicting damage, this weapon
  fires a beam of artificial psionic energy, carried on an
  energized ion stream carrier wave. This beam only
  requires a ranged touch attack to hit. A victim struck
  by this psionic beam must succeed at a DC 14
  WILL Save or succumb to any one of the following
  effects. The Valiente 942A’s user can switch be-
  tween psi-beams as a full round action.
  If the gunman possesses feats (such as
  Controlled Burst or Double Tap) which would
  normally increase the weapon’s damage, the save
  DC increases by +1 for each additional die of
  damage inflicted, reflecting a heavier ‘dose’ of
  thought-viruses.
  •
  Diplomat-gun: Unlike most weapons, this
  psychoactive device aims to defuse and de-
  escalate conflicts, using soothing sonic
  pulses and euphoria inducing psionic memes.
  The shooter receives a +4 equipment bonus
  on Diplomacy checks made against any
  creature who fails their save. This bonus
  remains in place for  1d4 hours. The victim
  of the psi-blast must be aware of who ‘shot’
  him in order for the shooter to receive the
  Diplomacy bonus.
  •
  Fugue-gun: This psychoactive weapon
  directly affects the target’s mind, weakening
  their intellect, making concentration and
  memory difficult and sabotaging abstract
  reasoning. Victims hit by this weapon suffer
  a –4 circumstance penalty on all skill checks
  on a failed save. Headaches and disorienta-
  tion from this weapon persist for 1d4 hours
  after a hit from the 942A Psi-Pistol.
  •
  Hunger-gun: Anyone shot with this psi-bolt
  feels as if they are on the verge of starvation.
  The victim becomes fatigued on a failed
  save, and already fatigued victims become
  exhausted instead. During the hunger state,
  most victims will gorge themselves to the
  point of illness if the opportunity presents
  itself. The effect fades 1d4 hours after being
  hit.
  •
  Sleep-gun: The psi-generators within the
  pistol fire a burst of narcotic emotions and
  artificial calm to ‘sing enemies to sleep’.
  
  58
  Creatures who fail their save fall asleep for
  1d4 rounds. Creatures affected awaken
  instantly when they take damage.
  •
  Terror-gun: The victim of this blast is
  attacked with a terrifying empathic assault.
  On a failed save, the victim becomes
  panicked for 1d4 rounds.  Already pan-
  icked opponents become cowering.
  Valiente Variable Encounter Weapons
  System
  The Valiente VEWS is one widely regarded
  as one of the best squad support
  weapons of the 22nd Century. The
  VEWS consists of multiple barrels
  within a single casing, giving the
  shooter unparralled tactical choice.
  The shooter can switch between any
  of three firing modes as a free action.
  MODE A: The core of the
  VEWS is a ‘short-rail’ micro-rail gun.
  Using extremely powerful magnetic
  launch rings, the VEWS can launch
  ferrous flachettes at supersonic speed
  equal to anything achieved by longer, bulkier weap-
  ons from a gun less than ½ the size!
  MODE B: In addition to the mini-rail, the
  VEWS includes a drum fed 9mm machine gun. The
  ammo drum is attached to the side of the weapon,
  rather than its underbelly, in a configuration that
  maximizes ammo load, but sacrifices accuracy. Left
  handed shooters can fit drums with reversed feed
  ports to accommodate their perferred shooting
  stance.
  Unfortunately, when firing the 9 mm
  machinegun on full autofire, the weapon’s poor
  balance inflicts a –1 penalty on ranged attack rolls.
  MODE C: Finally, the VEWS’ top barrel,
  fitted just under the gun’s low profile nightvision
  scope, is a mid-range argon laser rifle. The lime-
  green laser beam is designed for use on hardened,
  bullet-proof targets. A small energy cell for the laser
  is loaded into the weapon’s buttstock.
  “My name is John Giuliano, and I am
  entertaining serious thoughts of going down to
  the local abortion clinic on Hydraulic Road,
  killing the guards, entering the facility, and
  summarily executing the baby killer. My com-
  rades are neither timid nor apathetic. My AK-47
  is neither registered, nor illegal, but it is loaded
  and ready to rumble.”
  -graffiti, circa 2005
  The Lifer movement has had
  to make do with military surplus,
  stolen weapons and improvised,
  easily smuggled explosives since
  the days of Salvi and Hill. In
  addition to using anything they can
  get their hands on, including
  captured Choicer arms, the Lifer
  Army of God have developed a
  
  59
   
  collection of iconic weapons of their own. The Lifer
  military favors overwhelming firepower and simply,
  easy to field-repair devices, rather than the more
  graceful, precise weapons of the Choicer nation.
  Benham 2061 Plasma Rifle
  The Benham 942 was the primary weapon
  of Lifer assault troops during the War. It is a reliable,
  devastating plasma weapon based upon stolen US
  Army designs. This bulky weapon is distinguished by
  a simple, tubular barrel which contains the super-
  heated plasma during the firing sequence and by the
  integrated nightscope and Video Scope mounted
  above the plasma mixing chamber.
  Like most Lifer weapons, an integrated
  LCD display screen running the length of the barrel
  displays a continual loop of anti-abortion propa-
  ganda
  Griffin Arms .32 Machine Pistol
  The Griffin Arms .32 is a reliable, rapid fire
  machine pistol, which served as the default sidearm
  for most Lifer soldiers during the War.
  This plastic and polymer pistol is designed for
  comfortable, one or two handed use by both lefties
  and righties.
  It is also designed to be quickly broken
  down or reassembled. When broken down, the
  Griffen Arms .32 receives a +2 circumstance bonus
  on Sleight of Hand checks made to conceal the
  disassembled weapon.  Breaking apart or reassem-
  bling the weapon is a full round action.
  Griffin Arms High UV Laser Pistol
  A Griffin Arms High UV laser pistol uses an
  almost invisible beam of lazed light to kill. The fact
  the muzzle flash and ultraviolet beam of the weapon
  is virtually non-detectable by normal human vision
  makes this light, pistol ideal for covert operations
  and assassination.
   
