Dream Park


< Return to Home Page
Future Equipment
RANGE: H=Hand, C=Close, M=Medium, L=Long, E=Extreme (second value if thrown)
ACCURACY: Bonus/penalty to Basic Skill
DAMAGE: VL=Very Light, L=Light, S=Serious, C=Critical, D=Deadly, VD=Very Deadly, ED=Extremely Deadly, SD=Super Deadly, COS=Cosmic, VLpsn=Very Light Poisoned, ASE=Small Area Effect
ARMOR: VL=Very Light (1W), L=Light (3W), M=Medium (5W), H=Heavy (7W), D=Very Heavy (9W), SH=Super Heavy (11W), MH=Mega Heavy (15W), COS=Cosmic (20W)
All reloads cost 1 point for a complete refill.
Rations cost 1 per day. Money costs 1 per 100 credits.

TL 9

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Heat Gauntlet
C
+0
H
8
Backpack
1
Monowire Blade
C
+0
H
9
Binoculars
1
Monowire Whip
S
+1
C
6
Catalyst Crystals
3
Nauseator
STUN
+1
H
5
Communicator
1
Power Glove
S
+0
H
5
Cybertek Tool Kit
2
RANGED WEAPONS First Aid Kit
5
Blaster Pistol
D
+0
M
16
Holo Camera
1
Blaster Rifle
D
+1
L
22
Holy Symbol
1
Disruptor Rifle
ED
+0
M
50
IR Contact Lenses
10
Electrolaser
C
+2
M
12
Mag Cuffs
1
Hand Flamer
D
+1
BLAST
30
Magnetic Lockpicks
5
Heavy Blaster Pistol
VD
+0
M
30
Medical Scanner
2
Heavy Blaster Rifle
VD
+1
L
35
Micro-Explosive
13
Paralysis Grenade
STUN
+0
C
7
Modular Cage
1
Plasma Rifle
VD
+2
BEAM
35
Motion Detector
1
Scrambler
VD
+0
C
30
Musical Instrument
1
Screamer
VD
+0
C
30
PADD
2
Stunner
STUN
+0
M
7
Plasma Torch
2
Warbler Grenade
STUN
+0
C
9
Respirator
1
ARMOR
CLASS
COST
Scanner
2
Cerablate Armor
M
7
Smart Rope
1
Combat Armor
H
20
Smart Watch
2
Dermal Armor
L
5
Suitspray
1
Retro-Reflective Armor
VL/VH
25
Varicloth
1
Verifier
2
Wrist Light
1
X-Board
5

TL 10

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Force Sword
D
+0
H
13
Biohound
5
Hyperdense Blade
VD
+0
H
18
Braintap
5
Monowire Switchblade
L
+0
H
5
Chameleon Circuit
3
Neuroglove
STUN
+0
H
5
Clothing Belt
2
Sonic Sword
D
+0
H
12
Computer Implant
2
RANGED WEAPONS Distort Belt
5
Electron Pistol
var.
+0
M
30
Doorward
3
Electron Rifle
var.
+1
L
33
Flight Pack
10
EMP Grenade
STUN
+0
C
7
Holobelt
5
EMP Gun
STUN
+0
M
10
Intruder Suit
15
Ice Gun
C
+0
M
10
Living Disguise Kit
5
Laser
VD
+2
L
36
Nanobug
3
Nerve Gun
STUN
+0
M
13
Neural Inhibitor
8
Omniblaster
D
+0
M
18
Sensor Web
3
Paralysis Gun
STUN
+0
M
11
Slick Suit
2
Plasma Grenade
VD
+0
C
15
Sonic Screen
3
Viper Gyroc
D
+3
L
20
Survival Cocoon
1
X-Ray Laser
ED
+1
M
55
ARMOR
CLASS
COST
Bioplas Armor
H
18
Biosuit
VL
3
Energy Cloth
M
9
Force Shield
(C)
H
16
Powered Combat Armor
VH
30
Reflex Armor
L
15

