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Medicines & Medical Gear | Drugs | Spice | Survival Gear | Computers & Computer Equipment | Cybernetic Replacements & Enhancements

To be used during Character Creation and as a Reference afterward
MEDICINES AND MEDICAL GEAR
ITEM AM/LC STRD COST Special WT
1 Medpac
A. Single 1 100 N/A 1
B. Case (10) 2 1000 " 10
2 FastFlesh Medpac
A. Single 2 500 N/A 1.5
B. Case (8) 2 4000 " 12
3 Bacta Tank
A. Strd 2 3000 " 40
4 Bacta
A. Strd 3 8000 " 400
Listed price is for one bacta tank refill. Recommended refill once every galactic standard year.
5 Medical Cocoon (emergencies only)
A. Strd 2 500 " 3
Contains nutrients and filter systems to maintain patient during transport to a medical facility. This unit lasts only 10 hours and must be disposed of after use.
B. Kayson A1 2 1000 " 3.2
Contains nutrients and filter systems to maintain patient during transport to a medical facility. This unit lasts only 20 hours and must be disposed of after use.
C. Kayson A2 2 2000 " 3.5
Contains nutrients and filter systems to maintain patient during transport to a medical facility. This unit lasts only 20 hours and must be disposed of after use.
6 Kirgalis Pharmaceutical Exports Abyssin Grafting Patch
A. Regenerative Patch 1 5000 " .1
Skill: First Aid or Medicine. For complete information on this item see datasheet one at the end of this section.
7 Slusani Interstellar Pharmacologies SGB-543
A. Gravitic Pressure Bandage 1 750 " .5
Skill: First Aid. For complete information on this item see datasheet two at the end of this section.
8 SyntheCure Plasto-Cast
A. Spray Immobilizing Cast 1 35 " .5
Skill: First Aid (Survival skill may be used in emergencies). For complete information on this item see datasheet three at the end of this section.
9 Xarin Medical technologies GRS-600
A. Field Splint 1 200 " .5
Skill: First Aid. For complete information on this item see datasheet four at the end of this section.
10 Seselin Medical Electronics Cyduct E-23 Booster
A. Interdermal Injection 1 1250 " .1
Skill: First Aid. For complete information on this item see datasheet five at the end of this section.
11 Praxen Emergency Medical Supplies, Ltd. PSP-278
A. Emergency Survival Pod 1 13,500 " 10
Skills: Computer Program/Repair and First Aid. For complete information on this item see datasheet six at the end of this section.
12 Hadrassi Emergency Medical Systems technologies PFG-700
A. Blood Synthensizer 1 5500 " 3
Skill: First Aid. For complete information on this item see datasheet seven at the end of this section.
13 Synthtech MedTech Corp. MDS-50
A. Medical Scanner 1 75 " .3
Skill: First Aid. For complete information on this item see datasheet eight at the end of this section.
14 Nylar Med/Tech Corp. Field Cauterizer
A. Field Cauterizer 1 200 " .05
Skill: First Aid. For complete information on this item see datasheet nine at the end of this section. Standard Cost to Alliance is 50 IC.
15 Fabreth Medical Biochemicals Shock Coth
A. Emergencey Blanket 1 250 " 1
Skill: First Aid. Cost for replacement medicines is 20-40. For complete information on this item see datasheet ten at the end of this section.
16 Chiewab Amalgamated Pharmaceuticals Company ECM-598
A. Advanced Medical Kit 1 600 " 3
Skill: First Aid. For complete information on this item see datasheet eleven at the end of this section.
17 Athacam II Med Unit
A. Portable Med Unit 1 3000 " 30
For complete information on this item see datasheet twelve at the end of this section.
18 Sedatives
A. Dipill (10 uses) 2,F 200 See below .02
Each use lasts for 6 hours.
B. Primmiss (10 uses) 2,R 400 See below "
Each use lasts for 9 hours and can kill the being if two or more milligrams extra are given to the patient before the 9 hours are up (Difficult Stamina roll).
C. Trinnax 3,X 1000 See below "
Each use lasts for 12 hours and can kill the being if even one milligram extra is given before the 12 hour duration has ended (Very Difficult Stamina roll).