  Choice r Range d 
  W ea pons 
  Da ma ge 
  Cr itica l 
  R ange  Increm ent 
  RO F 
  M aga zine 
  Siz e 
  W e ight  
  Purchase D C 
  Re st riction 
  Ra ting 
  A dle r .3 2 
  M achine P istol  
  2d4 ba llistic 
  20  / x3   
  5 0 ft  
  Full Auto  
  30  round  box  
  Me di um 
  3.25  lbs 
  15  
  (+2 ) 
  Re stricte d 
  Cam pa ne lli M P  
  P la sm a  Rifle   
  2d6 fire   
  20  / x2  
  7 5 ft  
  Full auto  
  40  cell 
  La rge  
  13  lbs 
  21   
  (+3 ) Mili tary 
  F arrar  5.7  mm 
  S MG   
  2d8 ba llistic  
  5d6 slas hing 
  (g renad e )  
  20  / x 2   
  no ne: 
  gre na de  
  4 0 ft  
  Full auto ; 
  s ingle sho t 
  g ren ade  
  60  round  box,  
  single  gre nade 
  Me di um 
  4.25  lbs 
  19  
  (+2 ) 
  Re stricte d 
  F arrar  .45  H ex 
  P istol  
  2d4 ba llistic  
  19 -2 0 / x2  
  4 0 ft  
  Full Auto  ; 
  s ingle sho t: 
  H ex  
  12  round  box  
  Me di um 
  4 l bs 
  23  
  (+3 ) Mili tary  
  G rim assi AP SL-3 
  N e edle r P istol  
  1d8 ba llistic +  
  pois on,  
  spe cia l rules  
  19 -2 0 /x2  
  3 0 ft 
  Full Auto  
  30  round  box  
  Tin y 
  2.25  lbs 
  15  
  (+3 ) Mili tary 
  La nds tree t VII 
  Lig ht Lase r 
  P istol  
  1d6 force  
  20  / x 3   
  1 00  ft 
  Single , sem i 
  a uto  
  15  cell 
  Tin y 
  0.5 lbs 
  13  
  (+2 ) 
  Re stricte d 
  P e ndle  30 2 
  Kinetic Sla m 
  S hortb arre l  
  2d8 force *    
  20  / x3  
  2 0 ft 
  Single  
  12  cell 
  Me di um 
  4 l bs 
  17  
  (+1 ) Lice nse d  
  Rh e a 5 .6 m m 
  A ssau lt Rifle  
  2d8 ba llistic 
  20  / x2   
  8 0 ft 
  Full Auto  
  30  b ox 
  La rge  
  6.5 lbs 
  12  
  (+1 ) Lice nse d 
  V alie nte  94 2A 
  P s i-Pis tol  
  N on e  * 
  - 
  3 0 ft  
  Single   
  15  cell 
  Fine  
  0.5 lbs 
  26  
  (+1 ) Lice nse d 
  V alie nte  VEW S 
  Rifle   
  A: 3 d10  
  ba llistic ;  
  B:  2 d8  
  ba llistic ;  
  C: 2d6  fi re 
  A: 2 0 /  x3   
  B: 1 9-20 /x2  
  C:20 /x2   
  A : 1 00  ft  
  B: 40  ft  
  C: 80  ft  
  A: Sin gle  
  B:Fu ll Au to 
  C : Semi A uto 
  A: 1 0  bo x  
  B: 3 00  b ox 
  C:2 0 cell  
  La rge  
  22  lbs 
  24  
  (+3 ) Mili tary 
  
  60
  Griffin Arms Dual Barrel
  “Bi-Boy” Sniper Rifle
  The GA dual barrel sniper rifle
  earned its nickname “bi-boy” for its
  ability to fire in two distinctly different
  modes, both of which are ideally suited
  for sniper duty Beneath the rifle barrel,
  the gun mounts a longer range, higher
  power version of the High UV laser
  used in the GA laser pistol.
  The Bi-Boy’s top mounted rifle
  barrel  fires a standard 7.62mm round
  (usually a Field Ripper round) and
  sports a nightvision capable,  range
  finding scope (the scope, range finding
  laser gadget) that can connect to a
  combat armor computers. The sniper
  rifle component of the Bi-Boy features a
  flash suppressor as well as an effective
  sound suppressor, ensuring maximum
  stealth.
  Griffin Arms .50 “Kicker” Rail Gun
  The Griffin Arms “Kicker” is a slightly lower
  tech reworking of a reliable US Army rail gun in use
  since the 2030s. Bulky and over-engineered, the
  Kicker is practically idiot proof and extremely
  durable. Compared to modern rail guns, who
  requiring exacting maintenance to keep their mag-
  netic launch coils properly aligned, the Kicker is all
  but indestructible. It’s reliability and extreme range
  and lethality make it a favorite weapon of the cash-
  strapped Lifer AOG.
  Roeder Short Barrel Rail Pistol
  The Roeder Short Barrel is a next genera-
  tion Lifer weapon that has not yet seen battlefield
  service; like the Angel Helix Neverborn and the
  Baby Judgment armor, its existence is unknown
  beyond the Lifer’s most secret refuge on Kodiak
  Island. The weapon uses a magnetic launch system
  to project a steel-jacketed depleted uranium slug at
  multi-Mach speeds. The weapon is a marvel of
  miniaturization, and has a barrel barely longer than a
  .32 pistol, making it the shortest and lightest rail gun
  in human history. Though still incredibly bulky, the
  Roeder might be concealable, as opposed to other
  railguns which are squad-support weapons or larger.
  Scheidler Widebore Fusion Cannon
  This incredibly bulky weapon is one of the
  deadliest squad support weapons used by the Lifers.
  The sheer bulk of the Scheidler requires the weapon
  to be vehicle mounted or carried by Power Armor,
  though a few super strong combat-types can wield
  this weapon.
  The Scheidler has a short, barrel shaped
  central core, which incorporates a revolutionary
  magnetic containment system for the gun’s nearly
  stellar temperature fusion charges. The weapon’s
  barrel consists of three wedge shaped containment
  baffles surrounding a cavernous launch tube. The
  weapon splays itself open when fired, opening the
  
