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<h1>Chapter 4: Equipment</h1>
<p class="lead">
The following section lists examples of common equipment that adventurers may want. Aside from armor and weapons, each listing notes the object's name and a basic description. The technological level indicates local technology required to manufacture something with the capabilities listed. Price and weight are for an item manufactured by an interstellar society of tech level 10-15; items produced at lower tech levels will probably be bulkier and more expensive. An item with no weight or size given can be carried or worn without difficulty. Additional lines of explanation are given where considered necessary.
</p>
<h2 id="technology-level-overview">Technology Level Overview</h2>
<p>
Technology Level, also known as Tech Level or TL, is a measure of the scientific and production capacity of a world and the complexity and effectiveness of a piece of equipment.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Technology Level Overview</caption>
<thead class="thead-light">
<tr>
<th>TL</th>
<th>Descriptor</th>
<th>Notable Characteristics</th>
</tr>
</thead>
<tr>
<th>0</th>
<td>Primitive</td>
<td>No technology.</td>
</tr>
<tr>
<th>1</th>
<td>Primitive</td>
<td>Roughly on a par with Bronze or Iron age technology.</td>
</tr>
<tr>
<th>2</th>
<td>Primitive</td>
<td>Renaissance technology.</td>
</tr>
<tr>
<th>3</th>
<td>Primitive</td>
<td>Mass production allows for product standardization, bringing the germ of industrial revolution and steam power.</td>
</tr>
<tr>
<th>4</th>
<td>Industrial</td>
<td>Transition to industrial revolution is complete, bringing plastics, radio and other such inventions.</td>
</tr>
<tr>
<th>5</th>
<td>Industrial</td>
<td>Widespread electrification, tele-communications and internal combustion.</td>
</tr>
<tr>
<th>6</th>
<td>Industrial</td>
<td>Development of fission power and more advanced computing.</td>
</tr>
<tr>
<th>7</th>
<td>Pre-Stellar</td>
<td>Can reach orbit reliably and has telecommunications satellites.</td>
</tr>
<tr>
<th>8</th>
<td>Pre-Stellar</td>
<td>Possible to reach other worlds in the same system, although terraforming or full colonization is not within the culture's capacity.</td>
</tr>
<tr>
<th>9</th>
<td>Pre-Stellar</td>
<td>Development of gravity manipulation, which makes space travel vastly safer and faster; first steps into Jump Drive technology.</td>
</tr>
<tr>
<th>10 (A)</th>
<td>Early Stellar</td>
<td>With the advent of Jump, nearby systems are opened up.</td>
</tr>
<tr>
<th>11 (B)</th>
<td>Early Stellar</td>
<td>The first primitive (non-creative) artificial intelligences become possible in the form of "low autonomous" interfaces, as computers begin to model synaptic networks.</td>
</tr>
<tr>
<th>12 (C)</th>
<td>Average Stellar</td>
<td>Weather control revolutionizes terraforming and agriculture.</td>
</tr>
<tr>
<th>13 (D)</th>
<td>Average Stellar</td>
<td>The battle dress appears on the battlefield in response to the new weapons. "High autonomous" interfaces allow computers to become self-actuating and self-teaching.</td>
</tr>
<tr>
<th>14 (E)</th>
<td>Average Stellar</td>
<td>Fusion weapons become man-portable.</td>
</tr>
<tr>
<th>15 (F)</th>
<td>High Stellar</td>
<td>Black globe generators suggest a new direction for defensive technologies, while the development of synthetic anagathics means that the human lifespan is now vastly increased.</td>
</tr>
</table>
<p>
Higher Technology Levels exist and may appear in some Cepheus Engine universes.
</p>
<h2 id="currency">Currency</h2>
<p>
The Credit (Cr) is the standard unit of currency in Cepheus Engine. Larger denominations include the KiloCredit (KCr; 1,000 Credits) and the MegaCredit (MCr; 1,000,000 Credits).
</p>
<h2 id="armor">Armor</h2>
<p>
Armor reduces the amount of damage a character takes from a hit, based on the type of armor worn. The armor rating for a set of armor is equal to the amount of damage reduced by the armor when you are hit in combat. A hit with Effect 6+ always inflicts at least one point of damage, regardless of the target's armor.
</p>
<p>
Unless otherwise noted, only one type of armor can be worn at a time. Resolve damage from the outside in – damage that gets through the outer layer of armor is next applied to the inner layer.
