Additional Equipment for Star Wars

Pucarti Cloak- An all-environmental cloak constructed with radiation shielding and used for protection against dust, wind and ultraviolet/heat protection. Made of a light brown color and weighing .5 kg, most Pucarti Cloaks are also equipped with multiple pockets. Affords +2 fortitude saves vs. climate, +3 fortitude saves vs. Radiation. Not a substitute for a radiation suit, but it does guard against low levels of radiation. Cost- 500 credits

Combat Boots- Constructed of plasteel, synth leather and reinforced with durasteel bootstraps, these are also called "engineer boots". It straps below the knee on most humanoids, with optional buckles or plasteel bootlaces. The toe of the boot is protected with high-density durasteel, able to withstand 15 metric tons of weight. Comes in a variety of colors- black, white, tan, bronze, etc. Affords a +2 damage bonus to all kicks using the toe of the boot. Cost- 400 credits

Disguised Comlink- A comlink disguised as another object, which can include forms of jewelry, armor, lighters, pencils/pens, cigarrette cases, etc. Often used to broadcast audio signals- used in espionage, practical jokes, investigative work, etc. The chance to Spot a disguised comlink is DC 20 and can only be used if there is already a suspicion. Cost- 700 credits plus cost of object

Ixian T-9 Utility Belt- A specialized belt powered by an e-cell, with attatchments for datapads, holorecorders and remote ship systems. It has multiple pouches (6), clips/holders for various tools (5), and can double as a climbing harness (2 rings, 250 kg). Weighs 1 kg. Cost- 150 credits
Laser Pointers- A simple device used to point without touching objects. It is handheld and uses a simple energy cell (1 credit). The range is 500 meters, but this range requires a set of macrobinoculars in order to see the small dot. Business people and pranksters are the largest consumers of laser pointers. Cost- 25 credits

Comlink Encrypter- A slim device attached to comlinks, available to use almost any encryption program. To pick up encrypted comlink messages, receivers need an encrypter as well as the appropriate key/datapad program. The encrypter runs off the comlink's power.  Cost- 700 credits for each encrypter

Encryption Programs- People need security in many things; communications, customs, entertainment, etc. There are various levels of encryption, sold by the lonely programmer as well as well funded computer security agencies to individuals and interstellar corporoations. Since no encryption is ever exactly the same, the following are general rules to follow depending on the level of encryption; Simple, Silk, Rock and Lockdown. Each level provides a different DC to access or crack the data. Simple Encryption provides a DC 19, Silk provides DC 25, Rock provides DC 30 and Lock Down a DC 35. Note: Encrypters can use numerous levels of encryption, requiring each layer to be broken before the next. Encrypters can use numerous levels of encryption, requiring each layer to broken before the next- note that each layer (of the same type) provides an additional +1 DC modifier to all levels at the same time. Should the +1 DC modifier ever "bump" a total DC past the next level of security (ie, from Simple to Silk, or Silk to Rock, etc.) then that is maximum DC possible (ie, Simple can naver be higher than DC 24). Also note- Lockdown encryption is available only to governments and Rock is considered illegal for individual use without a license. Cost- Simple (350), Silk (1500), Rock (5,000) and Lock Down (35,000+).

Atmospheric Compressors
- A .5 m cubed box, 10 kg, with two external vents and an attachment hose/port. The machine sucks in external atmosphere and compresses it for use in air tanks. The small size and portability make it a cheap and easy way to refill small air/consumable tanks for starfighters, escape pods, etc. This type of compressor comes with 12 attachments to service many types of air tanks (roll Wisdom DC 8). It can also be used with "air tools" to service vehicles or tiny/fine starships. It comes with a rechargeable battery (3 hours). The design is cubed, in chrome, mat black and flat steel. The large version is meant for work on any starship medium or smaller and is 1 m cubed, 50 kg. Note: Without some kind of compressor, atmospheric resources cannot be refilled on any starship "in the wild". Cost- 350 credits small, 2,000 credits large.

Clothes- There is a wide variety of clothing and prices there of. The following are general costs for average types of clothing. The style and fashionable versions there of often command increases of 100% to 1,000% or more.
   