19 Truth Serums
A. Bravo Six (5 uses) 2,R 400 See below .05
Forthcoming
B. OV600 (5 uses) 2,R 550 " "
Forthcoming
C. KX-1 (1 use) 2,X 600 " "
Causes severe pain if lies are told, to the extent of causing 4D Damage and 3D Stun simultaneously. If used more than three times on a being there is a 35% (+10% per use beyond the first four) chance of that being going insane.
20 Poisons
A. Skin Buster 3,R 1600 6D+Special .01
Causes 6D damage on contact with skin and 4D damage every round for 10 additional rounds. Also causes insanity and a painful screaming death after 2 days unless treated.
B. Fandangu 3,X 3000 p/g 7D+Special "
Damage continues every round until dissipated. Damage is reduced by -1D each round.
C. Akkonza 3,X 4000 p/g Special "
Person hit by this drug is automatically at -2D and dying. They must roll their Stamina then -2D from that. This total is divided by 2 to see how many rounds until person drops to -3D. Half as many rounds later, person is at -4D. Only a Jedi or Healer can save at this point.

DRUGS
ITEM AM/LC STRD COST Special WT
1 Common Types
A. White 3,R 150+ Special .01
Adds +2 pips to all Attributes and skills for six hours until person becomes addicted (10% chance per use). Taking a double dose will not increase the effects. Once addicted person will have to take the drug at least once every 10 hours just to maintain normal stats. If this is not done all Attributes and skills will be reduced by -1D until drug is again taken. If withdrawal is allowed to go for 12 hours person will pass out and not wake up for 12 more hours. At that time, he will no longer be addicted but will be totally susceptible to addiction if the drug is taken again in any amount.
2 Uncommon Types
A. Red 3,R 350+ " "
Adds +3 to Dexterity and all skills for two hours. There is a 25% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 20 hours. The +3 bonus is still added as long as the being continues to take the drug in increasing amounts. If these conditions are not met then the being has a 30% chance to go into a coma after 20 hours. Every 20 hours after that the chance goes up by 5%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Very Difficult roll is required up to six months of addiction, a Heroic roll for more than six months.
B. Green 3,R 250+ " "
Adds +3 to Knowledge and all skills for two hours. There is a 15% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 24 hours. The +3 bonus is still added as long as they continue to take the drug in increasing amounts. If these conditions are not met then the person has a 10% chance to go into a coma after 24 hours. Every 24 hours after that the chance goes up by 2% to a maximum of 74%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Difficult roll is required up to six months of addiction, a Very Difficult roll for more than six months.
C. Yellow 3,R 300+ " "
Adds +3 to Perception and all skills for 1.5 hours. There is a 40% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 12 hours. The +3 bonus is still added as long as they continue to take the drug in increasing amounts. If these conditions are not met then the person has a 20% chance to go into a coma after 12 hours. Every 12 hours after that the chance goes up by 5% to a maximum of 85%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Difficult roll is required up to six months of addiction, a Very Difficult roll for more than six months.
D. Orange 3,R 250+ " "
Adds +3 to Mechanical and all skills for two hours. There is a 25% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 20 hours. The +3 bonus is still added as long as they continue to take the drug in increasing amounts. If these conditions are not met then the person has a 14% chance to go into a coma after 20 hours. Every 20 hours after that the chance goes up by 3%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Difficult roll is required up to six months of addiction, a Very Difficult roll for more than six months.
E. Purple 3,R 200+ " "
Adds +3 to Technical and all skills for 2.5 hours. There is a 35% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 18 hours. The +3 bonus is still added as long as they continue to take the drug in increasing amounts. If these conditions are not met then the person has a 20% chance to go into a coma after 12 hours. Every 12 hours after that the chance goes up by 4%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Difficult roll is required up to six months of addiction, a Very Difficult roll for more than six months.
F. Blue 3,R 300+ " "
Adds +3 to Strength and all skills for two hours. There is a 15% chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every other month and must be taken every 24 hours. The +3 bonus is still added as long as they continue to take the drug in increasing amounts. If these conditions are not met then the person has a 20% chance to go into a coma after 24 hours. Every 24 hours after that the chance goes up by 3%. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Difficult roll is required up to six months of addiction, a Very Difficult roll for more than six months.