TL 11

RANGED WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Antimatter Rifle
COS
+0
L
80
Braincorder
5
Dial-a-Grenade
D
+0
C
10
Contragrav Belt
10
Disintegrator
SD
+0
M
60
Force Snare
10
Energy Web
STUN
+0
C
10
Grav Pack
1
Force Grenade
ED
+0
C
35
Long-Arm Glove
7
Gamma Ray Laser
SD
+1
M
65
Macrovisor
8
Gravity Beamer
ED
+0
M
50
Molecular Bonder
7
Hell Grenade
COS
+1
C
40
Nuclear Dampener
3
Mindripper
var.
+0
M
40
Power Dampener
10
Pulsar Gun
VD
+1
M
21
Psi Helmet
3
Smartgun
D
+0
L
15
Universal Translator
1
Stasis Web
STUN
+1
C
18
Tachyon Shotgun
Special
+0
M
70
Tachyonic Disruptor
ED
+1
L
40
Vortex Grenade
Special
+0
C
50
ARMOR
CLASS
COST
Anti-Psi Screen
-
18
Deflector Belt
SH
45
Dimensional Infiltrator
COS
75
Personal Force Screen
MH
60
Second Skin
L
7

EQUIPMENT  DESCRIPTIONS

TL 9
MELEE WEAPONS (TL9)
Heat Gauntlet............................................8
Heavily insulated glove  with high-powered heating coils built into the fingers and palms. You must succeed at a Hand to Hand grappling attack to burn an opponent. Will also ignite flamable objects. 10 charges to a power cell. Critical damage.

Monowire Blade............................................9
Looking like a normal sword, the blade has a strand of monomolecular wire stretched around its edge. It can thus cut through many materials. Critical damage.

Monowire Whip............................................6
The length of this bullwhip is a monomolecular wire, able to cut through many materials. Serious damage.

Nauseator............................................5
Electric wand that causes the target touched to immediately throw up and be debilitated for 1-6 turns. 10 charges to a power cell.

Power Glove............................................5
Small glove-like exoskeleton that gives a single hand great strength. It can rip through Light Armor. Its damage is added to any damage incured on a successful Hand to Hand attack using fists (including Martial Arts). Simply roll separate damage for the Glove. Serious damage.

RANGED WEAPONS (TL9)
Blaster Pistol............................................16
High-energy beam weapon. 10 shots per power cell. Deadly damage.

Blaster Rifle............................................22
High-energy beam weapon more accurate and long-range than the Pistol version. 10 shots per power cell.  Deadly damage.

Disruptor Rifle............................................50
Microwave-freqency laser that causes the cells of living tissue to literally explode. Non-living targets get only Very Deadly damage, but Reflec Armor is not effective against it. 10 shots per power cell. Extremely Deadly damage.

Electrolaser............................................12
Weapon that discharges electricity, which follows along the path marked by a low-intensity laser beam. Most effective in dry climates, it is Accuracy 0 in humid environments, -2 in rain or heavy fog. Metal armor is -1 Armor Class to its hits. 10 shots per power cell. Critical damage.

Hand Flamer............................................30
Pistol that discharges a relatively short-range plasma flame discharge, like a pocket flame thrower. 10 shots per power cell. Deadly damage.

Heavy Blaster Pistol............................................30
High-energy beam weapon with a more powerful emitter than the standard model. 10 shots per power cell. Very Deadly damage.

Heavy Blaster Rifle............................................35
High-energy beam weapon more accurate and long-range than the Pistol version, and with a more powerful emitter than the standard Rifle. 10 shots per power cell. Very Deadly damage.

Paralysis Grenade............................................7
Throwable grenade that releases a non-lethal contact agent. Anyone in the Small Area inside the cloud must make a Very Hard Willpower roll each turn (until cloud disperses in 4 turns) or be paralysed for 2-12 turns. They are still conscious and could use Psionics however.

Plasma Rifle............................................35
Rifle that discharges a beam of searing plasma, like a larger version of the Hand Flamer. 10 shots per power cell. Very Deadly damage.

