Eudaimonia Equipment

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Overview

Technical Overview

Much of the technology in Eudaimonia is implausibly sophisticated and powerful, and often barely understood by those who use it. Those first humans who settled and terraformed the planet built technology that outlasted them and will likely outlast all successors on the planet, elegant in its simplicity and durability. Although few of their actual weapons survive to this day, many of their tools have thoroughly lethal applications. Their designs tended to be highly inclusive and versatile, featuring items with many modes, but tended to come in singular pieces and were not made for maintenance or retrofitting.

Contrasted, the devices of the True Human Empire and Mysterious Starfish Aliens make these devices seem plain. THE technology is sleek and ergonomic, and almost excessively modularized. The components of a suit of powered armor and the accompanying assault rifle can easily be prized into different systems on a whim, creating a lighter suit of armor and heavier cannon. Their materials science is slightly inferior to the first wave founders of the planet, in the sense that their weapons are actually destructible to anything less than catastrophic damage, but still amply durable and quite easy to repair. Expert systems called 'muses' often feature into devices larger than little pieces of jewelry and can give even a novice engineer critical step-by-step instructions at any point in a maintenance process.

Less is known about that of the MSA, save that it is substantially more fragile than either the works of the True Human Empire or founders, and seemingly made of biomimicking polymers and smart materials arranged in eerily organic-inspired shapes that lend them an almost living property. Like founder technology, they cannot actually be maintained, but generally heal themselves over time by drawing from ambient resources. Their most disturbing quality is their ability to repurpose themselves according to the will of their operator, quickly changing between multiple forms. Xenoarcheologists who've studied the design of MSA technology theorize that their devices are actually genuinely alive and endowed with subsapient, servile minds.

Natively made technology tends to be substantially poorer than the above, but tends to be easier to keep. Local gunsmithing techniques for example, have recently advanced to the stage of using recoiless rounds that burn a rhetorical smart liquid fuel which automatically adjusts combustion rates to hit implausible ranges and deliver high penetrative power at close ranges. These innovations tend to be inferior to those of non-native technology but their ease of acquisition and low cost makes them worth consideration.

Special Rules

When choosing a piece of equipment, a character must select the producer (i.e.: Founder, THE, MSA or Native). This has numerous in-game effects related to the type of equipment and changes their overall aesthetics.

Weapons

Weapon Tags

  • Conceal: The ease of concealment. P allows for easy hiding in a pocket, C underneath street clothes, O beneath an overcoat. N/A items cannot be concealed at all.
  • AP: Armor Penetration. A given weapon negates a certain amount of Protection on the target on a successful hit.
  • Magazine: Total number of rounds present in a single magazine. The value in parenthesis is the number of shots fired per burst on automatic fire.

Melee

The presence of personal shields and a lack of standardized training regimens or enthusiasm for firearms on Eudaimonia means that melee weapons are ostensibly quite popular. There is substantial xenoarcheological evidence that points to the likelihood that the various other societies to visit the planet also enjoyed melee combat for some reason. Empire propaganda recovered from ships often shows handsome uniformed officers carrying dress sabers instead of the guns they made far more use of, for example.

  • Founder: Founder melee weapons are always repurposed from tools and double as such. In addition to the standard indestructibility afforded to most Founder technology, all of their melee weapons actually function as an additional set of non-combat devices regardless of type, such as engineering multitools that reconfigure into swords, cooking apparatuses that work like vicious axes, etc.
  • Empire: Empire melee weapons were rare things, and tended to be collapsible devices made of ceramics, fitted with sonic emitters to shear through the pliable armor of MSA drones and infantry. Empire melee weapons always have a conceal rating of P (fitting in a pocket), deal +2 Damage and can always be affixed to a gun as a bayonet.
  • Starfish: Starfish weapons are universally made of handles protruding from blocks of greenish transparent polymerase, which buckles and flexes in response to attacks to defend the wearer. A melee weapon made by the MSA has a secondary weapon mode that can be activated reflexively and add +2 Protection versus melee attacks to the wearer. The most popular configuration is a knife that turns into a much larger and more dangerous weapon, to enjoy the benefits of power AND concealment.
  • Native: Usually made of alloy or ceramics, Native weapons are cheap and plentiful. A character taking a melee weapon produced on Eudaimonia gets a second one free of charge.