</p>
<dl>
<dt>TL</dt>
<dd>The earliest tech level at which this item first becomes available.</dd>
<dt>Armor Rating (AR)</dt>
<dd>The amount of damage reduced by the armor when an attack strikes the character. When two values are listed separated by a slash, the number to the left of the slash represents the armor rating against all attacks except lasers, while the number to the right of the slash represents the armor rating against laser attacks.</dd>
<dt>Cost</dt>
<dd>The cost of the item in Credits (Cr).</dd>
<dt>Weight</dt>
<dd>The weight of the item in kilograms.</dd>
<dt>Skill Required</dt>
<dd>Some armors have a required skill. A character suffers the usual unskilled penalty when using armor without levels in the required skill.</dd>
</dl>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Common Personal Armor</caption>
<thead class="thead-light">
<tr>
<th>Armor</th>
<th>TL</th>
<th>AR</th>
<th>Cost</th>
<th>Wgt</th>
<th>Skill Required</th>
</tr>
</thead>
<tr>
<th>Ablat</th>
<td>9</td>
<td>3/8*</td>
<td>Cr75</td>
<td>2kg</td>
<td>—</td>
</tr>
<tr>
<th>Battle Dress</th>
<td>13</td>
<td>18</td>
<td>Cr200,000</td>
<td>60kg</td>
<td><a href="skills.html#battle-dress">Battle Dress</a></td>
</tr>
<tr>
<th>Cloth</th>
<td>6</td>
<td>9</td>
<td>Cr250</td>
<td>2kg</td>
<td>—</td>
</tr>
<tr>
<th>Combat Armor</th>
<td>11</td>
<td>11</td>
<td>Cr20,000</td>
<td>18kg</td>
<td><a href="skills.html#zero-g">Zero-G</a></td>
</tr>
<tr>
<th>Hostile Env Vacc Suit</th>
<td>12</td>
<td>8</td>
<td>Cr18,000</td>
<td>40kg</td>
<td><a href="skills.html#zero-g">Zero-G</a></td>
</tr>
<tr>
<th>Jack</th>
<td>1</td>
<td>3</td>
<td>Cr50</td>
<td>1kg</td>
<td>—</td>
</tr>
<tr>
<th>Mesh</th>
<td>7</td>
<td>5</td>
<td>Cr150</td>
<td>2kg</td>
<td>—</td>
</tr>
<tr>
<th>Reflec</th>
<td>10</td>
<td>0/14</td>
<td>Cr1500</td>
<td>1kg</td>
<td>—</td>
</tr>
<tr>
<th>Vacc Suit</th>
<td>9</td>
<td>6</td>
<td>Cr9,000</td>
<td>8kg</td>
<td><a href="skills.html#zero-g">Zero-G</a></td>
</tr>
</table>
<h3>Armor Descriptions</h3>
<dl>
<dt>Ablat (TL 9)</dt>
<dd>A cheap alternative to Reflec, ablat armor is made from a material that ablates (vaporizes) when hit by laser fire. Each laser hit on ablat reduces its armor value (versus lasers) by one, but the armor is cheap and easily replaceable.</dd>
<dt>Battle Dress (TL 13)</dt>
<dd>The ultimate personal armor, battle dress is a powered form of combat armor. The servomotors vastly increase the user's speed and strength, boosting his Strength and Dexterity by +4 while wearing the armor. Damage to the wearer's characteristics is calculated as normal, but the values from the armor are used for all other purposes such as hand to hand damage or skill checks. The suit has a built-in Model 2 computer running an Expert Tactics-2 program to give tactical advice and updates and is commonly outfitted with numerous upgrades. The suit is fully enclosed, with a six-hour air supply and gives full protection against environmental hazards – including NBC shielding – as if it was an HEV suit.</dd>
<dt>Cloth (TL 7)</dt>
<dd>A heavy duty body suit tailored from ballistic cloth. The fabric absorbs impact energy and spreads it over the body, which can result in bruising. However, cloth armor is highly useful and versatile – it can be effectively concealed under normal clothing although observers making an Investigate or Recon check at 8+ will notice something unusual.</dd>
<dt>Combat Armor (TL 11)</dt>
<dd>This full-body suit is used by the military and not generally available on the open market, although those with military or criminal contacts can obtain it without much difficulty. It is issued to troop units and mercenary battalions. Combat armor protects from hard vacuum in the same way as a vacc suit and provides life support for six hours.</dd>
<dt>Hostile Environment Vacc Suit (TL 8)</dt>
<dd>Hostile environment suits are designed for conditions where a normal vacc suit would be insufficient, such as deep underwater, worlds shrouded in toxic or corrosive gases, extremes of radiation or temperature, or other locales that offer serious physical danger as well as the lack of a breathable atmosphere. HEV suits provide all the life support offered by a normal vacc suit (for six hours) but are also impervious to flames, intense radiation such as that found at nuclear blast sites (decreasing radiation exposure by 180 rads), and high pressure environments like undersea trenches.</dd>
<dt>Jack (TL 1)</dt>
<dd>A natural or synthetic leather jacket or body suit covering the torso and upper arms and legs.</dd>