  61
  containment baffles to unleash a
  burning line of radioactive
  plasma.
  All creatures and objects
  within a 90 ft line suffer 6d10
  points of fire damage, and may
  attempt a DC 15 REF save for
  half damage. Those struck by the
  fusion line are considered to be
  exposed to a severely irradiated
  area for a single round.
  Shannon Mag-Launch
  Holdout Pistol
  The Shannon Mag-
  Launch is designed as a nasty
  suprize, a single shot holdout
  pistol which uses magnetic
  acceleration to launch a pair of
  steel jacketed slugs at nearly Mach 2. The weapon
  is only slightly larger than a child’s fist, and has a
  blunt, vaguely triangular shape. The weapon’s twin,
  teardrop shaped barrels fire simultaneously, deliver-
  ing a devastating impact despite the weapon’s
  Lifer Ranged 
  Weapons 
  Damage 
  Critical 
  Range 
  Increment 
  ROF 
  Magazine 
  Size 
  Weight  
  Purchase 
  DC 
  Restriction 
  Rating 
  Benham 2061 
  Plasma Rifle 
  2d12 fire 
  20/x2 
  80 ft 
  Single  
  40 cell 
  Large 
  14 lbs 
  20 
  Military (+3) 
  Griffin Arms 
  .32 Machine 
  Pistol 
  2d4 ballistic 
  20/x2 
  40 ft 
  Full Auto 
  32 box 
  Medium 
  3.5 lbs 
  15 
  Restricted 
  (+2) 
  Griffin Arms 
  High-UV 
  Laser Pistol 
  2d8 fire 
  20/x3 
  30 ft 
  Single 
  50 cell 
  Medium 
  2.25 lbs 
  15 
  Military (+3) 
  Griffin Arms 
  Dual Barrel 
  “Bi-Boy” 
  Sniper Rifle 
  Rifle: 2d10 
  ballistic 
  Laser: 2d8 
  fire 
  20/x3 
  Rifle: 120 ft 
  Laser: 150 ft 
  Single, 
  either 
  weapon 
  Rifle: 10 box 
  Laser: 50 cell 
  Large 
  16 lbs 
  28 
  Military(+3) 
  Griffin Arms 
  .50 “Kicker” 
  Railgun 
  3d10 ballistic 
  20/x3 
  1,000 ft 
  Single Shot 
  20 magazine 
  Large 
  30 lbs 
  28 
  Military (+3) 
  Roeder Short 
  Barrel Rail 
  Pistol 
  3d6 ballistic 
  20/x2 
  100 ft 
  Single Shot 
  20 magazine 
  Medium 
  8 lbs 
  32 
  Military (+3) 
  Scheidler 
  Widebore 
  Fusion 
  Cannon 
  6d10 fire, 
  REF DC 15 
  Half, plus 
  radiation 
  - 
  90 ft line 
  Single Shot 
  6 cell 
  Huge 
  35 lbs 
  27 
   Military(+3) 
  Shannon 
  Mag-Launch 
  Holdout Pistol 
  4d8 
  bludgeoning 
  20/x2 
  20 ft 
  Single Shot 
  Single Use 
  Tiny 
  0.5 lb 
  8 
  Licensed 
  (+1) 
   
  miniscule size.
  The Shannon Mag-Launch is a ‘use once
  and destroy’ weapon; its firing mechanism is de-
  stroyed when it fires. The small weapon receives a
  +2 circumstance bonus on Sleight of Hand checks
  made to conceal it.
  
  62
  Other Ranged Weapons
  “God bless our troops. Especially our
  snipers.”
  -American bumper sticker, circa 2009
  Having the best equipment in the world,
  price no object, has been a part of US tactical
  doctrine since the 1960s. APEX troops are
  equipped with impressive, dependable weapons.
  APEX systems tend to be larger and heavier than
  comparable Choicer guns, and have a higher price
  point, which balances their superior firepower.
  APEX squads also commonly use Choicer gear,
  especially the Valiente VEWS, which is one of the
  most popular squad support weapons in the world.
  There is a cultural bias in the military against
  Lifer weapons- no matter how good they shoot, no
  APEX troop will ever willingly carry a Lifer weapon.
  Lifer guns are derided as low quality, quirky and
  unreliable, and are only used for deniable opera-
  tions.
  The following weapons are manufactured for
  Fed-Gov use, but this hasn’t stopped dozens of
  factions from buying or stealing them to fill out their
  arsenals. Most megacorps and private military
  companies use similar guns.
  ARPL -06 Plasma Pulse Rifle
  The ARPL-06 is a new generation of energy
  weapon, built using heat resistant composites and
  miniaturized chemical coolant systems, designed with
  the express purpose of marrying the damage dealing
  capability of a heavy energy weapon with the rate of
  fire of a modern assault rifle.
  The ARPL-06 is a relatively blocky and
  non-ergonomic weapon, and the cooling systems
  built into the heavy, rectangular cowling trade
  accuracy for firepower. Unlike conventional assault
  rifles, the ARPL-06 is usually treated as a squad
  support weapon, a relatively lightweight alternative
  to bulkier heavy weapons.
  MN-14 Wyvern SMG
   The Wyvern is an old and reliable Meta-
  morphosis North slug thrower, first introduced in the
  mid 2060s. The light weapon is designed to fit
  comfortably in the hand, and includes folding stock
  and miniature pneumatic stabilizers which keep the
  gun steady as it fires. The Wyvern is common to
  APEX breaching squads and X-SWAT units.
  Opinions differ as to which is the better gun- the
  Farrar 5.7 or the MN-14, with both guns having
  their merits. Comparing the two weapons is a
  popular topic around military shooting ranges.
  The weapon offers superior aim, and is
  always considered a masterwork quality weapon,
  