G. Dovaminic 3,R 50 p/.5g " .0005
Adds +1 to Dexterity and +1 to the Move Rate for 8 rounds. Will work above any beings racial maximum.
H. Zheeku 3,R 100 p/.5g " "
Adds +2 to Dexterity and +2 to the Move Rate for 7 rounds. Will work above any beings racial maximum.
3 Rare Types
A. Silver 3,X 500+ Special .02
Adds +3 pips to all Attributes and skills for two hours. There is a 2% cumulative chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every two weeks and must be taken every 10 hours. The bonus will be +3 or -3 and will happen at random every 4-6 hours for 1 hour. The addiction will kill the user in 8 months but can happen in 16 hours if the dosage is not kept up. The only way to get off the addiction is to have a Jedi Detoxify Poison (a Heroic roll is required) or spend 2 months in a bacta tank.
B. Gold 3,X 750+ " "
Adds 1D+1 to all Attributes and skills for 2.5 hours. There is a 5% cumulative chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every week and must be taken every 8 hours. The bonus will be +1D or -1D and will happen at random every 4 hours and last for 2 hours. The addiction will kill the user in 5 months but can happen in 9 hours if the dosage is not kept up. The only way to get off the addiction: have a Jedi Detoxify Poison (a Heroic roll is required) or spend 4 months in a bacta tank.
C. Rellipoid 3,X 150 p/ " .0005
Adds +3 to Dexterity and +3 to the Move Rate for 6 rounds. Will work above any beings racial maximum.
D. Blint 3,X 400 p/.5g " "
Adds +1D to Dexterity and +4 to the Move Rate for 5 rounds. Will work above any beings racial maximum.
E. Tsidj 3,X 600 p/.5g " "
Adds +1D+1 to Dexterity and +5 to the Move Rate for 4 rounds. Will work above any beings racial maximum.
4 Very Rare Types
A. Black 4,X 1000+ " "
Adds 2D to all Attributes and all skills for 3 hours. There is a 10% cumulative chance to become addicted each time it is taken. When this happens the dosage will have to be doubled every three days and must be taken every 6 hours. The bonus will be +2D or -2D and will happen at random every 2 hours and last for 2 hours. The addiction will kill the user in 3 months but can happen in 4 hours if the dosage is not kept up. The only way to get off the addiction is to have a Jedi Detoxify Poison. A Heroic +10 roll is required.
B. Qwilitone 4,X 1500+ " "
Adds +2D to Dexterity and +6 to the Move Rate for 5 rounds. Will work above any beings racial maximum.
NOTES ON DRUGS: If Black is mixed with any other drug, death will be instantaneous. Even a Jedi Master can't stop this from happening.

SPICE
ITEM AM/LC STRD COST Special WT
1 Refined Spice
A. Juihm 3,X 500 p/g " .001
Adds +2 to Perception for 1-2 rounds. Will work above any beings racial maximum.
B. Daphki 3,X " " "
Adds +2 to Dexterity for 1-2 rounds. Will work above a beings racial maximum.
C. Divvmech 3,X " " "
Adds +2 to Knowledge for 1-6 rounds. Works above any beings racial maximum.
D. Garkorian 3,X " " "
Adds +3 to Knowledge for 1-6 rounds. Will work above any beings racial maximum.
E. Cuum-Slant 3,X " " "
Adds +2 to Mechanical for 1-2 rounds. Will work above any beings racial maximum.
F. Kermaz 3,X " " "
Adds +2 to Technical for 1-2 rounds. Will work above any beings racial maximum.
G. Demkendu 3,X " " "
Adds +2 to Strength for 1-2 round. Will work above any beings racial maximum.
H. Glitter-Stim 3,X " " "
Gives the user 8D Sense for 1-3 rounds. Allows the user to read the minds of others and probe for extra information for the duration of the drug. Force users can block this effect as if it was an Affect Mind attack (roll Control to resist). Non-Jedi's use Perception to block the attack.