Standard

  • Knife: Damage +2, AP 1, Conceal: P
Combat knives are essentially the most common of all melee weapons simply because they have purposes other than maiming people.
  • Sword: Damage +5, Conceal: O
Swords are especially popular among the catgirl pirates and Farnesian gentry, who use them to great effect in sword duels.
  • Axe: Damage +6, Accuracy -1, Conceal: O
Axes are harder to use effectively than swords due to the way the weight is balanced, but strike harder overall. Handaxes are useful tools, and are often used by loggers in the tropics to harvest bamboo and rosewood for handicrafts.
  • Club: Damage +4, AP 1, Conceal: O
Any sufficiently heavy object can double as a club, but well-made hammers, military picks and riot bludgeons are represented by this statline. They require less room to swing than swords and hit almost as hard, making them useful in cramped spaces.
  • Staff: Damage +4, Protection 1 (Melee), Reach, Conceal: N/A
Fighting staves are not used heavily on Eudaimonia, though the gondoliers in Farnese (especially young girls) swear by them. These weapons afford the user better protection against people with smaller, sharper weapons.
  • Spear: Damage +5, AP 1, Protection 1 (Melee), Reach, Conceal: N/A
Spears are mostly popular among fishermen and the catgirl pirates, who use them to wound crew before boarding. This statline also covers other polearms with modestly sized heads, such as pikes, halberds and billhooks. Thrown harpoons also use these statelines, although they're made as ranged attacks, obviously.
  • Great Weapon: Damage +8, AP 2, Accuracy -2, Reach, Conceal: N/A
Greatswords, great axes, scythes, warhammers and all manner of enormous and daft weapons popularized by video games and anime follow this statline.

Modifications

All melee weapons may mount a single modification. The intrinsic bonuses of THE and MSA-produced weapons do not count towards this.

  • Defensive: Defensive weapons run the gamut from main gauche swords to actual shields. A defensive weapon trades all Armor Penetration and half of its damage rating (round up) to Protection (Melee). Weapons with an extant Protection Rating such as spears and Starfish-made devices cannot be made Defensive.
  • Oversized: Oversized weapons add +2 Damage and 1 AP, being designed for large (Size 3) humanoids. They can be wielded by smaller characters but subject 1 Accuracy in their hands. As a final warning, Great Weapons with this modification might not immediately fit through most doorways.
  • Lightweight: Lightweight weapons are easy to use and nearly sing through the air when swung. They lose all AP values and take -1 Damage, but gain +3 Accuracy. Blunt weapons cannot be lightweight, for obvious reasons.
  • Elemental Field: Crackling fields of electricity, flaming swords and whirring vibrational fields afford Elemental Weapons +2 Damage rating. On the other hand, don't botch. Empire melee weapons are already considered to have this mod, but do not have the botch penalty due to safety mechanisms.

Firearms

Although formal firearms training is limited outside of the militias levied by some of the larger cities in the archipelagos, guns themselves (and especially old ones) are in abundance. The armories of some wrecked THE and MSA warships never stopped making guns even long after their owners left, meaning that there are some deep caves filled with hundreds or even thousands of mint-condition assault rifles, waiting for someone to find them.