  63
  providing a +1 masterwork bonus to attack and
  damage rolls.
  MN-15 Sublethal Splattergun
  The aptly named splatter gun uses magnetic
  acceleration to fire a slug of viscous, heavily mag-
  netic liquid metal. The gun’s impact can break bones
  at close range, but is designed to be non-lethal if
  used carefully. The Splattergun has been standard
  issue for riot police and corrections officers since the
  2060s, replacing older ‘mercy bullet’ type ballistic
  weapons.
  Normally, the Splattergun only inflicts
  subdual damage. However, if it scores a critical hit in
  the first range increment, the damage inflicted is
  lethal instead.
  MN-18 Stormblade Ion Pistol
   This handheld weapon is barely larger than
  a .22 Beretta, but fires a beam of
  charged ions powerful enough to
  scorch through tank armor. One
  of Metamorphis North’s newest
  designs, the Stormblade might
  actually be too powerful for its
  intended purpose as a holdout
  weapon. It’s difficult to aim, and
  the ion stream is risky to use in
  an enclosed environment.
  The Stormblade imposes
  a -1 penalty on ranged attack
  rolls, due to its over-charged
  design. On a roll of a natural 1
  with the weapon, energy ‘backsplash’ inflicts 1d6
  points of electrical damage to the wielder.
  MN-20 Manitcore Machine Pistol
   The Manticore is a small, sleek, and
  completely non-metallic machine pistol developed
  for US military Special Forces. Most of the
  weapon’s frame is composed of high-density plastic,
  and the barrel is made from a genetically engineered,
  heat-resistant cellulose. The Manticore’s action is as
  simple and reliable as it is possible to make an
  automatic, and is designed for easy cleaning and
  field repair. This reliable weapon is the default
  gun for most American military squads.
  MN-602AP Werewolf
   The Werewolf is one of the most impressive
  and fearsome long-arms ever devised, advertised as
  the world’s ultimate sniper rifle. In reality, the
  Werewolf is basically a starship weapon miniaturized
  to the point it is (nearly) man-portable. From the tip
  of the long, tapering barrel to the heat sinks at the
  rear of the weapon, the Werewolf is nearly 8 ft long
  when fully extended, and weighs almost 500 lbs.
  Only full conversion cyborgs and superhumanly
  strong Combat Types can carry the weapon unas-
  sisted; human soldiers usually mount the Werewolf
  on a light truck or APC.
  The weapon’s heart is a micro-fusion
  reactor, one high-yield enough it could be jury-
  rigged to provide electricity for an entire city block.
  Thanks to its onboard power supply, the
  Werewolf’s particle stream maintains cohesion for a
  much greater range than a conventional weapon,
  allowing the Werewolf’s user to effectively snipe at
  targets far over the horizon. The Werewolf makes
  use of constantly up-dating, real time satellite
  telemetry and GPS location finding to hit targets
  several miles out.
  
  64
    Remington Rangecleaner
    Spool Shotgun
   The Rangecleaner is a 22nd century re-
  imagining of the shotgun. Rather than shells, the
  weapon’s ammunition is a small spool of ferrous
  wire, which is cut and fired by magnetic repulsion.
  Emerging from the blunt, triangular barrel of the
  weapon, the ultra-compressed wire quickly flattens
  out, and projected at Mach 3, shears through any
  target unfortunate enough to be within range.
  A single hit from a Rangecleaner can cripple
  a combat Shellsuit and can slice an unarmored
  human into two roughly equal pieces. For their
  product demonstration in 2096, when Remington
  won the contract to produce this fearsome weapon
  for the military, the shooter used his weapon to slice
  a half dozen hanging beef carcasses with a single
  trigger pull.
  The rapidly expanding wire-shot inflicts full
  damage on the primary target and half damage on all
  targets in squares adjacent to the primary target.
  Secondary targets can attempt a DC 18 REF Save
  for no damage.
  SFAA-1404 “Safety”
   The Shoulder Fired Anti Armor missile
  launcher has been a standard part of APEX loadout
  since the 2070s, and the weapon is responsible for
  hundreds of downed Lifer Shells and aircraft.
  Nicknamed the “Safety” this short barreled rocket
  launcher is designed for minimal weight, and maxi-
  mum destructive power.
  The Safety includes a fairly good quality on-
  board AI, which rotates the weapon’s second barrel
  into position as soon as the first launch tube is
  cleared, reloading it automatically. The onboard AI
  also assists in targeting, and acts as a basic IFF
  (identification friend/foe) system.
  The Safety’s AI provides the weapon with a
  +2 bonus on ranged attack rolls. However, the
  rocket warhead cannot arm when fired at a target
  within 50 ft of the shooter, nor can the weapon be
  fired at an allied vehicle or mech. The onboard AI
  uses its scope camera to identify ‘friendly’ targets
  visually, and is capable of instantly matching camo
  and paint patterns, unit symbols, uniforms and
  vehicle make and model.
  The Safety’s warhead detonates when it
  strikes a target, dealing full damage to the target and
  all other creatures and objects within a 10 ft radius
  of the blast. Secondary targets caught in the blast
  radius can attempt a DC 15 REF Save for half
  damage. The warhead’s shaped charge is designed
  to penetrate armor, and ignore the first 10 points of
  Hardness or non-magical Damage Reduction it
  strikes the initial target. This doesn’t apply to the
  secondary targets caught within the blast radius.
  Additional rockets for the Safety come in
  cases of 4 and are Purchase DC 17. They are have
  a Restriction Rating of Military (+3).
  Firing a Safety requires the Exotic Weapons
  Proficiency (rocket launchers).
  Ranged Weapon
  Enhancements
  The following gadgets can be applied to
  most standard ranged weapons to increase their
  lethality or versatility.
  Gadget: Cybershock Ammunition (PL 6)
  Cybershock rounds are large caliber bullets
  with a high tech central core. Micro-robotics and
  high capacity electrical discharge batteries deliver
  thousands of volts of energy despite being smaller
  than a grain of sand. When the bullet hits home, it
  delivers a massive electrical charge, designed to
  overload and fatally surge cybernetics. This brutal
  class of ammunition has been in wide use since the
  2050s, and snipers firing Cybershocks have killed
  hundreds of ‘borgs over the decades.
  In addition to the ballistic damage of the
  round, a cybershock round inflicts an additional 2d6
  points of electrical damage. Any creature with
  cybernetics who is stuck by the round must succeed
  at a FORT Save (DC 10 + the electrical damage
  