Scrambler............................................30
Microwave-freqency laser that causes the cells of living tissue to literally explode. A pocket version of the Disruptor Rifle. Non-living targets get only Deadly damage, but Reflec Armor is not effective against it. 10 shots per power cell. Very Deadly damage.

Screamer............................................30
Weapon that produces concentrated sound (a high-pitched squeal) that literally tears the flesh from its victim's bones. If the victim survives, he or she is deaf for 2-12 turns unless they make a Hard Athletics roll. The Screamer does not work in a vacuum. 10 shots per power cell. Very Deadly damage.

Stunner............................................7
Weapon that fires a focused beam of sound that assaults the target's nervous system and knocks him or her out for 1-6 turns unless they make a Very Hard Willpower roll. 10 shots per power cell. Stun damage.

Warbler Grenade............................................9
Throwable grenade originally designed for riot control. It screams at a deafening pitch for 30 seconds. Everyone in a Small Area around it must make a Very Hard Willpower roll or flee the area as quickly as possible. If they do not, they are -2 to every skill for the duration of the sound.

ARMOR (TL9)
Cerablate Armor............................................7
Medium Armor made of ceramics that vaporizes as it is hit, carrying part of the destructive power of a beam or bullet with it. When the wearer has been wounded 10 times (that is, damage has been let through the armor that number of times, other forms of damage, such as drowning, don't count), the Armor is destroyed.

Combat Armor............................................20
Heavy Armor. It is a full-body articulated suit of metal and ceramic plates, designed for a soldier to survive any environment. Totally sealed and airtight (life support, once activated, lasts 3 hours). The suit takes one minute to put on or remove.

Dermal Armor............................................5
Light Armor subdermally implanted just under your skin and made of ultrafine monocrys mesh. The armor is usually unnoticeable without a full medical exam (a Very Hard Awareness task).

Retro-Reflective Armor............................................25
Hightly reflective armor of polished metallic fibers that reflect laser fire and other beam weapons as Very Heavy Armor AND reflect the beam at -1 Damage Class back to the firer (dodges your roll + half your Ranged Weapons skill), but other types of attacks only as Very Light Armor.

GEAR (TL9)
Backpack...........................................1
Synthetic fiber. Holds up to 60 lbs. of stuff.

Binoculars...........................................1
For long distance observation, with digital range readouts, image enhancement, still recording of up to 10 images (stored on holochips).

Catalyst Crystals...........................................3
Crystals that produce a chemical reaction when dropped in water, quickly bringing it to a boil for 1-6 turns. An unprotected person in that water would suffer Serious damage each turn.

Communicator...........................................1
Small radio in either headset or handheld (matchbox sized) style. Range is about 1000 miles. A communicator can reach a ship in orbit, as long as the ship is directly overhead and not blocked by more than a foot of concrete or metal.

Cybertek Tool Kit...........................................1
Portable toolbox. Adds +2 to any Tiinkering or Engineer skill.

First Aid Kit...........................................5
Laser scalpels, dermal staplers, nano-clamps, air hypos and other high tech medical devices. Required for Phsycian or First Aid skill attempts in Future time periods.

Holo Camera...........................................1
Futuristic equivalent of a video recorder. Can record up to 10 hours on a single chip. Projects 5" x 5" holo image for playback.

Holy Symbol...........................................1
A crucifix, Bajoran pin or Space Pope trading card.

IR Contact Lenses...........................................10
Allows user to se in dim light using heat sources as a guide. It can see a warm body through a thin surface, but may be confused by large heat sources like a fire.

Mag Cuffs...........................................1
For binding others. Can take up to 12 Wounds before breaking, but considered to be made of Heavy armor.

Magnetic Lockpicks...........................................5
Small device that electronically finds the code to locked doors. Must be placed over the door mechanism and gives a +1 bonus to any Pick Locks attempt.

Medical Scanner...........................................1
Hand-held scanner about the size of a paperback book. Examines patient and gives procedures and diagnosis on LCD screen. Adds +1 to any First Aid, Diagnose Illness and Physician skills.