2 Pure Spice
A. Juihm 4,X 5000 p/g " .001
Adds +1D to Perception for 1-6 rounds. Will work above any beings racial maximum.
B. Daphki 4,X " " "
Adds +1D to Dexterity for 1-6 rounds. Will work above a beings racial maximum.
C. Divvmech 4,X " " "
Adds +1D to Knowledge for 1-6 rounds. Works above any beings racial maximum.
D. Garkorian 4,X " " "
Adds +2D to Knowledge for 1-6 rounds. Will work above any beings racial maximum.
E. Cuum-Slant 4,X " " "
Adds +1D to Mechanical for 1-6 rounds. Will work above any beings racial maximum.
F. Kermaz 4,X " " "
Adds +1D to Technical for 1-6 rounds. Will work above any beings racial maximum.
G. Demkendu 4,X " " "
Adds +1D to Strength for 1-6 round. Will work above any beings racial maximum.
H. Glitter-Stim 4,X " " "
Gives the user 10D Sense for 2-7 rounds. Allows the user to read the minds of others and probe for extra information for the duration of the drug. Force users can block this effect as if it was an Affect Mind attack (roll Control to resist). Non-Jedi's use Perception to block the attack.
NOTES ON SPICE: If double doses are taken the effects last twice as long. However, there is a 3%/20% (refined/pure) chance of becoming addicted. Refined Spice has no side affects, but Pure Spice may cause blindness, hearing loss and insanity if taken often and in large doses. Glitter-Stim is considered a form of mind rape if used to probe thoughts (the being probed remembers everything). Class Two Infraction: 15-20 years in prison doing hard labor and a 60,000 IC fine is the standard punishment for this offense.

SURVIVAL GEAR
ITEM AM/LC STRD COST Special WT
1 Pretormin Environmental WPR-60
A. Water Purification System 2 100 See below 1
Skill: Survival. For a full description of this item see datasheet one at the end of this section.
2 Celextrian SNDF-12
A. SatNav Direction Finder 2 850 " "
Skill: Survival. For a full description of this item see datasheet two at the end of this section.
3 Salasetti Survival Systems, Inc. Heat Induction Staff
A. Emergency Heat Generator 2 300 2
Skills: Survival. For a full description of this item see datasheet three at the end of this section.
4 Dardrennis Survival Technology EMS-500
A. Energy Collection System 2 1500 " 3
Skills: Survival and Technical. For a full description of this item see datasheet four at the end of this section.
5 Valerenn Environmentals Personal Shelter Capsule
A. Personal Survival Shelter 2 500 " 2
Skill: Survival. For a full description of this item see datasheet five at the end of this section.
6 Saladar Systems PED-21 Distress Beacon
A. Portable Distress Beacon 2 200 " 1.5
Skill: Communications (for alteration of normal distress frequencies only). For a full description of this item see datasheet six at the end of this section.
7 Vercanne Mineral Technologies FOE-2000
A. Water/Oxygen Extractor 2 350 " 3
For a full description of this item see datasheet seven at the end of this section.
8 Lardanis Survival Systems MFCR-200 Power Generator
A. Medium Power Generator 2 750 " 4
For a full description of this item see datasheet eight at the end of this section.
9 Gandorthral Atmospherics Oxidizer
A. Oxygen Extractor 2 350 " 1.5
For a full description of this item see datasheet nine at the end of this section.
10 Vectac Systems, Inc. Versatex Survival Suit (may also be used as armor)
A. Survival Suit 2 900 " 3
Armor plates (wt: .5 ea) cost an additional 150 credits each. For a full description of this item see datasheet ten at the end of this section.
11 Meredex Atmospherics EMS-90
A. Emergency Shelter 2 800 " 1.5
Also called a Bubble Cloak. For a full description of this item see datasheet eleven at the end of this section.
12 Luma Flares
A. Strd 1 100 4D+Special 1
Maximum range for the luma flare is 5 km vertical and 10 km horizontal. The illumination lasts for three minutes, and an area 300 meters in diameter is affected. While not designed as a weapon, luma flares will cause 4D burn damage to anyone within 20 meters of the detonation point. Anyone within 50 meters of the detonation point and who is looking directly at it must make a Difficult Perception roll or be blinded for eight minutes.