  65
  inflicted) or suffer 1d6 points of CON and INT
  damage from cybernetic overload.
   Cyborgs with more than two implants suffer
  a –1 penalty on their FORT save for every implant
  beyond two they are implanted with. Full Conver-
  sion Cyborgs suffer a –4 racial penalty on their
  saves.
  Restriction: Ranged ballistic weapons only
  Purchase DC: +7
  Restriction Rating: +2 (minimum restric-
  tion rating +3, military)
  Gadget: Discriminatory Fireware (PL 6)
  This fire control software package is slaved
  to an image recognition system built into a weapon.
  Using a comprehensive database of racial anatomi-
  cal data, the software can aid in targeting members
  of a particular ethnic group or prohibit the weapon
  from firing on members of a specific group. This
  device saw early service in the Middle East, in the
  hopes of preventing friendly fire incidents against
  allied Arab factions.
  Discriminatory Fireware has two modes:
  permissive fire and fire lock. In permissive fire
  mode, the user programs a particular racial
  or ethnic group into the weapon. The weapon
  provides a +1 equipment bonus on ranged attack
  rolls made against members of that race.
  In firelock mode, the weapon cannot fire
  when aimed at members of a pre-selected racial
  group, nor can it enter auto fire mode if a member of
  the protected race is in the area to be attacked.
  Changing between modes or selecting a new racial
  group for either mode requires a DC 15 Computer
  Use check, which may be performed as a full round
  action in the field.
  Purchase DC Modifier: +2
  Gadget: Farrar “Black Luck”
  Energy  Discharge (PL 7)
  Anti-Morale weapons are a new and still
  experimental technology from Farrar arms, and are
  designed to serious impede enemy troops’ battlefield
  effectiveness even with a glancing hit. By rewriting
  the physical laws surrounding a particular target,
  weapons modified with this gadget hinder that
  soldier’s effectiveness.
  F e d - G o v  
  R a n g e d  
  W e a p o n s  
  D a m a g e  
  C r i t i c a l  
  R a n g e  
  I n c r e m e n t  
  R O F  
  M a g a z i n e  
  S i z e  
  W e i g h t   
  P u r c h a s e  
  D C  
  R e s t r ic t io
  n  R a t in g  
  A R P L - 0 6  
  1 9 9 6  P l a s m a  
  P u ls e  R i f l e   
  2 d 8  f i r e  
  2 0  
  6 0  f t   
  F u l l  A u t o  
  3 0  c e l l  
  L a r g e  
  1 4  l b s  
  2 6  
  M i l  + 3  
  M N - 1 4  
  W y v e r n  S M G   
  2 d 6 + 1   
  b a l l i s t i c  
  2 0 / x 3  
  5 0  f t  
  F u l l  A u t o   
  3 0  r o u n d  
  b o x  
  S m a l l  
  3  l b s  
  1 8   
  R e s t r i c t e d  
  ( + 2 )  
  M N - 1 5  
  S u b l e t h a l  
  S p l a t t e r g u n  
  2 d 8  
  s u b d u a l  
  2 0 / x 2  
  3 0  f t  
  S i n g l e  
  S h o t  O n l y  
  2 0  r o u n d  
  c e l l  
  S m a l l  
  3  l b s  
  1 6  
  R e s t r i c t e d  
  ( + 2 )  
  M N - 1 8  
  S t o r m b l a d e  
  Io n  P i s t o l   
  2 d 8  e l e c  
  1 8 -2 0 / x 2  
  6 0  f t  
  S i n g l e  
  S h o t  O n l y  
  1 0  r o u n d  
  c e l l  
  T in y  
  1 .5  l b s 
  2 0  
  R e s t r i c t e d  
  ( + 2 )   
  M N - 2 0  
  M a n t i c o r e  
  M a c h i n e  
  P i s t o l  
  2 d 6  
  b a l l i s t i c  
  2 0 / x 2  ` 
  4 0  f t  
  F u l l  A u t o  
  3 0  r o u n d  
  b o x  
  M e d i u m  
  5  l b s  
  1 8  
  R e s t r i c t e d  
  ( + 2 )  
  M N - 6 0 2  A P  
  W e r e w o lf   
  4 d 1 0  
  f i r e  
  2 0 / x 4  
  1 5 0 0  f t   
  S i n g l e  
  S h o t  O n l y  
  U n l i m i t e d  
  H u g e  
  5 2 5  l b s 
  2 8   
  M i l it a r y  
  ( + 3 )  
  S F A A - 1 4 0 4  
  “ S a f e t y ”  
  R o c k e t  
  L a u n c h e r  
  8 d 8  f i r e  
  2 0 / x 2  
  1 0 0  f t   
  S i n g l e  
  S h o t  O n l y  
  2  In t e r n a l  
  M e d i u m  
  2 2  l b s  
  1 7  
  M i l it a r y  
  ( + 3 )   
  R e m i n g t o n  
  R a n g e c l e a n e r  
  S p o o l  
  S h o t g u n  
  6 d 6  
  s l a s h i n g  
  2 0 / x 3  
  1 0  f t  
  S i n g l e  
  S h o t  O n l y  
  6  r o u n d  
  b o x  
  M e d i u m  
  7 .5  l b s 
  1 9  
  M i l it a r y  
  ( + 3 )  
  
  66
  A target struck by the weapon must succeed
  at a DC 16 WILL Save or become unable to score
  critical hits for one minute. The effects of multiple
  strikes extend the duration, but are not otherwise
  cumulative.
  Restriction: Ranged energy weapons only
  Purchase DC Modifier: +8
  Restriction Rating: Military (+3)
  Gadget: Farrar “ChooseChoice” Quantum
  Computer (PL 7)
  The ChooseChoice is a refinement of the
  technology built into the company’s Hex Pistol. Not
  yet standard, this gadget is usually only provided to
  elite special forces troops due to its complexity and
  expense. Like the Hex Pistol this under-barrel
  device manipulates local probability curve to cripple
  the adversary, in this case by softening up the target
  for follow up attacks by Choicer Object Philoso-
  phers.
  Any character with a non-Choicer or non-
  Covenant primary allegiance struck by a weapon
  modified by this gadget suffers a cumulative -2
  penalty on saves against Choicer Object Philoso-
  phies for one minute. Effects of multiple strikes are
  cumulative.
  Restriction: Ranged energy weapons only
  Purchase DC Modifier: +7
  Restriction Rating: Military (+3)
  Gadget: Fieldripper Ammunition (PL 7)
  Fieldripper rounds are among the deadliest
  tools in a Lifer sniper’s arsenal, and these fearsome,
  high tech bullets are responsible for hundreds of
  confirmed Choicer kills. Fieldripper rounds incorpo-
  rate micronized circuitry and a high density storage
  battery, which allows the field to generate a disrup-
  tive static ‘pressure wave’ ahead of the bullet as it
  cleaves through the air.
  This energy envelope allows the bullet to
  completely ignore the protective qualities of Mac-
  Tik derived forcefield technology, including vehicle
  fields, power armor force fields and even clinic force
  domes. Though expensive, the utility of these deadly
  and highly illegal rounds cannot be underestimated.
  Restrictions: Ranged ballistic weapons
  only
  Purchase DC Modifier: +8
  Restriction Modifier +1 (minimum
  restriction rating +2 Restricted)
  Gadget: Flachette Ammunition (PL 6)
  This weapon has been modified to fire tightly
  packed bundles of flachette ammunition rather than
  conventional ballistic rounds. Flachette rounds are
  designed to quickly and efficiently kill lightly armored
  targets, but are less effective against heavily armored
  opponents. Since they are less likely to puncture the
  hull, flachette weapons are common on aircraft and
  space stations, and are often issued to guards and
  sky marshals.
  