  • Founder: Founder ranged weapons tended to be purpose-built for warfare and multimodal. All of their ranged weapons on Eudaimonia are energy weapons (although they also seem to function underwater) that fire orange-red beams with no bloom effect. Founder weapons are self-recharging and accurate, adding +2 Accuracy when firing. Instead of reloading manually, a character simply has to wait one round while some unseen process automatically restores battery charge.
  • Empire: Empire firearms technology tended to favor nanofabricated, modular pieces that could easily be customized in the field to suit various purposes. Additionally, all their weapons were collapsible, allowing a soldier to carry the loadout of a full squad on his back at any moment. Empire weapons can have two modifications instead of one, and have their Conceal rating lowered by one step (N/A > O > C > P), to a minimum rating of P.
  • Starfish: Starfish weapons fired rounds made of the same strange green polymerase that make extensive use of in their melee weapons, which seemingly erupt into bright green plasmatic explosions on impact. Starfish ranged weapons never run out of ammunition and don't need to reload, a seemingly endless supply of the green polymer extruded from their weapons. In addition, those struck by the rounds are marked with phosphorescent agents that make follow-up tracking or pursuit easier.
  • Native: Native weapons are cheap and plentiful, as the tendency goes. Characters who choose firearms produced on Eudaimonia get an additional one for free (or alternatively, a melee weapon). They could even be combined into one ungodly thing.

Sidearms

  • Light Pistol: Damage 7, Accuracy +2, Magazine 14, Conceal: P
Light Pistols are the bread and butter of your slick adventurer type, easy to conceal, lightweight and accurate. Light Pistols tend to be the traditional sidearm in almost every military present on the planet.
  • Heavy Pistol: Damage 9, Magazine 10, Conceal: P
Heavy pistols tend to have more kick than light pistols (obviously), but are heavier (also obvious). Gangsters in Laurasia tend to carry heavy pistols due to implants and body armor making their rivals too hard to kill otherwise.
  • Hand Cannon: Damage 10, AP 2, Accuracy -1, Magazine 7, Conceal: P
Hand cannons are frequently only seen in the hands of rough customers like the catgirl pirates, who prefer the loud boom and penetrative power and don't mind the tradeoffs.
  • Machine Pistol: Damage 12, Accuracy -1, Magazine 30 (5), Conceal: C
High recoil (even from supposedly recoiless native guns) and high fire rates makes machine pistols inaccurate even at close range, although significantly more deadly than other sidearms. Technological advances have made machine pistols and submachine guns functionally identical, so they use the same statlines.

Rifles

  • Carbine: Damage 12, Accuracy +1, Magazine 20, Conceal: C
Light rifles used more for sport and hunting follow these statlines. Most of these are compact enough to fit underneath day clothes (albeit uncomfortably).
  • Assault Rifle: Damage 14, AP 2, Magazine 50 (10), Conceal: O
Although technology has significantly changed the appearance and power of the assault rifle, its purpose is essentially the same.
  • Shotgun: Damage 15, AP 1, Accuracy +1/-1, Magazine 8, Conceal: O
Given the Mysterious Starfish Alien's preference for melee combat, it's not unexpected that both sides of the conflict would have produced weapons seemingly only made for hitting things up close. Shotguns are more accurate at close range but have falloff at a distance.
  • Marksman Rifle: Damage 15, AP 3, Accuracy -2/+2, Magazine 12, Conceal: N/A
Cumbersome high-powered rifles meant to be fired while stationary use this statline. Firing from the hip or on the move is difficult and imposes an accuracy penalty, while being stationary and properly propped adds a bonus.

Heavy Weapons

  • SAW: Damage 15, AP 4, Accuracy 0/+1, Magazine 240 (30), Conceal: N/A
Squad automatic weapons (such as machineguns and automatic shotguns) are useful for pinning down enemy units, and represented by this statline. They tend to empty quickly under sustained fire, but chew out cover and wound targets rather easily. A SAW is more accurate fired from a stationary position as represented by the second bonus, but not distinctly inaccurate on the move.
  • Heavy Rifle Damage 20, AP 5, Accuracy -3/0, Magazine 3, Conceal: N/A
Especially powerful rifles meant to attack light tanks, powered armor and aerial vehicles use this statline. The accuracy penalty applies when not properly braced. Additionally, botching a shot while not properly braced will knock the shooter prone.
  • Munitions Launcher Damage 18, AP 1, Accuracy -2, Magazine 1, Conceal: C
Thrown grenades are actually somewhat uncommon in Eudaimonia. Instead, most people (inclined to hurl explosives) use single-shot munitions launchers which fabricate and fire their own ammunition. Area of effect means that the number of targets hit varies depending on the grouping of targets. Munitions Launchers can calibrated to have areas of effect ranging from two to ten meters in diameter.