Micro-Explosive...........................................13
Explosive charge no bigger than a thimble and very hard to detect (Very Hard Awareness roll). Using Demolitions skill, the Character plants the charge, and uses a detonator or programmed response/timer to Causes Deadly damage in a Small Area.

Modular Cage...........................................1
Kit that allows the user to assemble any size or shape of cage (max. volume: 10 cubic meters). It takes 1 minute per cubic meter to build, and it requires the Set/Disarm Traps skill to build anything but a cubical cage. Escaping from one requires a Hard Escape Artist roll or dealing out 15 Wounds to its bars.

Motion Detector...........................................1
You've seen the movie Aliens. Small radar/sonar that beeps when something's moving out there (Large Area). Also includes data on the direction.

Musical Instrument...........................................1
Any type of electronic music device; can include keyboards, frum pads, stringed instruments and MIDI wind instruments. Can operate for 10 hours per power cell.

PADD...........................................2
Personal Access Display Device. Something like a palm pilot, it acts as writing tool, information access and calculator. Gives +2 to  any roll requiring mathematics (including many Engineering skills), and +1 to any Knowledge skill (except First Aid).

Plasma Torch...........................................2
Close-focus hand flamer for heavy cutting and welding. It can penetrate Heavy Armor at a rate of one minute per Armor Class. It can be used in combat as a Ranged Weapon with -2 Accuracy, Close Range and dealing out Critical Damage, but expending its power cell after the first attack.

Respirator...........................................1
Facemask and collar unit equivalent to an aqualung. Allows user to breathe freely underwater for up to 72 hours on a single power cell, travelling down to 600 feet. Also for filtering out smog, toxic atmospheres, etc.

Scanner...........................................2
Hand-held scanner about the size of a hardback book. The scanner sweeps a Large Area around the user, examining life signs, technology traces, emissions, sounds, etc., reporting on what it observes on its LCD screen. Adds +2 to any Awareness, Understand Tech, Tracking, or Survival skills.

Smart Rope...........................................1
Made of memory metal and plastic fibers. 100 feet. Can carry up to 1000 lbs. It can be made to become flexible or rigid with a simple touch from the owner.

Smart Watch...........................................2
Electronic time keeper with hour, day, date, wake alarm, chronometer (6 lap times), temperature, alarm for toxins the air, and compass (+1 to Navigation skill).

Suitspray...........................................1
Spray tube that contains a smart polymer that sticks to bare flesh and solidifies into a skintight fabric of the 2 colors chosen. 1 use per tube.

Varicloth...........................................1
Clothes with imprinted circuits that can alter its colors and pattern. There are no limits to the number of times the same clothes can change looks.

Verifier...........................................2
Close-range lie detector that monitors a subject without his knowledge for signs of deception. Has a range of 5 meters and is no bigger than a pocket calculator. +5 to Detect Lies, or +2 if the subject knows he's being "verified". The bonus for non-humans may be below that.

Wrist Light...........................................1
Light, cell-powered, good for 12 hours. Lights up to 72 feet (treat as a Blast).

X-Board...........................................5
Hovering skateboard/snowboard (you've seen Back to the Future II) for high speed movement over surfaces (Medium Ground Speed) Using Athletics, Sports or Stunt Driving, it may perform many tricks, jumps and loops.



TL 10
MELEE WEAPONS (TL10)
Force Sword............................................13
Call it a lightsaber if you like, cuz that's what it is. Just an easily concealable sword hilt until it is powered up. It can be used to Parry another weapon, and that weapon is destroyed on a roll of 6. May be used 10 times before the energy cell runs out.  Deadly damage.

Hyperdense Blade............................................18
Sword designed with an edge composed of gravitationally  collapsed matter tapering to a single-molecule width. It's heavier than it looks, making deeper wounds, but also requiring Athletics 5 or more to yield. Very Deadly damage.