<dt>Mesh (TL 6)</dt>
<dd>A jacket or body suit lined with a flexible metal or plastic mesh that gives it added protection against bullets.</dd>
<dt>Reflec (TL 10)</dt>
<dd>Reflec armor is a flexible plastic suit with layers of reflective material and heat-dispersing gel. It is highly effective against lasers, but provides no protection against other attacks. Reflec can be worn with other armor.</dd>
<dt>Vacc Suit (TL 8)</dt>
<dd>The vacc suit or space suit is the spacer's best friend, providing life support and protection when in space. A vacc suit provides a breathable atmosphere and protection from the extremes of temperature, low pressure and radiation typically found in a hard vacuum (decreasing exposure by up to 40 rads), for six hours.</dd>
</dl>
<h2 id="communications">Communicators</h2>
<p>
Characters separated by physical location often have a need to maintain communications. These examples of communications equipment fulfill that need. Routine use of these devices does not require a skill check. When attempting to overcome interference or use these devices for other purposes, the <a href="skills.html#comms">Comms</a> skill check is used.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Communications Equipment</caption>
<thead class="thead-light">
<tr>
<th>Communicator</th>
<th>TL</th>
<th>Cost</th>
<th>Wgt</th>
<th>Range</th>
</tr>
</thead>
<tr>
<th>Long Range Communicator</th>
<td>6</td>
<td>Cr500</td>
<td>15 kg</td>
<td>500 km</td>
</tr>
<tr>
<th>Medium Range Communicator</th>
<td>5</td>
<td>Cr200</td>
<td>10 kg</td>
<td>30 km</td>
</tr>
<tr>
<th>Short Range Communicator</th>
<td>5</td>
<td>Cr100</td>
<td>5 kg</td>
<td>10 km</td>
</tr>
<tr>
<th>Personal Communicator</th>
<td>8</td>
<td>Cr250</td>
<td>0.3 kg</td>
<td>Special</td>
</tr>
</table>
<dl>
<dt>Long Range Communicator</dt>
<dd>Back-pack mounted radio capable of ranges up to 500 km and contact with ships in orbit. Ten separate channels. At tech level 7 reduce the weight to 1.5 kg and it becomes belt or sling mounted.</dd>
<dt>Medium Range Communicator</dt>
<dd>Belt-mounted or sling carried radio set capable of up to 30 km range, and contact with official radio channels. Five separate channels. At tech level 7, reduce the weight to 500 grams.</dd>
<dt>Short Range Communicator</dt>
<dd>Belt-mounted radio capable of 10 km range (much shorter underground or underwater). Three separate channels. At tech level 7 reduce the weight to 300 grams and it becomes hand-held.</dd>
<dt>Personal Communicator</dt>
<dd>A hand-held, single channel communication device. On world with a tech level of 8 or higher a personal communicator is able to tap into the world's satellite communication network and with the proper address, contact any other communicator in the world (for a fee). The channel is private, but not secure and may be monitored on some worlds. Usually network access can be arranged at the local starport for a small fee. On worlds with a tech level of 7 or less, personal communicators will not work.</dd>
</dl>
<h2 id="computers">Computers</h2>
<p>
The power of a computer is given by its rating (Model 1, Model 2 and so forth), which measures the complexity of the programs it can run. (Storage space is effectively unlimited at TL 9 and above.) Programs are rated by the computer rating they require. A system can run a number of programs up to its rating.
</p>
<p>
The computers listed here are laptop size. Battery life is two hours at TL 7, eight hours at TL 8, and effectively unlimited at TL 9 and above. Desktop computers offer a slightly greater amount of processing power for the same cost but not enough to make a difference in-game. Desktops become obsolete during TL 8.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Computers by TL</caption>
<thead class="thead-light">
<tr>
<th>Optimum TL</th>
<th>Computer Power</th>
<th>Mass (kg)</th>
<th>Cost (Cr)</th>
</tr>
</thead>
<tr>
<th>TL 7</th>
<td>Model 0</td>
<td>10</td>
<td>50</td>
</tr>
<tr>
<th>TL 8</th>
<td>Model 1</td>
<td>5</td>
<td>100</td>
</tr>
<tr>
<th>TL 9</th>
<td>Model 1</td>
<td>5</td>
<td>250</td>
</tr>
<tr>
<th>TL 10</th>
<td>Model 2</td>
<td>1</td>
<td>350</td>
</tr>
<tr>
<th>TL 11</th>
<td>Model 2</td>
<td>1</td>
<td>500</td>
</tr>
<tr>
<th>TL 12</th>
<td>Model 3</td>
<td>0.5</td>
<td>1,000</td>
</tr>
<tr>
<th>TL 13</th>
<td>Model 4</td>
<td>0.5</td>
<td>1,500</td>
</tr>
<tr>
<th>TL 14</th>
<td>Model 5</td>
<td>0.5</td>
<td>5,000</td>
</tr>
</table>
<dl>
<dt>Computer Terminal (TL 7)</dt>