  67
  Wounds inflicted by flachette ammunition
  continue to bleed, with the victim losing 1d4 HP per
  round until he or she receives any amount of magical
  or Psionic healing or a DC 15 Treat Injury check.
  Drawback: Flachette ammunition inflicts
  one fewer die of damage against targets with a
  natural or equipment bonus to Defense of +3 or
  greater.
  Purchase DC Modifier: +3
  Restriction Modifier: Military (+3)
  Gadget: Nuremberg Fireware (PL 7)
  Your smartgun is linked directly to the
  Nuremberg AI. The continent spanning Lifer AI
  network allocates extra processing cycles to the fire
  control programs of weapons currently being used
  for ‘direct rescue’. Weapons directly interfacing with
  Nuremberg are better at their God-given duty-
  killing abortion providers.
  A weapon equipped with this gadget inflicts
  one additional HP worth of damage per damage
  dice when making a ranged attack against any
  character with levels in the Abortion Provider or
  Neo-Witch Midwife classes.
  Restrictions: Ranged weapons with
  Discriminatory Fireware installed only
  Purchase DC Modifier: +2
  Restriction Modifier: Illegal (+4)
  Gadget: Lifehunting Ammuniton (PL 7)
  Lifehunting ammunition is designed to deliver
  a potent neurotoxin based upon the study of
  Lifechain biology. This unique poison is designed to
  give human soldiers and police officers a way to
  take down Powered demi-gods without massive
  damage to the surrounding environment.
  In addition to the normal damage of the
  round, these enhanced shells inject a potent toxin.
  Initial damage is 1d4 CON, secondary damage is
  unconsciousness for 1d3 hours. A DC 18 FORT
  Save negates this effect. Lifechained creatures suffer
  a penalty on this save equal to the number of
  Lifechain feats they possess.
  Restriction: Ranged ballistic weapons only
  Purchase DC: +9
  Restriction Rating: +2 (minimum
  restriction rating +3, military)
  Gadget: Personalized (PL 5)
  Otherverse America is a setting where
  production technology has made mass produced
  artifacts of all kinds so common as to be essentially
  valueless. Only the handmade, the unique and the
  artistically significant, the intensely personal has
  value. What’s true for wedding dresses holds and
  media players equally true for weapons.
  For soldiers, rescuers and combat volos,
  customizing a weapon might involve reshaping the
  hilt or butt to fit more comfortably in the hand,
  reducing the trigger pull, moving selector switches or
  safety toggles, or even just slapping a colorful
  Choicer bumpersticker on the magazine and calling it
  good.
  A character using a customized weapon
  specifically modified for him or her receives a +1
  morale bonus on attack rolls with the modified
  weapon. It’s possible to customize a weapon
  yourself with a DC 16 Craft (gunsmith) or a DC 18
  Craft (visual arts) check.
  Purchase DC Modifier: +1
  Gadget: Predator Ammunition (PL 7)
  Predator Ammunition is a catchall term for a
  wide variety of nano-active ammo types, all of which
  use micro robotics to steer the slug through the
  victim’s body to maximize tissue damage and
  ballistic damage, and which release deadly toxins
  directly into the wound track as they go. Wounds
  from Predator rounds are almost always fatal.
  Any one wounded by a Predator round
  must succeed at a DC 12 FORT save or suffer 1
  point of CON damage, in addition to the normal
  effects of being shot. If the gunman possesses feats
  (such as Controlled Burst or Double Tap) which
  increases the damage done, the save DC increases
  by +1 for each additional die of damage inflicted,
  reflecting the additional trauma and toxin dose of
  additional rounds impacting.
  
  68
  Restriction: Ranged ballistic weapons only
  Purchase DC Modifier: +4
  Restriction: Increases base restriction by
  +2, to a minimum of +2 (Restricted).
  Gadget: Psi-Linked (PL 6)
  The weapon is equipped with an onboard
  quantum computer programmed with the user’s
  neural patterns. A psi-linked weapon responds to its
  user’s thoughts, and the weapon’s damage dealing
  capabilities are reinforced by the user’s willpower.
  Artificially generated telekinetic fields help channel
  energy to the target’s weak points.
  A psi-linked energy weapon adds one of the
  user’s metal ability modifiers as a bonus to the
  weapon’s attack rolls and damage. Only creatures
  with the Psionic subtype can use and fire a Psi-
  linked weapon; the weapon simply fails to function in
  the hands of a non-psionic. A Psi-Linked weapon
  may only be modified to function in conjunction with
  a single mental ability score; once chosen, the keyed
  ability score cannot be changed with expensive and
  time consuming modification.
  Restriction: Ranged energy weapons only
  Purchase DC: INT Keyed +4; WIS
  Keyed +6 ; CHA Keyed +4
  Gadget: Psychodisruptive (PL 7)
  An energy weapon modified with this gadget
  fires ectoplasmic pulses designed specifically to
  disrupt the neural functions of Psionic targets.
  In addition to suffering normal damage, any
  creature with the Psionic subtype who is stuck by a
  blast from the weapon must succeed at a FORT
  save or be unable to use any psychic Supernatural
  or Spelllike ability for 1d4 rounds.
  Restriction: Ranged energy weapons only
  Purchase DC: FORT DC 12 +4
   FORT DC 14 +6
   FORT DC 16 +8
  Gadget: Self Replicating Ammunition (PL 7)
  A nano-factory is built into the weapon,
  which produces standard ammunition from ambient
  pollution and atmospheric impurities, a gun modified
  with this gadget never runs out of ammunition or
  needs to be reloaded; new rounds are created
  instantly each time the gun is fired.
  Restriction: Ranged ballistic weapons only
  Purchase DC Modifier: +5
  Gadget: Smartchamber (PL 7)
  Weapons built with Smartchamber technol-
  ogy incorporate shapememory polymers and
  reconfigurable components in their magazines, firing
  chamber and barrel.
  These versatile weapons can be loaded with
  any available ammunition, from .22 birdshot to .50
  hollowpoints and still inflict their weapon’s base
  damage. These guns are ideal for insurgents and
  street thugs who lack dependable supply lines.
  Restriction: ranged ballistic weapons only
  Purchase DC Modifier: +2
  Gadget: Sniper Stabilized (PL 6)
  The firearm is equipped with advanced
  stabilization and recoil suppression systems, and is
  capable of incredibly precise aimed shots. These
  expensive weapons are only issued to special forces
  and anti-terrorist units.
  When making an aimed shot with the
  weapon, roll 2d20 and take the better of the two
  rolls.
  Drawback: Sniper weapons require
  exacting maintenance to function according to spec.
  Unless the weapon receives a DC 20 Repair check
  each day, the benefit of this gadget is lost until
  routine repairs are made.
  Purchase DC Modifier: +6
  Restriction Rating: Military (+3)
  Gadget: Suppressed (PL 6)
  The weapon is equipped with extremely
  effective sound and flash suppression systems.
  Observers suffer a -15 penalty on Spot and
  Listen checks made to detect a shot from this
  weapon or to triangulate where a shot comes from.
  
