plain needler pistol
20 shots barbed needles (2D10)
20 shots anesthetic needles (sleep?)
Ke-1000 laser (1D8 per SEU)
3 20 SEU clips
albedo screen
civilian skeinsuit
pocket tool
vibroknife
techkit
file computer
wearing a Duo-CAS (combined electro-CAS and mechanical-CAS) Zebulon- Mechanical-CAS: +2 Column Shift to the Machinery: Repair and Vehicles: Repair
skills and Security Systems: Open Locks skill if the lock is mechanical. - Electro-CAS: +2 Column Shift for the Security Systems: Open Lock skill,
if the lock is electrical.
wearing a bodycomp (type D processor) and a kingpack power source
protected by a Battle Bodycomp Belt
with the following progits to the bodycomp
Audio-Act
Calc-All
Calc-Boost
+1 Column Shift to- Acoustics
- Bionics
- Chemistry
- Cryptography
- Cybernetics
- Engineering: Alternative Energy
- Engineering: Nuclear
- Finance
- Optics
- Physics
- Robotics: Modifications
A character using the Calc-All, Calc-Boost and
Master-Comp progits together, and with the proper
type and amount of data, can work out the
probabilities of many events.
CAS-Interface
Chrono-Calc
Comp-Talk
Map-Calc
Master-Comp
SOP- Scan any locked lock within range usingboth the
mechanical and electrical CAS, recommend the methods
that would bypass the lock.
Robo-Link
to attach device to robot- Robotics: Activate/Deactivate
- Robotics: Alter Functions
- Robotics: Alter Mission
- Robotics: List Functions
- Robotics: Remove Security Locks
Trans-Comp I
S'krllk
Cybernetic Hand
S'Krllk's cybernetic hand can perform several functions- It can plug in and adapt to plug into computer systems directly
- It can reshape fingers into tools to perform engineering skills (+20% to engineering checks for normal equipment and +10% for alien equipment), same with computer checks
- It can contain a vial of liquid. Currently, it contains Solvaway
- Pulse emission scrambler/wireless interference: the hand can emit a scrambling effect against wireless communications and a pulse emission against other electronic devices (like an EMP pulse). Its success is 10% x Skill level - 10 x difficulty level/complexity of device. Its range limits its effectiveness to -5% for every 5 yards beyond 10 yards. It lasts for 1d6 rounds plus the level of the person using the hand.
This message was last edited by the player at 20:19, Sun 09 Feb 2020.