<dd>This is a 'dumb terminal', with only limited processing power. It serves as an interface to a more powerful computer such as a ship's computer or planetary network. Terminals range in size depending on their control method – a holographic display terminal can be much smaller than one with a physical keyboard and screen. A computer terminal has Model 0, and costs Cr200.</dd>
<dt>Hand Computer (TL 7)</dt>
<dd>A hand computer is a portable computer system with considerable processing power. It is more powerful than a computer terminal, and can be used without access to a network. A hand computer costs twice as much as a normal computer of the same TL but can he held in one hand and operated with the other.</dd>
</dl>
<h3>Computer Options</h3>
<dl>
<dt>Data Display/Recorder (TL 13)</dt>
<dd>This headpiece worn over one or both eyes provides a continuous heads-up display for the user, allowing him to view computer data from any linked system. Because of the transparent screen vision is not obscured while using a DD/R headset. DD/Rs can display data from any system, not just computers – they can display vacc suit oxygen reserves, grav belt status, neural activity scanner results and so forth. Cr5,000.</dd>
<dt>Data Wafer (TL 10)</dt>
<dd>The principle medium of information storage is the standard data wafer, a rectangle of hardened plastic about the size of a credit card. A TL 10 data wafer is memory diamond, with information encoded in structures of carbon atoms; more advanced wafers use more exotic means of data storage. Cr5.</dd>
<dt>Specialized Computer</dt>
<dd>A computer can be designed for a specific purpose, which gives it a Rating of 1 or 2 higher for that program only. The navigation computer on a starship might be only a Model 1, but it could run the Expert Navigation/3 program because it is specially designed for that task. A specialized computer costs 25% more per added Rating. In addition, when working out how many programs the computer can run simultaneously, the program that the computer is specialized for does not count against that total.</dd>
</dl>
<h3>Computer Software</h3>
<p>
A character can use any high-rating software at a lower rating, to a minimum of the lowest rating shown.
</p>
<p>
Programs above Rating/1 cannot be copied easily, as they require a non-trivial amount of bandwidth to transfer.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Computer Software</caption>
<thead class="thead-light">
<tr>
<th>Software</th>
<th>Rating</th>
<th>TL</th>
<th>Cost</th>
<th>Description</th>
</tr>
</thead>
<tr>
<th>Database</th>
<td>—</td>
<td>7</td>
<td>Cr10 to Cr10,000</td>
<td>A database is a large store of information on a topic that can be searched with a Computer check or using an Agent.</td>
</tr>
<tr>
<th>Interface</th>
<td>0</td>
<td>7</td>
<td>Included</td>
<td>Displays data. Using a computer without an interface is a Formidable (–6 DM) task.</td>
</tr>
<tr>
<th>Security</th>
<td>0</td>
<td>7</td>
<td>Included</td>
<td>Security programs defend against intrusion. Rating 0 is Average (+0 DM).</td>
</tr>
<tr>
<th></th>
<td>1</td>
<td>9</td>
<td>Cr200</td>
<td class="bg-warning">Difficult (–2 DM) difficulty</td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>11</td>
<td>Cr1,000</td>
<td class="table-danger">Very Difficult (–4 DM) difficulty</td>
</tr>
<tr>
<th></th>
<td>3</td>
<td>12</td>
<td>Cr20,000</td>
<td class="bg-danger">Formidable (–6 DM) difficulty</td>
</tr>
<tr>
<th>Translator</th>
<td>0</td>
<td>9</td>
<td>Cr50</td>
<td>Translators are specialized Expert systems that only have Language skills. Provides a near-real-time translation.</td>
</tr>
<tr>
<th></th>
<td>1</td>
<td>10</td>
<td>Cr500</td>
<td>Works in real-time and has a much better understanding of the nuances of language.</td>
</tr>
<tr>
<th>Intrusion</th>
<td>1</td>
<td>10</td>
<td>Cr1,000</td>
<td>Intrusion programs aid hacking attempts, giving a bonus equal to their Rating. Intrusion software is often illegal.</td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>11</td>
<td>Cr10,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>3</td>
<td>13</td>
<td>Cr100,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>4</td>
<td>15</td>
<td>N/A</td>
<td></td>
</tr>
<tr>
<th>Intelligent Interface</th>
<td>1</td>
<td>11</td>
<td>Cr100</td>
<td>"Low autonomous" artificial intelligence allows voice control and displays data intelligently. Required for using Expert programs.</td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>13</td>
<td>Cr1,000</td>