Modifications

All firearms can have a single modification. THE weapons may be modified twice, but cannot have the same modification.

  • Elemental: Elemental ammunition is a novelty that both the MSA and THE enjoyed thoroughly exhausting, having extensively put them to use against one another during the last war. Even the Founders had some experiments to this extent, with electrolaser-like lightning cannons and freezing beams that accelerated Bose-Einstein condensate. Grants an additional +1 damage. Botching is hilarious.
  • Smartlink: Smartlinks allow a character to aim from essentially any angle by giving a feed from the weapon's mounted optics directly to the operator's eyes, granting an additional +1 Accuracy.
  • Ionolift Stabilizer: Weapons which require bracing can have the penalties for mobile fire reduced with ionolift-based stabilizers. These filmy 'wings' derived from (or examples of) MSA technology halve the usual firing penalty at the cost of reducing damage by 2. Pistols obviously cannot equip Ionolift Stabilizers, and if they could, would look rather silly.
  • Expanded Magazine: Boring, but worthwhile. Doubles the ammunition storage of firearms. MSA weapons are obviously incompatible with this modification.
  • Disguised: Disguised weapons are usually modified with extraneous components which form a casing that disguises the true nature of the weapon, or gives it easier carry. Cellos which conceal grenade launchers, suitcases which unfurl into sniper rifles- all these things are possible.
  • Double-Barreled: An additional barrel adds not-quite twice the firepower. In effect, double-barreled weapons subtract -2 from their Accuracy and add +3 Damage.

Armor

Keywords

  • Conceal: As with weapons, armor can sometimes be concealed under other items of clothing. Unlike weapons, Conceal P does not mean that it fits in a pocket, but that it is literally undetectable on even a naked character.
  • Protection: Armor adds a Protection rating to the user equal to the value listed. It is possible to wear multiple kinds of armor, but only the highest value stacks. Bonuses to melee Protection from certain weapons stack with armor.
  • Penalty: Heavier armor penalizes Grace and Power rolls related to physical activity, up to and including melee combat and shooting a weapon from the hip. Firing while stationary in heavy armor does not apply the listed penalty.
  • Buffer: Buffer grants a character additional Willpower levels against physical (but not mental or social) attacks equal to the value listed. Because nearly all examples of armor in Eudaimonia are self-regenerating, powered or made of highly modularized components, Buffer refreshes at each new scene.
  • Bypass: Beyond tactical armor, most suits of armor have openings and gaps in their protective surfaces. Hitting these is a called shot with a dice penalty equal to the Bypass rating of the armor.

Personal

  • Founder: Made of elegantly sculpted alternating layers of self-healing metamaterials and nanocrystaline alloys, Founder body armor is nearly impervious to damage and tended to make its wearers comparably tough. Founder armor adds +1 Protection and +4 Buffer to its wearer.
  • Empire: Empire body armor tended to be hard and modular, made for rapid retrofitting in the field. Instead of having a single modification, armor produced by the THE has three modifications, which can be cycled at any point.
  • Starfish: The Starfish Aliens have no examples of body armor that can be worn by human beings, and in fact tended to dislike girding their already combat-optimized forms in armor. Instead, they made use of invisible personal shields designed to disperse ranged attacks but did little to inhibit slower-moving melee attacks. Starfish armor has +1 Bypass rating and gains +2 Protection versus ranged weapons, but has halved Protection versus melee weapons. Their articles of clothing tended to be composed of shield paterns overlaid with holographic patterns, which tends to lend them an unusual, ethereal appearance.
  • Native: Although it tends to have a slightly hodgepodge look, Native armor is usually made of incredibly light composites and polymers that make it easy to move in at the cost of protectiveness. The Penalty rating rating of all armor is reduced by 2 and the Protection reduced by 1.