Tunic- An over shirt used in many farming and rural technology worlds. It is baggy and offers warmth. Base Cost- 20 credits
   
Trousers/Breeches- Made of many kinds of materials, from animal skins (leather) to common cotton. They are form fitting or baggy, as desired when bought. Base Cost- 50 credits.
   
Boots- Protecting the feet of humanoids is a timely concern of many cultures, particularly when in dangerous areas where glass, construction material and other sharp pointy objects appear at random. Boots range from low ankle tops to knee high. Base Cost- 100 credits
  
Cloaks- A cape or cloak is an over garment usually worn for environmental protection. Often, these are called ponchos as well. There are many styles of cloaks, but most include a hood. Base Cost- 45 credits
  
Hats- Strange among most cultures, but prevalent in humans and other ostentatious cultures. Hats are both ornate and functionary. Hat style varies, but most holovids depict space pirates with large brimmed hats sporting a long feather. Holovids also portray mafia types with short brimmed "yorkshire" hats. Cost- 30 credits
Trading Cards- There are many manufacturers of trading cards and the like. Often, criminals, bounty hunters and law enforcement officers find themselves being depicted in the trading card rackets. Often, politicians and corporations are also involved. Beings collect rare cards and trade all over the galaxy. Sometimes, even sports stars or entire teams are featured. Most trading cards have a photograph on the front with various 'stats' about the individual on the back and a series number.

Toys- Children and adults enjoy toys and models for recreation or hobby. These range from replicas of current or ancient designs of space ships, vehicles, weapons as well as 'action figures' of famous heroes, villains and role models from all over the galaxy. Females for some reason call their toys 'dolls' but this antiquated term is only a footnote of interest. Cost- ranges from 5 to 50 credits

Sensor Mask Holster- Specialized holsters integrated with minor 'scuzz jamming' technology, it is designed to fool simple sensors that detect energy sources such as power packs and to mask any traces of blaster gas. Holsters come in many colors, but silver, black and dark brown are the norm. Most are synthetic hide with metal buckles and usually are worn as shoulder holsters, preferably beneath a cloak or coat. Affords a +4 hide check vs. sensors. Cost- 2,000 credits each

Flash Bombs- Simple incendiary devices used to blind and disorient opponents. Prevalent in riot gear and used by many police forces. Most appear as balck baseballs that ignite after a 3, 5 or 10 second timer into a ball of bright phosphorous. Anyone caught in the blast radius must roll Reflex 20/15 to avoid being blinded (dex of 3, - 4 penalty to all str/dex based skills or attacks, 50% chance miss for each 'successful' attack). Effects last for 1d8 rounds. There are also home made flash bombs, which cost 1/2 as much to make, but still cost the same on the black market. Blast radius is 2 meters/5 meters. A critical strike indicates subject is blinded for 1d4 hours.

Weapon          Cost       Damage   Crit.       Range   Mass       DC        Type        Size   Group
Flash Bomb       350            -           20            4 m     .5 kg        20/15     Energy     S       simple
Chameleon Hoods- A cloak studded with holoprojectors and multiple sensors, connected to three dataports located in the hood (drawstrings and brooch). The cloak disperses the light and creates a chameleon effect on the wearer. Requires 5 e-cells to operate and a successful Computer Use check DC 10. After a successful check, user gains a +6 Hide equipment bonus, but only if standing still. User gains a +3 if moving base speed and none if running. Each e-cell lasts 10 minutes, for a total of 50 minutes of use. Note that after 20 minutes of use, it is impossible to restart the cloak after stopping it since the initial power surge requires 4 fully charged ecells to operate. Allowing the cloak to remain "on" will result in the full 50 minutes of use but the last 10 minutes will reduce the bonus by half due to 'parts' showing. Cost- n/a
Starshine- A synthetic drug 'cooked' with Verpine Spirits, this cheap and popular drug is often used to experience visions or fantasies. The drug enhances natural vision in most species to include warping or ghost trails in any movement. Warm creatures exhibit different 'heat' auras and objects are jaded blue, according to relative cold. The true effect occurs whenever a user looks up at a night sky or out a viewport while in hyperspace. Accompany this drug with the music of your choice. Long term effects include; addiction, permament retinal damage (leading to blindness) and schizophrenia. The abuser is -2 dexterity, strength and constitution while gaining a +1 bonus to wisdom. After 10 doses in the same year (or 3 in 1 month), abusers must roll fortitude DC 12 or suffer permanent retinal damage (-1 ranged attacks, reduce maximum range for all weapons by 15%). Cost- 100 credits per 'hit'