<td>"High autonomous" artificial intelligence allows a primitive artificial intelligence to self-initiate and learn on its own.</td>
</tr>
<tr>
<th></th>
<td>3</td>
<td>17</td>
<td>Cr10,000</td>
<td>True artificial intelligence capable of independent creative thought.</td>
</tr>
<tr>
<th>Expert</th>
<td>1</td>
<td>11</td>
<td>Cr1,000</td>
<td>Expert programs mimic skills. A character using an expert system may make a skill check as if he had the skill at the program's Rating -1. Only Intelligence and Education-based checks can be attempted. If the character already has the skill at a higher level, then an Expert program grants a +1 DM instead.</td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>12</td>
<td>Cr10,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>3</td>
<td>13</td>
<td>Cr100,000</td>
<td></td>
</tr>
<tr>
<th>Agent</th>
<td>0</td>
<td>11</td>
<td>Cr500</td>
<td>Agent programs have a <a href="skills.html#computer">Computer</a> skill equal to their Rating, and can carry out tasks assigned to them with a modicum of intelligence. For example, an agent program might be commanded to hack into an enemy computer system and steal a particular data file. They are effectively specialized combinations of Computer Expert and Intellect programs.</td>
</tr>
<tr>
<th></th>
<td>1</td>
<td>12</td>
<td>Cr2,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>13</td>
<td>Cr100,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>3</td>
<td>14</td>
<td>Cr250,000</td>
<td></td>
</tr>
<tr>
<th>Intellect</th>
<td>1</td>
<td>12</td>
<td>Cr2,000</td>
<td>Intellects are improved agents, who can use Expert systems. For example, a robot doctor might be running Intellect/1 and Expert Medic/3, giving it a Medic skill of 2. An Intellect program can use a number of skills simultaneously equal to its Rating.</td>
</tr>
<tr>
<th></th>
<td>2</td>
<td>13</td>
<td>Cr50,000</td>
<td></td>
</tr>
<tr>
<th></th>
<td>3+</td>
<td>14</td>
<td></td>
<td></td>
</tr>
</table>
<h2 id="drugs">Drugs</h2>
<p>
Medications often supplement the direct medical attention of a trained health professional. The following drugs are commonly encountered in Cepheus Engine campaigns.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Drugs</caption>
<thead class="thead-light">
<tr>
<th>Description</th>
<th>TL</th>
<th>Cost</th>
</tr>
</thead>
<tr>
<th>Medicinal Drugs</th>
<td>5</td>
<td>Cr5+</td>
</tr>
<tr>
<th>Anti-Radiation Drugs</th>
<td>8</td>
<td>Cr1,000</td>
</tr>
<tr>
<th>Panaceas</th>
<td>8</td>
<td>Cr200</td>
</tr>
<tr>
<th>Stim Drugs</th>
<td>8</td>
<td>Cr50</td>
</tr>
<tr>
<th>Combat Drug</th>
<td>10</td>
<td>Cr1,000</td>
</tr>
<tr>
<th>Fast Drug</th>
<td>10</td>
<td>Cr200</td>
</tr>
<tr>
<th>Metabolic Accelerator</th>
<td>10</td>
<td>Cr500</td>
</tr>
<tr>
<th>Medicinal Slow Drug</th>
<td>11</td>
<td>Cr500</td>
</tr>
<tr>
<th>Anagathics</th>
<td>11</td>
<td>Cr2,000</td>
</tr>
</table>
<dl>
<dt>Anagathics</dt>
<dd>Slow the user's aging process. Synthetic anagathics become possible at TL 15, but there are natural spices and other rare compounds that have comparable effects at all Technology Levels. Anagathics are illegal or heavily controlled on many worlds. One dose must be taken each month to maintain the anti-aging effect – if the character taking anagathics misses a dose they must make an immediate roll on the aging table as their body reacts badly to the interrupted supply.</dd>
<dt>Anti-Radiation Drugs</dt>
<dd>Must be administered before or immediately after (within ten minutes) radiation exposure. They absorb up to 100 rads per dose. A character may only use anti-rad drugs once per day – taking any more causes permanent Endurance damage of 1D6 per dose.</dd>
<dt>Combat Drug</dt>
<dd>This drug increases reaction time and improves the body's ability to cope with trauma, aiding the user in combat. A character using a combat drug adds +4 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge once each round with no effect on his initiative score and reduces all damage suffered by two points. The drug kicks in twenty seconds (four rounds) after injection, and lasts around ten minutes. When the drug wears off, the user is fatigued.</dd>
<dt>Fast Drug</dt>
<dd>Also known as 'Hibernation', this drug puts the user into a state akin to suspended animation, slowing his metabolic rate down to a ratio of 60 to 1 – a subjective day for the user is actually two months. Fast drug is normally used to prolong life support reserves or as a cheap substitute for a cryoberth.</dd>
<dt>Medicinal Drugs</dt>