Monowire Switchblade............................................5
Looking like a normal retractable knife, the blade has a strand of monomolecular wire stretched around its edge. It can thus cut through many materials. Light damage.

Neuroglove............................................5
Glove that delivers a neural shock. Nicknamed the "palm of pain", in addition to damage, the victim must roll against his or her Willpower not to be knocked out from the pain for the next turn. You must successfully attack using Hand to Hand.

Sonic Sword............................................12
Looking like a normal sword, this blade is actually coherent sound powerful enough to liquify tissue or tear flesh off bones. It may not be used to parry. On a damage roll of 6, if the victim is still alive, its eardrums are nevertheless busted and it is deaf. May be used 10 times before the energy cell runs out. Deadly damage.

RANGED WEAPONS (TL10)
Electron Pistol............................................30
Like a blaster, but with multiple settings. On "stun", the target is knocked out for 1-6 turns (spends no shot from the energy cell). On "blast", it causes Critical damage (spends 1 shot from cell). And on "kill", it causes Very Deadly damage (2 shots from cell). Each cell contains 10 shots.

Electron Rifle............................................33
Like a blaster rifle, but with multiple settings. On "stun", the target is knocked out for 1-6 turns (spends no shot from the energy cell). On "blast", it causes Critical damage (spends 1 shot from cell). And on "kill", it causes Very Deadly damage (2 shots from cell). Each cell contains 10 shots.

EMP Grenade............................................7
Grenade that generates in a Small Area a powerful electromagnetic pulse that has no effect on living beings, but disables any electronic equipment for 2-12 turns.

EMP Gun............................................10
Weapon that generates a powerful electromagnetic pulse that has no effect on living beings, but disables any electronic equipment for 2-12 turns. 10 shots per energy cell.

Ice Gun............................................10
Low-velocity spring pistol thta fires needles of frozen liquid. Intended as a survival weapon, a simple charge of water will within 30 seconds create the full capacity of 10 ice darts. If you have the Poison skill, you could ice up a poison into a dart. Critical damage.

Laser............................................36
Your basic laser gun that fires a coherent, super-heated light beam. Very Deadly damage.

Nerve Gun............................................13
Weapon that stimulates the nervous systems of living targets with excrutiating pain. Anyone hit by the Nerve Gun must make a Very Hard Athletics roll or be crippled with pain for 2-12 turns -1 turn per Armor Class. 10 charges per energy cell.

Omniblaster............................................18
A multi-purpose energy-beam weapon that can be set to "Blaster", "Laser", "Plasma" or "Nerve Gun". All cause Deadly damage. (see TL 9's Blaster Pistol and Plasma Rifle, and TL 10's Laser and Nerve Gun for descriptions of each type.

Paralysis Gun............................................11
Weapon that paralyzes a living target's nervous system. Targets must make a Very Hard Willpower roll each turn or be paralysed for 2-12 turns. They are still conscious and could use Psionics however. 10 charges per energy cell.

Plasma Grenade............................................15
Throwable grenade that creates a superhot firestorm in a Small Area, causing Very Deadly damage to everything inside.

Viper Gyroc............................................20
Gun that fires self-propelletd missile-like bullets. They cannot round corners, but they do make course adjustments in order to catch a dodging target. Each clip holds 8 bullets. Deadly damage.

X-Ray Laser............................................55
Large rifle that fires a coherent beam of x-rays rather than visible light. 5 shots per energy cell. Extremely Deadly damage.

ARMOR (TL10)
Bioplas Armor............................................18
Heavy Armor of organic ("living") plastic. It is ultra-light and flexible, and can regrow itself if the proper light and humidity is present (if it was somehow damaged).

Biosuit............................................3
Very Light Armor whose primary purpose is as a standard spacesuit of bioplastic. Gloves and transparent helmet are stored neatly into the breast pocket. It contains enough oxygen for 1 hour once sealed and can stand the vacuum of space as well as any temperature of pressure found on a planet. It the proper light and humidity, it can regrow itself if it was somehow damaged.