Protective Clothing

  • Armored Overcoat: Protection: 2, Penalty: -0, Bypass: -1, Buffer: 1, Conceal: N/A
Armored overcoats tend to consist of simple weather clothing reinforced with hard fibers to ward off knives and light ballistic plates. Even the Starfish had equivalent designs, wearing cloaks of color-matching and radar-fooling chameleon polymer threaded with shield emitters.
  • Smart Clothes: Protection: 3, Penalty: -0, Bypass: -2, Buffer: 2, Conceal: P* (Varies)
If it weren't for the fact that over half of the colonists on Eudaimonia were largely content to spend most of their time in swimwear, Smart Clothes would probably be the predominant form of clothing on the planet. Made of form-shifting fabrics and polymers on a flexible powered frame, these outfits can assume a number of appearances from gravity-defying dresses to more conservative fare- or even actual swimwear.
  • Crash Suit: Protection: 3, Penalty: -0, Bypass: -2, Buffer: 3, Conceal: C
Crash suits are essentially civilian body armor designed for athletes, made of layers of sheer-thickening fluids and piezohardened sheets that harden and brace when subject to stresses, all in a skintight package. Modern diving suits also make use of this statline.

Body Armor

  • Armored Vest: Protection: 4, Penalty: -1, Bypass: -1, Buffer: 4, Conceal: C
Armored vests and their equivalents were generally worn by rear-echelon members of the THE and MSA militaries. They are popular among paramilitary types and light militias, but have a hard time standing up to heavy fire.
  • Combat Armor: Protection: 6, Penalty: -2, Bypass: -3, Buffer: 6, Conceal: O
The True Human Empire made extensive use of full suits of combat armor, often extensively modified with electronics and other amenities. This statline represents any unpowered or semi-powered suit of armor that covers the entire body. It is possibly to go without a helmet for a more heroic appearance, but this decreases the Bypass and Buffer ratings by 1.

Modifications

All armor can have a single modification. THE has three, but may only deploy one at any moment.

  • Atmospheric Insulation: Armor with Atmospheric Insulation is usually used for deep-sea diving, although these suits are actually usually rated for NBC hazards as well. In addition to providing an indefinite supply of oxygen, armor with this modification does not require the character to defend against airborne toxins or environmental hazards until their Buffer rating has been depleted. Founder deep-sea maintenance suits tended to feature these modifications.
  • Customized: Customized armor has been personalized for the character's body shape and personal needs. It adds 1 to the Protection, Buffer and Bypass ratings, and reduces Penalty by 1. Empire armor cannot be customized.
  • Chameleon Polymer: Chameleon Polymer is a complex blend of flexible radar-dispersing plastics and color-shifting compounds which allow the wearer to conceal themselves from most forms of detection. In practice, they allow a character to completely bypass detection attempts from automatic systems and guards as long as they're not on alert. When guards are on alert, the character in Chameleon Polymer gets an additional +2 dice on their roll.
  • Flight Pack: Ionolifter packs were first seen on MSA shock troops, who used them to conduct drop attacks on THE staging areas, and were later reverse engineered. The Founders evidently had comparable technology which they used on maintenance suits. In practice, flight packs allow a character to fly about as fast as they can run and move in three dimensions indefinitely.
  • Magnetodynamic Slider: The technology the True Human Empire applied on their electromagnetic hovertanks was later put to use on infantry armor, allowing infantry to glide or hover across the ground at about twice their normal running speed.
  • Regenerating: Most armor can restore itself quite rapidly, but Regenerating armor is even more effective at this. Purpose-built for intense frontline combat or arduous environmental conditions, these suits heal one point of Buffer each round of combat.