  69
  Drawback: This modification reduces the
  weapon’s range increment by 25%.
  Purchase DC Modifier: +4
  Restriction Rating: Military (+3)
  Explosives and
  Specialty Grenades
  In addition to these setting-specific gre-
  nades, soldiers commonly carry the standard
  explosives listed in the D20 Modern and D20
  Future rulebooks.
  AS-55 “Glasser” Grenades
  Glasser grenades are a very new part of the
  APEX arsenal, with the chemical formula only
  cracked in late 2105. Glasser grenades use ‘ener-
  gized smoke’ containing specially charged nano-bots
  to weaken the molecular structure of objects caught
  within the cloud.
  When the Glasser is thrown, it functions
  exactly like a tear gas grenade (pg 105, D20
  Modern core rulebook). Any inorganic matter
  caught within the cloud has its Hardness or non-
  magical Damage Reduction reduced by 2d6 points.
  This effect persists as long as the inorganic material
  remains within the cloud, and for one round after it is
  removed from the cloud. Troops usually follow up a
  Glasser grenade with massed small arms fire, to
  bring down a now vulnerable cyborg or mecha.
  Conscience Bomb
  The Conscience Bomb is a non-lethal, anti-
  personnel weapon system designed for urban
  pacification and crowd control. One of the most
  technologically advanced weapons in the Choicer
  arsenal, the Conscience Bomb uses machine-
  telepathy and memetic viruses to rewrite a target’s
  beliefs and core personality.
  To the Lifers, the Conscience Bomb is not a
  merciful alternative to lethal force; it is a soul deep
  invasion- psychic rape. The Treaty of Boston has
  outlawed this psi-weapon as well as many other
  forms of tactical brain-washing. At least officially, the
  Choicer nation no longer produces this weapon.
  However, several thousand boxes of
  C-Bombs were “lost” en route to recycling facilities.
  Choicer special operations groups, among others,
  still find uses for this out-of-favor weapon.
  The Conscience Bomb is a small cylinder
  the size of a soup can. It can be thrown like a
  grenade, as well as placed as an improvised mine.
  Once set, the Conscience Bomb will detonate if any
  Medium sized or larger creature or object comes
  within 5 ft. When a Conscience Bomb detonates, a
  storm of psionic energy and electromagnetic neural
  viruses erupts. The bomb’s detonation itself is
  harmless, a startling lightshow similar to a flashbang
  grenade.
  All sentient creatures within a 30 ft radius of
  the blast point must succeed at a WILL Save (the
  DC of which determines the weapon’s price) or find
  some of their allegiances temporarily removed.
  Choicer built Conscience Bombs were specifically
  tailored to delete allegiances to the Lifer AOG, the
  pro-life movement as a whole and conservative
  religious causes. A conscience bomb is programmed
  with up to 4 allegiances when it is armed, which are
  clearly marked on a miniature plasma display on the
  side of the cylindrical grenade.
  If the target fails his or her WILL Save,
  those allegiances are deleted for the next 1d4 days.
  Note that no allegiances replace the lost causes,
  often leaving the victim of the bomb confused and
  existentially shaken. If the target has no declared
  allegiances as a result of the bomb-blast, he or she is
  shaken for the duration of the effect. Once the effect
  ends, the stricken character’s true allegiances begin
  returning, with the victim’s true personality reassert-
  ing itself within a few hours.
  The gamemaster determines how a target
  acts if his or her core allegiance is removed. A Lifer
  squad which stumbles across a Conscience Bomb
  during a raging fire-fight will probably continue to
  fight, even if they no longer have a purely political or
  religious reason to do so. Even shorn of political
  motivations, Lifer soldiers might still fight, due to an
  
  70
  un-erased allegiance towards their squad mates or
  out of fear of capture or death.  However,
  since they are (at least temporarily) no longer
  morally opposed to their Choicer adversaries, they
  might be more likely to consider retreat, or accept a
  surrender or ceasefire.
  The temporary loss of allegiances may result
  in the loss of access to certain class features, par-
  ticularly if the character is a member of a class with
  supernatural or divine talents, as well as the loss of
  any politically-aligned object philosophies.
  F-Stick Tac Nukes
  Fusion Stick tactical nukes are one of the
  deadliest man-portable weapons ever devised, and
  they are so devastating their use has been banned by
  the Treaty of Boston. F-Sticks are rarely issued to
  APEX troops, and only in the most extreme situa-
  tions, when a squad is facing a metahuman so
  powerful that without access to tac-nukes, the target
  is a threat to the planet as a whole. APEX has only
  used F-Sticks three times since the Battle of Boston,
  and only once on Earth. Even the Lifers are hesitant
  to use these ultra-lethal, city killing bombs.
  An F-Stick is a small cylinder slightly thicker
  than and a bit shorter than a police baton, but
  extremely heavy for its size. The weapon’s casing
  conceals an unstable fusion reactor, which is de-
  signed to overload within a predicable period and
  detonate. An onboard computer controls the time till
  detonation. Once set, the F-stick can be pro-
  grammed (via a smartlight interface) for immediate
  detonation (which occurs 1 round after it is placed),
  or for a delayed detonation, at any time up to 24
  hours after the weapon is placed. A designated user
  can attempt to abort the detonation by entering a
  specific code, unique to each F-stick.
  Deactivating an F-stick without the code is
  virtually impossible, requiring a DC 40 Disable
  Device check. Failure indicates the F-stick deto-
  nates immediately. All EOD personnel on the planet
  dread these devices, and rightfully so.
  An F-Stick’s explosion inflicts 20d10
  (average 110) points of fire damage to everything
  within a 500 ft radius, and half that damage to
  everything in a 1,000 ft radius. Anything caught
  within the blast radius remains heavily irritated for
  2d6 hours after the detonation.
  Landmines
  Modern landmines are equipped with an
  internal mechanical timer separate from all other
  systems that will permanently deactivate the explo-
  sive if not detonated within 72 hours of arming, in
  hopes of preventing civilian causalities after a conflict
  ends.
  Placing and arming a landmine is a full round
  actionOnce a landmine is set, it will detonate if a
  Medium or larger creature comes within 5 ft of it.
  The explosion has a 5 ft blast radius, and inflicts 6d6
  points of fire damage to all creatures within the blast
  radius (REF DC 18 half).
  An IED (improvised explosive device) is
  effectively a scratch built landmine. It inflicts only
  4d6 points of fire damage. The REF DC for half
  damage is identical to the Craft (mechanical) roll
  made to construct the device. In the hands of
  amateurs, an IED might be easily survivable, but
  professionals can custom design ultra-lethal explo-
  sives. Most IEDs lack the 72 hour use limit of
  military-produced landmines.
  Liquid Rescue
  Foul smelling butyric acid has been a
  weapon of the anti-choice movement for more than
  a century, and the stinking homebrewed acid has
  earned the name “Liquid Rescue” Injected into a
  building’s stone walls with a heavy gauge hypoder-
  mic needle, the acid eats away at the brickwork,
  and releases a pungent stench. Dosing an abortion
  clinic’s walls is a favored termite tactic to close
  down a clinic.
   When injected into any stone structure, the
  acid reduces that section of stone’s Hardness by
  2d4 points, and as a chemical byproduct, release as
  a cloud of noxious fumes. Non-magical stone
  receives no saving throw, and magical stone saves as
  