<dd>These medications include vaccines, antitoxins and antibiotics. They range in cost from Cr5 to 1D6x1,000 Credits, depending on the rarity and complexity of the drug. Medicinal drugs require the <a href="skills.html#medic">Medic</a> skill to use properly – using the wrong drug can be worse than doing nothing. With a successful <a href="skills.html#medic">Medic</a> check the correct drug can counteract most poisons or diseases, or at the very least give a positive DM towards resisting them. If the wrong drug is administered, treat it as a Difficult (–2 DM) poison with a damage of 1D6.</dd>
<dt>Medicinal Slow</dt>
<dd>A variant of the slow drug. It can only be applied safely in a medical facility where life-support and cryo-technology is available as it increases the metabolism to around thirty times normal, allowing a patient to undergo a month of healing in a single day.</dd>
<dt>Metabolic Accelerator</dt>
<dd>Also known as 'Slow Drug', this drug boosts the user's reaction time to superhuman levels. A character using slow drug in combat adds +8 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge up to twice each round with no effect on his initiative score. The drug kicks in 45 seconds (eight rounds) after ingestion or injection and lasts for around ten minutes. When the drug wears off, the user's system crashes. He suffers 2D6 points of damage and is exhausted.</dd>
<dt>Panaceas</dt>
<dd>Wide-spectrum medicinal drugs that are specifically designed not to interact harmfully. They can therefore be used on any wound or illness and are guaranteed not to make things worse. A character using panaceas may make a <a href="skills.html#medic">Medic</a> check as if he had <a href="skills.html#medic">Medic</a> 0 when treating an infection or disease.</dd>
<dt>Stim Drugs</dt>
<dd>Removes fatigue, at a cost. A character who uses stim may remove the effects of fatigue but suffers one point of damage. If stims are used to remove fatigue again without an intervening period of sleep, the character suffers two points of damage the second time, three points the third time, and so on.</dd>
</dl>
<h2 id="explosives">Explosives</h2>
<p>
The <a href="skills.html#demolitions">Demolitions</a> skill is used with explosives – the Effect of the <a href="skills.html#demolitions">Demolitions</a> skill check multiplies the damage, with a minimum of x1 damage for an Effect of 0 or 1. Explosives are not legally available on any world with a Law Level of 1 or greater.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Explosives</caption>
<thead class="thead-light">
<tr>
<th>Weapon</th>
<th>TL</th>
<th>Damage</th>
<th>Radius</th>
<th>Cost (Cr)</th>
</tr>
</thead>
<tr>
<th>Plastic</th>
<td>6</td>
<td>3D6</td>
<td>2D6 meters</td>
<td>200</td>
</tr>
<tr>
<th>Pocket Nuke</th>
<td>12</td>
<td>2D6 x 20</td>
<td>15D6 meters</td>
<td>20,000</td>
</tr>
<tr>
<th>TDX</th>
<td>12</td>
<td>4D6</td>
<td>4D6 meters</td>
<td>1,000</td>
</tr>
</table>
<dl>
<dt>Plastic</dt>
<dd>This generic, multi-purpose plastic explosive is a favorite of military units, terrorists, demolition teams and adventurers across known space.</dd>
<dt>Pocket Nuke</dt>
<dd>Hideously illegal on many worlds, the pocket nuke is actually the size of a briefcase and so is too large to fit into a grenade launcher.</dd>
<dt>TDX</dt>
<dd>An advanced gravity-polarized explosive, TDX explodes only along the horizontal axis.</dd>
</dl>
<h2 id="personal-devices">Personal Devices</h2>
<p>
Characters often possess any of a number of personal devices, such as those described in this section.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Personal Devices</caption>
<thead class="thead-light">
<tr>
<th>Description</th>
<th>TL</th>
<th>Cost</th>
<th>Wgt</th>
</tr>
</thead>
<tr>
<th>Magnetic Compass</th>
<td>3</td>
<td>Cr10</td>
<td>—</td>
</tr>
<tr>
<th>Wrist Watch</th>
<td>4</td>
<td>Cr100</td>
<td>—</td>
</tr>
<tr>
<th>Radiation Counter</th>
<td>5</td>
<td>Cr250</td>
<td>1</td>
</tr>
<tr>
<th>Metal Detector</th>
<td>6</td>
<td>Cr300</td>
<td>1</td>
</tr>
<tr>
<th>Hand Calculator</th>
<td>7</td>
<td>Cr10</td>
<td>0.1</td>
</tr>
<tr>
<th>Inertial Locator</th>
<td>9</td>
<td>Cr1,200</td>
<td>1.5</td>
</tr>
<tr>
<th>Electromagnetic Probe</th>
<td>10</td>
<td>Cr1,000</td>
<td>—</td>
</tr>
<tr>
<th>Hand Computer</th>
<td>11</td>
<td>Cr1,000</td>
<td>0.5</td>
</tr>
<tr>
<th>Holographic Projector</th>
<td>11</td>
<td>Cr1,000</td>
<td>1</td>
</tr>
<tr>
<th>Densitometer</th>
<td>14</td>
<td>Cr20,000</td>
<td>5</td>
</tr>
<tr>
<th>Bioscanner</th>
<td>15</td>
<td>Cr350,000</td>
<td>3.5</td>
</tr>
<tr>