Devices

Keywords

  • Bonus: In additional to their particular functions, all devices are of a specific quality that they grant a number of dice to relevant rolls.
  • Failsafe: All devices (including toolkits) have a failsafe rating that protect the user from potentially hazardous backlash from botched usage or hostile hacking successes. Each point of Failsafe negates one botch but increases the number of successive rounds a character must 'win' aggressive hacking maneuvers to usurp network control.
  • Conceal: Like weapons and armor, devices have a conceal rating based on size. As with weapons, Conceal P usually refers to things that fit in your pocket.

Electronics

  • Founder: Founder technology is nearly impossibly to damage via counter-hacking and tend to be utilized as network backbones as a consequence. Their electronics have -1 Bonus (minimum 1) due to the archaic informational structure, but gain +1 Failsafe.
  • Empire: Empire technology emphasized raw processing power and interconnectivity with other equipment. Electronic devices designed by the THE can integrate into weapons and armor, adding half their Bonus (round down, minimum 1) to attack and dodge rolls, respectively. If a system-integrated weapon or armor is successfully hacked, this bonus to actions is doubled and reversed.
  • Starfish: Starfish electronics are seemingly alive and endowed with a degree of intelligence, albeit alien and inimical to human psychology. Their pseudo-organic structure allows them to seemingly swim through flesh without causing damage, concealing themselves inside the bodies of their operators, and giving them a Conceal rating of P.
  • Native: Lacking the safeguards of older and more sophisticated technologies, Native-produced electronics have a Failsafe rating of 0. They're also fortunately quite cheap, allowing a character to take an additional piece of equipment.

Standard

  • Persocom: Bonus +1 (Computer), Failsafe 3, Conceal P
Personal computers are popular and compact, fitting in the palm of the hand and projecting holographic screens with full haptic feedback, and can crunch trillions of bytes of data per second, process hyper-real video quality and apply a variety of transformations to data instantly. Actual programmers are viewed with an almost religious awe as most hackers are just cyber-archeologists using recycled code written hundreds or thousands of years ago.
  • Sensorium: Bonus +2 (Sensor), Failsafe 2, Conceal C
Sensoriums are general-purpose survey gear designed for scanning stationary objects and charting out local architecture and topology. They are mostly ineffective at detecting hostile lifeforms, but difficult to misdirect.
  • Oracles: Bonus +4 (Sensor), Failsafe 1, Conceal C
Oracles are advanced personal sensor arrays carried by sentries and special-ops forces culled from the archipelagos city-states, integrating nearly all known (and some unknown) sensor types that allow them to build highly effective maps of topology, detect and identify lifesigns, register heat and radiation signatures. They are unfortunately quite easy to hack and fool compared to other systems.

Restricted

  • Cyberdeck: Bonus +3 (Computer), Failsafe 1, Conceal O
Cyberdecks are particularly ancient and powerful computers, which likely had offensive purposes in informational warfare. Cyberdecks have fewer protections against back-hacking, but usurp local networks to greatly boost their processing power versus mere persocoms.

Modifications

All electronic devices have 2 modifications.

  • Basilisk: Basilisks are actually archives containing hundreds of hostile programs, specialty fractals and dazzling imagery designed to cripple systems. While conventional hacking allows a character to hamper their enemies, basilisks actually allows a character to use hacking rolls instead of dodges or parries, or assist allies against hostile attacks.
  • Plumsofts: Effectively the opposite of Basilisk archives, Plumsofts are collections of ancient media (often pornography or harmonic music) designed to lull targets into a false sense of security. They give the character a full portfolio of pleasant distractions with which to disable security, allowing them to substitute hacking rolls for social rolls to distract or entertain. As an added bonus, they also give you quite the anime collection.
  • Muse: Muses are expert systems coded to search for data and feed useful information back to their users, often designed with sophisticated user interfaces that make them Turing-capable. A character with a Muse has a floating Skill dot they can assign at any time with a successful Knowledge roll.
  • Sim Chamber: Sim Chambers are essentially fully realized universes contained within the digital landscape of a device, used for mind-bending predictive gunnery by the Mysterious Starfish Aliens. They allow a character to 'cheat' normal interactions and use Knowledge instead of other attributes in one action per round. In addition, they grant +1 Bonus when attempting to run simulations relevant to physics, engineering, etc. Xenopsychology (i.e.: ours) is off-limits for some reason.
  • CYRANO System: CYRANO Systems were social augmentations utilized by the THE's leadership class to predict matters of tactics and strategy, as well as adjusting mass media to fit their particular needs. It functions similarly to a Sim Chamber, but only for social rolls.