COMPUTERS AND COMPUTER EQUIPMENT
ITEM AM/LC STRD COST Special WT
1 Pocket Image
A. 1D Power, 3D Memory 1 300 N/A .3
B. 2D Power, 4D Memory 2 900 " "
C. 3D Power, 6D Memory 2,F 1500 " "
Pocket Computer Notes: The 1D-3D Power adds +1D to +3D to Comp. Prog./Repair skill roll
1D Additional Memory (Max.: 10D): 200 credits. Adds .02kg to the total weight.
2 Microthrust Portables Image
A. 0D Power, 5D Memory 2,F 5000 N/A 2
B. 1D Power, 5D Memory 2,F 10,000 " "
C. 2D Power, 6D Memory 2,F 25,000 " 2.02
D. 3D Power, 8D Memory 2,F 35,000 " 2.06
E. 4D Power, 9D Memory 2,F 45,000 " 2.12
F. 5D Power, 10D Memory 2,R 55,000 " 2.2
Portable Computer Notes: The 1D-5D Power adds +1D to +5D to Comp. Prog./Repair skill roll
1D Additional Memory (Max.: 20D): 500 credits. Adds .02kg to the total weight.
3 Microthrust Computer Spikes
A. Piercer 3,X 1000 2D Power .02
B. Piercer I 3,X 2000 3D Power "
C. Piercer II 3,X 3000 4D Power "
D. Intruder 3,X 6000 5D Power "
E. Peircer IV 3,X 7500 6D Power .03
F. Spear VI 3,X 9000 7D Power "
G. Lancer 3,X 10,500 8D Power "
H. Impaler 3,X 12,000 9D Power "
I. Tunneler 3,X 15,000 10D Power .04
J. Viper XI 3,X 17,000 11D Power "
K. Thunder Stomper 3,X 19,000 12D Power "
Note: All of the above take two rounds to program and two rounds to run (See pg. 12 in CRFG for more information). The computer spikes come in tough, plasti-steel cases with a computer interface projecting from it. A spike takes about ten seconds to program and another ten seconds to use. A spike can only be used once. Must make an Easy Computer Program/Repair roll to prepare the spike.
If the roll succeeds, the program can then be slotted into the computer system to be raided. If the roll fails, the spike is ruined. The player then rolls the spike's die code against the difficulty number of the information.
MicroThrust's computer spikes are computer programs designed to help a person gain access to computer data or computer- controlled systems. Imperial computers operate with Rapid Repetition Defense Measures (RRDM). The RRDM constantly scans the computer looking for program patterns alien to the computer's standard programs. To avoid the RRDM, a computer spike alters its primary coding sequences, quickly rewriting portions of itself. This means that as soon as a spike begins running it is deteriorating, slowly becoming less and less effective as it performs its task. By the time it has finished worming its way through the computer, it is completely useless.
To use a computer spike you will need a portable computer. First, slot the program into your portable and give the spike its specific instructions. Because the program isn't working against you this is a fairly easy task. Then jack your portable into the system you want to spike or jack the spike directly into the computer. All you have to do is sit back and let the program run against the computer system. The program knows what it has to do, so it will do the work for you. The information you are looking for will be downloaded into your portable or spike.
4 MerenData Universal Computer Interface
A. Access Translator 1 2500 N/A .15
Skill: Computer Program/Repair. For more information on this item see datasheet one at the end of this section.
5 MicroData Pocket Secretary
A. Audio Activated Datapad 1 150 " .2
For more information on this item see datasheet two at the end of this section.
6 Kee-Piru Computronics ACCA-1dx000
A. Aquatic Computer 1 8000 1D Power 1.5
Skill: Computer Program/Repair. For more information on this item see datasheet three the end of this section.
7 MerenData Duros Bio-Comp 1000
A. Biological Computer 3 35,000 " 3.5
Skill: Computer Program/Repair. For more information on this item see datasheet four at the end of this section.
8 CoreDataFiles CFC-100
A. Corporate Watcher 2 12,500 " 1.5
Skill: Business. A 10,000 IC annual service fee for weekly data upgrades is required to keep this computer active. For more information on this item see datasheet five at the end of this section.