<th>Neural Activity Sensor</th>
<td>15</td>
<td>Cr35,000</td>
<td>10</td>
</tr>
</table>
<dl>
<dt>Bioscanner</dt>
<dd>The bioscanner 'sniffs' for organic molecules and tests chemical samples, analysing the make-up of whatever it is focussed on. It can be used to detect poisons or bacteria, analyse organic matter, search for life signs and classify unfamiliar organisms. The data from a bioscanner can be interpreted using the <a href="skills.html#comms">Comms</a> or the <a href="skills.html#life-sciences">Life Sciences</a> skill.</dd>
<dt>Densitometer</dt>
<dd>The remote densitometer uses an object's natural gravity to measure its density, building up a three-dimensional image of the inside and outside of an object.</dd>
<dt>Electromagnetic Probe</dt>
<dd>This handy device detects the electromagnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment (+1 DM to work out what's wrong with it) or when searching for hidden bugs or devices. The <a href="skills.html#comms">Comms</a> skill can be used to sweep a room for bugs.</dd>
<dt>Hand Calculator</dt>
<dd>Allows the user to perform mathematical calculations quickly.</dd>
<dt>Hand Computer</dt>
<dd>The 'handcomp' provides services of a small computer, plus serves as a computer terminal when linked (by its integral radio, network interface jack, or by other circuit) to a standard computer.</dd>
<dt>Holographic Projector</dt>
<dd>A holographic projector is a toaster-sized box that, when activated, creates a three-dimensional image in the space around it or nearby – the range is approximately three meters in all directions. The image can be given pre-programmed animations within a limited range and the projector includes speakers for making sound. The projected holograms are obviously not real so this device is mostly used for communication. The TL 12 version can produce holograms real enough to fool anyone who fails an Intelligence check (made upon first seeing the hologram), at double the cost, and the TL 13 version can produce holograms that are true-to-life images, at ten times the cost.</dd>
<dt>Inertial Locator</dt>
<dd>Indicates direction and distance traveled from the starting location.</dd>
<dt>Magnetic Compass</dt>
<dd>Indicates direction of magnetic north, if any exists.</dd>
<dt>Metal Detector</dt>
<dd>Indicates presence of metal within a 3 meter radius (including underground), with the indicating signal growing stronger as it gets closer to the source.</dd>
<dt>Neural Activity Sensor (NAS)</dt>
<dd>This device consists of a backpack and detachable handheld unit, and can detect neural activity up to 500 meters away. The device can also give a rough estimation of the intelligence level of organisms based on brainwave patterns. The data from a neural activity scanner can be interpreted using the <a href="skills.html#comms">Comms</a>, the <a href="skills.html#life-sciences">Life Sciences</a> or the <a href="skills.html#social-sciences">Social Sciences</a> skills.</dd>
<dt>Radiation Counter</dt>
<dd>Indicates presence and intensity of radioactivity within a 30-meter radius. The indicating signal will grow stronger as it gets closer to the source.</dd>
<dt>Wrist Watch</dt>
<dd>Allows the user to tell time. At teck level 9, can be configured to multiple worlds, as well as standard time, and allows the user to configure alarms based on specific times.</dd>
</dl>
<h2 id="robots-and-drones">Robots and Drones</h2>
<p>
Robots are iconic to science fiction. This section describes the robots and drones commonly available in a Cepheus Engine campaign. A robot has an Intellect program running, allowing it to make decisions independently, while drones are remote-controlled by a character with the <a href="skills.html#comms">Comms</a> skill.
</p>
<p>
Robots and drones operate in combat like characters but take damage as if they were vehicles. They have Hull and Structure characteristics instead of an Endurance characteristic, and an Endurance DM of 0. Any robot running an Intellect program has an Intelligence and Education score. Drones have neither. A robot's Education characteristic is representative of the information programmed into it and even low-end robots can have high Education scores. Most robots have Social Standing characteristics of 0 as they are not social creations but there are some exceptions, usually high-end models running advanced Intellect programs. Drones do not have Social Standing but in cases where they are used to engage in diplomacy or other social intercourse the operator can use his own Social Standing score.