Kevlar Cloak- A light armor used in ancient times to absorb fragmentation and ballistic damage. Still in use on several backwater worlds, this set of armor is made with special high-density plastics to stop projectiles and shrapnel. While not effective against energy weapons, it does absorb explosive damage well. Once all the wound points in the cloak are gone, it needs to be replaced. Aside from damage reduction, the cloak also absorbs half of all explosive damage (the other half going to the character). The defense bonus is against explosive and ballistic damage only.

Armor                Cost           Dex      Penalty    Mass  Speed    WP      DR
Kevlar Cloak        1,200 cr       +5            -1          2 kg     10m      80       10
Fusion Guitars- A 'musical' instrument that requires no power source other than an e-cell to keep the low grade mini-fusion reactor going. Output frequencies range across the spectrum for all manner of amplifiers. The instrument is made of a high-density plasteel. The instruments come in five, six and twelve string varieties. However, the strings often need replacing (10 credits per set). Used in many 'metal bands' across the galaxy, this instrument can produce sweet lilting notes or high end thrash. Cost- 1,000 to 5,000 credits

Hoverboard- A personal vehicle used in recreation and urban transportation. It is a small board with repulsor lifts strong enough to carry one or two individuals (board length varies). Not suitable over water and a ceiling height of only 2 meters. Propelled by the foot action of the rider, this effectively enables the person to increase their speed by 50% (ie, a Speed of 10m is now 15 m in a normal walk, a run speed of 40 m is now 60 m). However, using a hoverboard requires pilot checks for maneuvers.
Craft: Incom D9 Hoverboard, Class: Personal recreation vehicle, Cost: 500 credits, Size: Tiny (1 m), Crew: 1, Passengers: 0 or 1, Cargo Capacity: 1 kg, Speed: Special, +50% speed, Altitude: 2 meters, Defense: 14 (+4 size modifier), Hull Points: 4, DR: 1, Weapons: None.
Look Sir! Droids!
Supertoys- Robotic Teddy Bear
      In the galactic marketplace, children from the majority of species play with toys in some degree. A common toy is the 'stuffed animal' and the most common in the galaxy is of an ursine, or "teddy bear." Seeing the huge demande for toys, Accutronics has long had the Supertoy series- robitic stuffed animals with intelligence and the capacity to serve as a child's companion. Most children outgrow their Supertoys often they are turned off and put on shelves.
      The 'Teddy' series of the Supertoys line was a great sucess in human dominated sectors and proved the droid manufacturer again as mother's best friend. the tiny, ursine robot was programmed to be a companion, playmate, teacher and protector of the child under its charge. This series is noted for patience and tolerance. While the toy is programmed to defend itself against breaking, it is tough enough to resist most temper tantrums and 'accidents.' The bears usually didn't recieve memory wipes, since the robot got 'better' at its job with experience.
        The 'Teddy' series is humanoid in structure though upholstered with a soft 'fur', has large lifelike eyes and has a variety of facial expressions from surprise to an intimidating growl. They also have 'pockets' to carry small items, like crayons, yo-yos and coins. Teddys' have a longer batter life due to its size and can be recharged via a small jack located in the bear's right armpit (200 hour energy capacity of active play). The robot is programmed to recharge itself from any standard power unit. The series also come programmed to speak Basic and 2 othe languages, which can be 'changed' via a Computer Use DC 15 and the appropriate language disk and datapad.