9 HACKER KIT 1.1
A. Computer/Security Breaker 3,X 8000+ see below 3
Skills: Minimum of 4D Security and 3D Computer Program/Repair to use (adds 4D more to Security roll if used correctly). The Hacker Kit 1.1 is a hacker tool kit that allows someone to break past any computer controlled lock or check point as well as access any information available on the computer by deciphering pass words. It's very difficult to use but also very effective when done properly. To interact with it there is a keyboard and a small screen. The hacker kit is a supplement but not a replacement to the hacker. It cannot accomplish it's tasks without someone to carry out the physical aspect. Because of all the necessary tasks required in it's use it was proven impractical to make it a droid.
The kit comes with a hydrospanner, screw driver, laser cutter, universal computer jack, specialized comlink, retinal projector and card decoder along with a level one droid brain and a keyboard view screen interface (note: if a player is as good with computers as he should be to acquire this machine, he can put in a voice unit to the computer with only an easy computer prog/repair roll).
When the kit is activated it requires a Security skill of 4D to use. Even then if it is a new user and not the previous one, all past files are deleted and randomized. No Hacker Kit will hack another, so all Kits are completely safe from ever having their doings used against their owners.
Special Abilities and Instructions: This device can crack through any computer security measure and then copy the data inside. It will also unlock all computer controlled locks and blind any computer controlled check points. Below are a list of the counter measures employed to keep people out and the counter-counter measures the Hacker Kit will use to get in.
Locks:
Password - If any password is required either audio or touch pad, the hacker need only remove the panel meant to receive the password and connect the built in computer on the Hacker Kit to both the receiver and the verifier. Then the GM can roll an Easy difficulty roll to have the Hacker Kit take the expected password from the verifying component and put it through to the receiver. The computer cannot tell the difference and the only evidence of the Hackers presence is the removed panel, which is easily rectified by putting the panel back in place.
Key Card - This is laughably easy. Take the card decoder from the equipment rack above the monitor and place it in the appropriate slot. The delicate instrument then reads the incoming interrogation (through either laser, x-ray, magnetic or mechanical means) and gives the sought after response. The Kit rolls it's individual roll of 4D against a Moderate difficulty to have the desired effect.
Hand Scan - This is a more difficult task in that the hacker can never touch the receiver. Instead he must find the power source to the receiver and disconnect the power to it. Then he must find the connection between the receiver and the objective and splice this (Moderate difficulty on the computer prog/repair skill) then connect the spliced wire to the Hacker Kit. Then the Hacker Kit rolls it's individual roll of 4D to order the objective to respond in the desired fashion (Moderate difficulty).
Retinal Scan - This is the most difficult lock to crack. Have the hacker remove the panel around the lens of the retinal scanner. Upon finding the verifier unit attach this to the Kit (Difficult computer prog/repair) then attach the retinal projector hanging on the equipment rack above the screen to the hard drive and place it in front of the lens. Then both may roll their collective roll of 8D to achieve a Very Difficult Security Roll.
Security Monitors:
Cameras and Holorecorders - Your Hacker won't get very far in life if he breaks into a facility to copy secret and restricted information only to be seen on film and alert the security troops. To avoid this result, as soon as possible link the Kit up to a security relay junction (they're not too hard to find. About as common as a light switch. Say a moderate perception roll) and tap into it. Use the retinal recorder to scan your image and that of the kit then transfer this information onto the Kit's hard drive. It will then have the security system copy the image as old data and it will be ignored from all scans. This is not 100% fool proof. A thermal sensor will still show up along with a shadow but there are other ways to handle that.
Thermal Image - When you remove your image from the system type in ^^^***%comm#1 into the Kit. Even with a voice synthesizer installed this command must be typed. This is done to insure that not even the Kit knows the Hackers secret ace in the hole. The command is immediately translated by the droid brain and activates the comm. unit at the same time sending a command over the security lines to ignore anything that would trigger their preset orders to alert security within 6 meters of this wide band signal that will read in any electronic device focusing in it's direction. The only way to detect the signal is to monitor all comm. channels inside the facility and if that is the case it's the hackers own dumb luck. Meanwhile the memory of the event is deleted and randomized automatically by the droid brain. It will never understand why it's master is so casual about what to do. It is an obvious short coming in it's protection of it's master. There is no roll involved as long as the player states that he/she is using the code.