Toolkits

  • Founder: All Founder toolkits have applications as Founder melee weapons and vice-versa. When stating out one, the character chooses another for free, although they (obviously) count as the same item for the purpose of disarming.
  • Empire: Ruggedly designed and elegantly sharp in aesthetic, the Empire's tools were designed for used by unskilled laborers and bioroids rather than trained professionals, and contained expert systems that offered crash courses during working shifts. Their Bonus rating is increased by 1, and feature an integrated library loaded with a relevant skill rated at 2 and Knowledge 2 for the purposes of informing the user.
  • Starfish: The Starfish didn't notable differentiate between their own bodies and the tools they made use of, and preferred symbiotically linking with various living systems. Often taking eerie insectoid and cephalopodal shapes reminiscent of beetles, ants and octopi, Starfish toolkits are able to borrow into their user's flesh and have a conceal rating of P. In addition, they are able to be controlled remotely at half of (user's Skill + Attribute rating) with the full Bonus value.
  • Native: Native toolkits are in abundance. At the cost of having -1 to their effective Bonus and Failsafe rating, the cost to acquire them is halved, allowing for another piece of non-armor equipment.

Standard

  • Cornucopia Bonus +4 (Cooking), Failsafe 4, Conceal O
Cornucopias are sophisticated all-purpose nanofabrication systems that allow a character to create palatable organic matter seemingly ex-nihilo by processing local junk material with water and force-chaining proteins and other components of foodstuffs. Movable frames of self-heating and cooling smart materials make them splendid cooking implements as well, forming into a variety of tools ranging from hotpots, woks to small ovens.
As a sidenote, the foodstuffs produced by the maker of the cornucopia tends to influence what food it can make. Empire ration manufactories tend to produce delicious but texturally bland food bars, Starfish food tends to come out as large grape-like packets of nutrient liquid or strange translucent meat sculpture with odd, sickly-sweet tastes. Founder and Native cornucopias produce the most natural-seeming foods, although Native-produced synthfoods tend to have a distinct appearance and texture that is clearly reconstituted or processed.
  • Light Multitool Bonus +2 (Lockpicking, Electronics, Sewing, etc), Failsafe 2, Conceal P
Light Multitools are all-purpose and adaptive toolkits designed for precision work on delicate devices such as electronic and analogue locks, explosives or analogue (and still fashionable) watches. In practice, they have the look and feel of high-tech Swiss Army knives (with more processing power than any historical Swiss Army has ever had at their disposal).
  • Heavy Multitool Bonus +3 (Demolitions, Construction, etc)/+[5] (Lifting), Failsafe 1, Conceal N/A
Heavy Multitools are primarily designed for demolitions and construction, consisting of a nano-fabricator head, welding tools, sonic and plasma drills that allow them to swiftly cut through most non-Founder materials with ease or carry out dozens of man-hours of construction work in minutes. Heavy Multitools are also sometimes prized by criminals because their zero-point lifting manifolds allow them to carry large amounts of stolen material and place obstacles with little effort.
  • Spindle Gun Bonus +2 (Climbing), Failsafe 1, Conceal: P
Spindle Guns are smart nanotechnological devices which weave, twist and project multiple strands of a high-tensile strength nanofiber into a grapnel line tipped with a hooked or sticky surface. Despite their name, the actual apparatus can be fitted and aimed from anywhere on the body (although many operators do not realize this). Larger, Native-produced versions of this device are employed by the catgirl pirates for boarding operations.

Restricted

Modifications

Vehicles

Transports