         The Supertoy series were geared for a low cost, so the only expensive thing about the toy was the sensors; these enabled the droid to stay alert and ensure safety.. The benefit of an increased lifespan far outweighs the sensor cost of the Supertoy (dealing with children, Supertoys need to be alert).
         Note: The skill
Diplomacy recieves a -4 circumstance penalty when the Supertoy deals with adults (unless that adult is a 'child at heart')
Teddy: Walking Supertoy droid (3rd degree), Diplomat I, Init +1 (Dex), Defense 13 (+0 calss, +2 size, +1 Dex), Spd 6 m, VP/WP 0/12, Attack +0 (-2 Str, +2 size) melee (1d2 damage), +3 ranged (+1 Dex, +2 size), SV Fort +1, Ref +1, Will +3, Sz Tiny (.5 m tall), Face/Reach 1m by 1m, Rep: +0, Str 6, Dex 12, Con 12, Int 12, Wis 14, Cha 14.
    Equipment: Pockets (.5 kg), Locked Access, Vocabulator, DR 3 vs. Kinetic forces, Sensors: low light vision.
    Skills: Diplomacy +8, Gather Information +8, Hide +9, Knowledge (Childcare) +7, Knowledge (Cultures) +5, Listen +4, Sense Motive +6, Spot +4.
     Droid Quirks: Faithful (+3 circumstance bonus when assisting others)
     Unspent Skill Points: 0
     Feats: Alertness, Trustworthy, WGP Simple
     Cost: 350 credits
-A Supertoy 'Teddy' and human child.
Hand-E-Man
       An immobile machine resembling an oversized chronometer, the Hand-E-Man is the latest from Industrial Automaton, designed to function as a personal aid, translator and encyclopedia with relevant libraries in species, cosmology, societies, history and medicine. The unit can also be linked with a datapads, standard computer access terminals and even other droids. The Hand-E-Man has an increased data capacity, able to store an entire droid personality for brief periods of time. The Hand-E-Man has extensive plans of machines, vehicles adn starships for the event of repair work. Its libraries can be updated at Industrial Automaton's holonet site, though if the unit is currently carrying a droid personality, it cannot download anything more due to 'low system resources.' The unit also boasts a linguistic program for quick translations and its heuristic processor allows the Hand-E-Man to adapt to new situations quickly. A recording unit (video/audio) is included with a 3 hour capacity or up to 100 high resolution video shots (vacation goers this is your best friend!).
       The unit is able to withstand most kentic attacks (DR 10) though isn't as reslient against energy damage (DR 4). The Hand-E-Man uses a pair of high capacity e-cells (100 credits each) for a 200 hour charge, but often requests to be recharged at 30% capacity. The unit cannot 'startup' if below 10% capacity. The droid is voice activated and displays a Duros (default or choose from up to 1000 different species from I.A.'s holonet site) in overalls.
Hand-E-Man: Industrial Automaton's Hand-E-Man Beta, Expert 1, Init +0, Defense Variable (15+3 for size bonus +wearer's dexterity modifier), Speed 0 m, VP/WP -/6, Damage Reduction: 10/4, Attack n/a, SQ 1st Degree Droid, Expert class skill (Appraise, Astrogate, Computer Use, Entertain, Knowledge, Repair, Survival and Treat Injury), Chronometer Chassis, SV Fort +0, Ref +0, Will +3, Sz Diminutive, FP 0, Rep +0, Str n/a, Dex n/a, Con n/a, Int 14, Wis 12, Cha 12.
      Equipment: Comlink, Diagnostics Package, Environmental Compensation (Water, Heat, Cold), Heuristic Processor, Locked Access, Recharge Socket, Recording Unit (Video/Audio), Translator Unit (DC 10).
      Skills: Appraise +5, Astrogate +4, Computer Use +12, Entertain (storytelling) +6, Entertain (Instructional) +2, Knowledge (Alien Species, Astronomy, Cultures, History, Medicine) +5, Listen +3, Read/Write binary, Repair +8, Speak basic, binary, old galactic standard (thesauris and word etymology), Spot +3, Survival +3 and Treat Injury +5.
      Feats: Alertness, Ambidexterity, Gearhead, Skill Emphasis (Computer Use).
      Cost: 10,000 credits
Hand-E-Man concept courtesy of Strikerkc of the Holonet.