</p>
<dl>
<dt>Cargo Robot (TL 11)</dt>
<dd>
<p>
These simple, heavy-duty robots are found in starport docks and on board cargo ships. Cargo drones can be constructed as low as Technology Level 9 but their utility is extremely limited until the invention of Intellect programs.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 30 (+8), Dexterity 9 (+1), Hull 2, Structure 2</li>
<li>Intelligence 3 (–1), Education 5 (–1), Social Standing 0 (–3)</li>
<li><b>Traits:</b> Armor 8, Huge, Specialized Model 1 computer (running Intellect/1 and Expert (appropriate skill)/1)</li>
<li><b>Weapons:</b> Crushing Strength (Natural Weapons, 3D6 damage)</li>
<li><b>Price:</b> Cr75,000</li>
</ul>
</dd>
<dt>Repair Robot (TL 11)</dt>
<dd>
<p>
Shipboard repair robots are small crab-shaped machines that carry a variety of welding and cutting tools. Specialized repair robots may run Expert Engineering rather than Expert Mechanics.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 6 (+0), Dexterity 7 (+0), Hull 1, Structure 1</li>
<li>Intelligence 5 (–1), Education 6 (+0), Social Standing 0 (–3)</li>
<li><b>Traits:</b> Integral System (mechanical toolkit), Specialized Model 1 computer (running Intellect/1 and Expert Mechanics/2)</li>
<li><b>Weapons:</b> Tools (Natural Weapons, 1D6 damage)</li>
<li><b>Price:</b> Cr10,000</li>
</ul>
</dd>
<dt>Personal Drone (TL 11)</dt>
<dd>
<p>
This is a small floating globe about thirty centimeters in diameter. It is equipped with holographic projectors which can display the image of a person, allowing a character to have a virtual presence over a great distance.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 2 (–2), Dexterity 7 (+0), Hull 1, Structure 1</li>
<li><b>Traits:</b> Tiny, Integral System (comm, audio/visual), Integral System (grav floater), Integral System (TL 11 holographic projector)</li>
<li><b>Price:</b> Cr2,000</li>
</ul>
</dd>
<dt>Probe Drone (TL 11)</dt>
<dd>
<p>
A probe drone is a hardened version of a personal remote, armored and carrying more sensor packages. They have an operating range of five hundred kilometers, and can fly at a speed of 300 kph.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 3 (–1), Dexterity 7 (+0), Hull 3, Structure 3</li>
<li><b>Traits:</b> Armor 5, Integral System (comm, audio/visual), Integral System (grav belt), Integral System (TL 11 holographic projector), Integral System (every sensor available at TL 11 and below)</li>
<li><b>Price:</b> Cr15,000</li>
</ul>
</dd>
<dt>Autodoc (TL 12)</dt>
<dd>
<p>
An autodoc is a specialized, immobile medical robot, which is often installed inside vehicles or spacecraft.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 6 (+0), Dexterity 15 (+3), Hull 1, Structure 1</li>
<li>Intelligence 9 (+1), Education 12 (+2), Social Standing 0 (–3)</li>
<li><b>Traits:</b> Integral System (TL 12 medikit), Specialized Model 1 computer (running Intellect/1 and Medicine/2)</li>
<li><b>Weapons:</b> Surgical Tools (Slashing Weapons, 1D6 damage)</li>
<li><b>Price:</b> Cr40,000</li>
</ul>
</dd>
<dt>Combat Drone (TL 12)</dt>
<dd>
<p>
Combat drones are little more than flying guns mated to a grav floater and a computer system. The drones must be piloted with the <a href="skills.html#comms">Comms</a> skill but attacks are made using the appropriate weapon skill. Combat drones loaded with Intellect and combat Expert programs (making them autonomous combat robots) are illegal on many worlds.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 12 (+2), Dexterity 10 (+1), Hull 4, Structure 4</li>
<li><b>Traits:</b> Armor 9, Integral System (grav floater), Integral Weapon (any)</li>
<li><b>Weapons:</b> Any gun</li>
<li><b>Price:</b> Cr90,000, plus the cost of the weapon (the Integral Weapon upgrade is included)</li>
</ul>
</dd>
<dt>Servitor (TL 13)</dt>
<dd>
<p>
Servitor robots are expensive humanoid robots who are programmed to act as butlers or servants to the nobility. Some servitor owners reprogram their robots with Expert Carousing or Expert Gambling to better suit their lifestyle.
</p>
<ul class="list-unstyled pl-5">
<li>Strength 7 (+0), Dexterity 9 (+1), Hull 2, Structure 2</li>
<li>Intelligence 9 (+1), Education 12 (+2), Social Standing 7 (+0)</li>
<li><b>Traits:</b> Computer/3 (running Intellect/1 and Expert Steward/2 – servitors also have Expert Liaison/2 and Translator/1 available should they be necessary)</li>
<li><b>Weapons:</b> Robot Punch (Natural Weapons, 1D6 damage)</li>
<li><b>Price:</b> Cr120,000</li>
</ul>
</dd>
</dl>
<h3>Robot and Drone Options</h3>