  71
  Anyone within 60 ft of the injection site must
  make a DC 18 FORT save, or become nauseated
  for as long as they remain in the area, and for 1d4
  minutes thereafter. The fumes dissipate naturally in a
  number of minutes equal to the points of Hardness
  destroyed.
  A dose of liquid rescue can be synthesized
  from common household solvents by making a
  successful DC 20 Craft (chemical) check, and
  dedicating at least 2 hours to the effort.
  Nano-breaker Acid
  This molecular acid can eat through nano-
  cybernetics in seconds. It was originally designed to
  rapidly and safely decompose corpses- especially
  cyber-enhanced ones- sent to Delight for burial.
  Nano-breaker acid can reduce a full conversion
  cyborg to base minerals in just a few hours of
  immersion. The use of NB acid is closely regulated,
  and is legally available only as an industrial solvent.
  Because of its utility against cyborgs, a
  thriving black market for NB acid exists, with Lifer
  terrorists often using the pungent chemicals against
  cybered-up Choicer priestesses.
  A flask of NB acid inflicts 2d6 points of acid
  damage to any character with nanotech-based
  cybernetics, members of any Cyborg player species,
  and classes dependant on cybernetics. The acid has
  no effect on human or other organic tissue. If
  thrown, the acid inflicts 1d6 points of acid damage
  as splash on applicable creatures in adjacent
  squares.
  The price given is for a gallon drum of NB
  acid; or about 8 flasks.
  Refract Fog Grenades
  Refract Fog is a grenade like weapon that
  uses metallic smart dust to partially neutralize energy
  weapons. Commonly slanged as “reef grenades” this
  device is used by police and the military to minimize
  casualties during urban battles, and by terrorists to
  hinder retaliation. When the grenade detonates, it
  fills a 20 ft radius with slightly heavier than air dust
  that slowly settles to the ground. For 2d6 rounds
  after detonation, all energy weapons fired into or
  through the affected area inflict half damage
  (rounded down). The fog is too heavy to drift,
  though winds in excess of 20 mph remove the fog in
  one round.
  Slowpulse Grenade
  Though it deals no damage in and of itself,
  slowpulse grenades are one of the scariest weapons
  in the Lifer arsenal, and a vital part of Lifer military
  strategy. Slowpulse grenades are often thrown or
  launched into a kill zone, immediately and conclu-
  sively removing a target’s ability to resist or counter-
  attack.
  When the Slowpulse grenade is thrown, it
  detonates, creating an area filled with exotic energy
  fields and quantum anomalies 60 ft in diameter.
  Those caught within the blast radius must succeed at
  a DC 24 WILL Save or be slowed as the spell. This
  effect lasts for 1 minute.
  Affected creatures move and attack at a
  drastically slowed rate. Slowed creatures can take
  only a single move action or attack action each turn,
  but not both (nor may they take full-round actions).
  Additionally, they suffer –2 penalties to Defense,
  melee attack rolls, melee damage rolls, and Reflex
  saves. Slowed creatures jump half as far as normal.
  Item 
  Size  
  Weight  
  Purchase DC 
  Restriction Rating  
  AS-55 “Glasser” 
   Grenades 
  Tiny 
  1 lb.  
  DC 23 
  Military (+3)  
  Conscience Bomb 
  Tiny 
  1 lb 
  WILL DC 12: Purchase DC 24 
  WILL DC 16: Purchase DC 26  
  WILL DC 18: Purchase DC 28 
  Illegal (+4)  
  F-Stick Tactical 
  Nuke 
  Small 
  30 lbs 
  DC 43 
  Illegal (+4)  
  Landmines 
  Small 
  2 lbs 
  DC 13 
  Military (+3)  
  Landmines (IED)  
  Small 
  2 lbs 
  DC 5 + the bomb maker’s ranks 
  in Craft (mechanical)  
  Illegal (+4)  
  Liquid Recue  
  Fine 
  Negligible  
  DC 2 
  Illegal (+4)  
  Nano-Breaker Acid 
  Small 
  10 lbs 
  DC 20 
  Restricted (+2)  
  Refract Fog 
  Grenades  
  Tiny 
  1 lb 
  DC 14 
  Military (+3)  
  Slowpulse Grenade 
  Tiny 
  1 lb 
  DC 20 
  Military (+3)  
   
  
  72
  Otherverse America (2009), Coven of Bast (2010) APEX
  (2010), The Eleusinian Covenant (2010), All Copyright 2010
  Otherverse Games. Author: Chris A. Field
  The Otherverse Armory, Copyright 2010, Otherverse
  Games. Author: Chris A. Field
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Otherverse Games/Otherverse Games - The Otherverse Armory.pdf