Tools & Gear

The rest of the objects — the kit that turns "you can't" into "roll for it," or a penalty into a bonus.

Most gear does one honest thing: it grants a PM (an ease-factor bonus) to a specific task, or removes the penalty for attempting that task without it. Lock picks make a lock a skill roll instead of an impossibility; a medical kit is a PM to First Aid; binoculars turn a smudge on the horizon into a Scan you can actually make. The job of each description is to say what it is and why you'd carry one — the 10-foot pole was never mysterious once someone explained it was for probing the floor from a safe distance.

ItemHelps withPMTLPrice
10-Foot Poleprobing floors, reaching from safety+102
Rope (15 m)climbing, hauling, binding+1010
Lock Picksdefeating mechanical locks+1250
Torch / Flashlightseeing in the dark05
Binocularsspotting & identifying at range+14150
Climbing Kitclimbing sheer surfaces+15200
Medical KitFirst Aid (and Surgery, well-stocked)+15300
ToolkitRepair & Craft tasks+14250
Radio / Commcommunication beyond earshot5200
Datapadresearch, records, hacking+16800
Nightvision Gogglesseeing in the dark (silently)+161500
Vacc Suitsurviving vacuum & hostile atmospheres63k
Medscannerdiagnosis (First Aid / Medicine)+275k

10-Foot Pole

Helps with
probing floors, reaching from safety
PM
+1
Weight
2
TL
0
Price
2
Tags
standard, ancient, fantasy

A long stick — for prodding suspicious flagstones, pit lids, and tripwires from a body-length away. The item every dungeon list forgot to explain.

Rope (15 m)

Helps with
climbing, hauling, binding
PM
+1
Weight
3
TL
0
Price
10
Tags
standard, ancient, fantasy

Fifteen metres of cordage. Improves a climb, rigs a haul, ties a prisoner — the multi-tool of the pre-modern kit.

Lock Picks

Helps with
defeating mechanical locks
PM
+1
Weight
0
TL
2
Price
50
Tags
standard, ancient, modern, fantasy

A roll of tension wrenches and picks. Without them, opening a lock is a penalty or flatly impossible; with them it's a skill roll.

Torch / Flashlight

Helps with
seeing in the dark
PM
Weight
0.3
TL
0
Price
5
Tags
standard, ancient, modern, fantasy

Portable light. Removes the crippling penalty of acting blind — at the cost of announcing exactly where you are.

Binoculars

Helps with
spotting & identifying at range
PM
+1
Weight
0.8
TL
4
Price
150
Tags
standard, modern

Magnified optics. Turns a smudge on the horizon into a Scan roll you can actually make.

Climbing Kit

Helps with
climbing sheer surfaces
PM
+1
Weight
4
TL
5
Price
200
Tags
standard, modern

Harness, cams, carabiners, rope. Turns an unclimbable pitch into a hard climb, and a fall into a scare instead of a wound.

Medical Kit

Helps with
First Aid (and Surgery, well-stocked)
PM
+1
Weight
2
TL
5
Price
300
Tags
standard, modern

Field trauma kit. A PM to First Aid; a fuller surgeon's kit reaches Surgery. Without it, treating a serious wound takes a penalty — see the Fields hierarchy.

Toolkit

Helps with
Repair & Craft tasks
PM
+1
Weight
6
TL
4
Price
250
Tags
standard, modern

General mechanical tools. Repair needs the diagnosis *and* the tools; this is the tools. A specialist kit gives more for its one trade.

Radio / Comm

Helps with
communication beyond earshot
PM
Weight
0.4
TL
5
Price
200
Tags
standard, modern

Two-way voice at range — the thing that makes split-the-party survivable. Jammable, interceptable, and only as private as its encryption.

Datapad

Helps with
research, records, hacking
PM
+1
Weight
0.4
TL
6
Price
800
Tags
standard, modern, sf

Handheld computer and network terminal. A PM to knowledge lookups, and the doorway to every system worth breaking into. Information-tech runs ahead of the rest of the tech scale.

Nightvision Goggles

Helps with
seeing in the dark (silently)
PM
+1
Weight
0.5
TL
6
Price
1500
Tags
modern, sf

Light-intensifying or thermal optics — the flashlight's advantage without the flashlight's giveaway. Foiled by total dark (needs IR) or by smoke.

Vacc Suit

Helps with
surviving vacuum & hostile atmospheres
PM
Weight
8
TL
6
Price
3k
Tags
sf

Sealed pressure suit with hours of air. Turns 'the airlock opened' from a death into an inconvenience; clumsy enough to carry an Agility penalty.

Medscanner

Helps with
diagnosis (First Aid / Medicine)
PM
+2
Weight
0.6
TL
7
Price
5k
Tags
sf

Handheld diagnostic — reads vitals, names the injury, guides the treatment. A strong PM to the *diagnosis* half of medicine; you still have to do the fixing.