Electronic Security:
Password - Hook the unit up to the computer and let them blabber back and forth. The Hacker Kit is fluent in all known computer languages and has the ability to trace program origins. This means that any computer from the known galaxy can have it's passwords traced back to their point of origin copied and then given to the password receiver within 4 turns at a Moderate difficulty level for the Kit.
Presence Recorder - This is much more difficult in that you must actually remove files. A presence detector records who or what is inside it's assigned area at what time. The best thing (and easiest) to do is allow it to record then delete the file and randomize the spot where the file used to exist. This is a difficult task and must be done for three consecutive rounds before safety is 100% assured.

CYBERNETIC REPLACEMENTS AND ENHANCEMENTS
ITEM AM/LC STRD COST Damage WT
1 Cybernetic Body Parts
A. Chest 2 3000 Normal N/A
B. Waist 2 1000 " "
C. Arm 2 2000 " "
D. Leg 2 2500 " "
E. Foot 2 750 " "
F. Hand 2 1000 " "
G. Eye 2 1500 " "
H. Ear 2 1500 " "
I. Lung 2 2000 " "
J. Heart 2 5000 " "
K. Stomach 2 3500 " "
L. Intestines 2 2000 " "
M. Sex Organs 2 6000 " "
Note: All of the above do not include modifications
2 Cybernetic Attribute Enhancements
Attribute Dexterity Knowledge Mechanical Perception Strength Technical WT*
2D 5000 1000 3000 4000 4500 3000 N/A
2D+1 5500 1200 3300 4500 5000 3300 "
2D+2 6000 1400 3600 5000 5500 3600
3D 7000 1700 4000 6000 6500 4000 "
3D+1 8000 2000 4400 7000 7500 4400 "
3D+2 9000 2400 4800 8000 8500 4800 "
4D 11,000 3500 5600 10,000 10,500 5600 "
4D+1 15,000 4000 6000 13,000 14,000 6000 .1
4D+2 18,000 4500 6500 15,000 16,500 6500 .2
5D 34,000 8000 9000 24,000 29,000 9000 .4
5D+1 40,000 9000 10,000 28,000 33,000 10,000 "
5D+2 46,000 10,000 12,000 32,000 39,000 12,000 .5
6D 52,000 12,000 14,000 36,000 44,000 14,000 .6
6D+1 58,000 14,000 16,000 40,000 49,000 16,000 .75
6D+2 68,000 16,000 19,000 44,000 56,000 19,000 .9
7D 80,000 20,000 26,000 50,000 65,000 26,000 1.1
* Knowledge, Mechanical and Technical add 1/2 listed weight. Boldface indicates natural human maximums. For every full dice added above human maximum, add one Cyber Point. The Legal Code for all of the above is 3,X.
ITEM AM/LC COST Damage Resistance WT
3 Cybernetic Strength Increase (for damage purposes only unless otherwise noted)
A. Head 2,R 6000 +1D .2
B. Chest 2,R 16,000 +1D 1
C. Waist 2,R 10,000 +1D .4
D. Arm 2,R 8000 +1D .3
E. Leg 2,R 12,000 +1D .5
F. Head Plus 2,X 12,000 +2D .3
G. Chest Plus 2,X 32,000 +2D 1.2
H. Waist Plus 2,X 20,000 +2D .5
I. Arm Plus 2,X 16,000 +2D .4
J. Leg Plus 2,X 24,000 +2D .6
4 Cybernetic Brawling Combat Damage Increase Extra Damage
A. Brawling Combat Base I 2,X 10,000 +1D .2
B. Brawling Combat Base II 2,X 15,000 +1D+1 .3
C. Brawling Combat Base III 2,X 22,000 +1D+2 .4
D. Brawling Combat Plus I 3,X 28,000 +2D .5
E. Brawling Combat Plus II 3,X 36,000 +2D+1 .6
F. Brawling Combat Plus III 3,X 42,000 +2D+2 .7
G. Brawling Combat Extreme I 3,X 56,000 +3D .8
H. Brawling Combat Extreme II 3,X 67,000 +3D+1 .9
I. Brawling Combat Extreme III 3,X 78,000 +3D+2 1.0
All of the above require a Cybernetic Strength Enhancement double that of damage increase. Each level of increase is installed as a complete package and cannot be added to later; instead, a whole new system (to include the Strength increase) must be installed in place of the old one. Double the normal healing time due to removal of old system and insertion of new system.
5 Cybernetic Melee Combat Damage Increase Extra Damage
A. Melee Combat Base I 2,X 10,000 +1D .2
B. Melee Combat Base II 2,X 15,000 +1D+1 .3
C. Melee Combat Base III 2,X 22,000 +1D+2 .4
D. Melee Combat Plus I 2,X 28,000 +2D .5
E. Melee Combat Plus II 3,X 36,000 +2D+1 .6
F. Melee Combat Plus III 3,X 42,000 +2D+2 .7
G. Melee Combat Extreme I 3,X 56,000 +3D .8
H. Melee Combat Extreme II 3,X 67,000 +3D+1 .9
I. Melee Combat Extreme III 3,X 78,000 +3D+2 1.0
All of the above require a Cybernetic Strength Enhancement double that of damage increase. Each level of increase is installed as a complete package and cannot be added to later; instead, a whole new system (to include the Strength increase) must be installed in place of the old one. Double the normal healing time due to removal of old system and insertion of new system.
NOTE: Brawling Combat and Melee Combat damage increases allow some overlapping in the number of credits and the total weight added. Multiply all costs by .6 and weight totals by .7 for the actual amounts.
6 Cybernetic Movement Increases
A. Racial Max +1 3,X 4000 N/A .5
B. R.M. +2 3,X 6000 " .7
C. R.M. +3 3,X 9000 " .9
D. R.M. +4 3,X 12,000 " 1.2
E. R.M. +5 3,X 15,000 " 1.5
F. R.M. +6 3,X 20,000 " 1.7
G. R.M. +7 3,X 30,000 " 1.9
All of the above require a Cybernetic Strength Enhancement double that of move increase. Each level of increase is installed as a complete package and cannot be added to later; instead, a whole new system (to include the Strength increase) must be installed in place of the old one. Double the normal healing time due to removal of old system and insertion of new system.
7 Cyber Weapons
A. Neuro-Shock Hand 3,R 1000+ per pip cost .3
Per Pip of Damage (Max.: 5D+3) 500+ Per Pip
Per Pip of Damage Above 5D+3 (Max.: 7D) 750+ Per Pip
B. Control Zone Repulse-Hand 3,R 1000+ See below .4
Per Pip of Damage/Skill (Max.: 4D/6D) 300+ Per Pip
Per Pip of Damage/Skill Above 4D/6D (Max.: 7D/9D) 500+ Per Pip
A. Var. Weapon Type 3,X Cost+2000 By Weapon -10%
The additional fee is for adaptation costs for the armor.
8 Infochants (see CRFG for more info)
A. External 2,F 16,000 N/A .04
Power: 1D, Memory: 10D, Cyber Points: 1
B. External Plus 2,R 20,000 " .05
Power: 2D, Memory: 12D, Cyber Points: 1
C. Internal 3,R 40,000 " .01
Power: 1D, Memory: 8D, Cyber Points: 2
D. Internal Plus 3,X 55,000 " .015
Power: 2D, Memory: 10D, Cyber Points: 2
E. Internal/Accessible 3,X 75,000 " .02
Power: 2D, Memory: 9D, Cyber Points: 2
All of the above may access any computer as a Microthrust Portable and may utilize a computer spike (not including the Internal and Internal/Accessible systems) at a maximum rating of 1/2 listed memory (rounded down). The computer spike must be linked to the system externally.
9 Traxes BioElectronics Implant Communicator
A. Implant Comm Unit 3,X 12,500 " .005
For complete information on this item see datasheet one at the end of this section.


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