Energy Cloth............................................9
Medium Armor made of a single-crystal ballistic fiber, very strong, light and easily-concealable (it looks just like normal clothes).

Force Shield............................................16
Shield made of force energy, in a round glowing disc (when powered down, is just a bracelet). It provides Heavy Armor. With the Shield Skill, it may be used to cause Critical damage. Any use as a weapon takes one charge, and the power cell contains 10 such charges.

Powered Combat Armor............................................30
Armored exoskeleton that gives wearer equivalent to Amazing Strength (lift a ton, tear Medium Armor, Critical damage) and Very Heavy Armor. It takes four minutes to put on, and two to take off.

Reflex Armor............................................15
Light Armor that looks like a normal bodysuit. It is full of sensors and can detect oncoming danger (both missile weapons and melee) and react appropriately. You are Dodge +2 to any attack other than Area effects and beam weapons.

GEAR (TL10)
Biohound...........................................5
Hand-held sensor unit the size of a paperback book designed to detect the characteristic molecules of a specific life-form. In other words, it acts just like a bloodhound would in following a train. Adds +2 to Tracking if the tracked individual (or its genetic material) was first scanned.

Braintap...........................................5
Brain implant that allows the user to mentally interface with high tech machines (add +1 to any skill involving the use of a vehicle or computer).

Chameleon Circuit...........................................3
Added to any Armor, it changes color to match the environment. Adds +2 to Stealth.

Clothing Belt...........................................2
Specialized form of Holobelt (so with a mounted holo-projector) that projects any clothes on the wearer. Its ability to disguise is limited (clothes look normal, but no more than a simple mask might be put over the face), but spectacular fashions are also possible. Adds +1 to Disguise.

Computer Implant...........................................2
Computer directly implanted in user's brain. 8 megs, with 1 gig memory (about a million pages of information). Adds +2 to Programming and Hacking, and the Speed Reader advantage.

Distort Belt...........................................5
Similar to a Holobelt, it intercepts sensor scans and sends back false readings from the wearer. These readings can be programmed to simply mask his presence, or send back false info (such as change his identity).

Doorward...........................................3
Portable security system that projects a force field over a doorway or window (elements are stuck to each side of the frame). Heavy Armor.

Flight Pack...........................................10
Fusion-powered thruster unit that can go 150 kph (Slow Flying Speed) for about 20 minutes, lifting as much as 250 pounds. The dangerous exhaust can do Deadly damage, so watch out.

Holobelt...........................................5
Belt-mounted holographic projector that casts a 3D image around the user (roughly man-sized). It can mimic rocks, trees, animals, any piece of clothing. To mimic another person, you'd have to first take a holo-picture of that person and add it to your database.

Intruder Suit...........................................15
Full-body suit designed to render the wearer virtually invisible. Light is bent around the suit's fiber-optic light guides leaving a "Predator" effect where he should be. In effect, adds +5 to Stealth.

Living Disguise Kit...........................................5
Includes pre-molded sensa-skin that can be programmed to look like anyone (if a picture can be taken). This is the Mission Impossible disguise trick. Adds +4 to Disguise.

Nanobug...........................................3
Pinhead-sized sensor/recorder that can be stuck anywhere and record (for up to 2 hours) or transmit images, sound and data from the entire room (or Small Area). Any Communicator can receive or play back.

Neural Inhibitor...........................................8
Flat disk that, if placed on a subject, cuts off nervous impulses to that particular body part. It renders any limb paralyzed and unable to feel pain. On the spine, neck or head, it paralyzes the whole body.

Sensor Web...........................................3
Skintight jumpsuit covered in sensors that extends the wearer's senses at 360 degrees, as well as heightens all 5 senses. Adds +1 to Awareness.

Slick Suit...........................................2
Thin, full-body stocking of very-low-friction material. It gives the user +1 to Swimming, Escape Artist, and to Dodge grappling attacks, and can be used to slip and slide all over the place. The user is -4 to Climbing and Riding skills however.

Sonic Screen...........................................3
Belt-mounted device that forms a portable privacy field around the wearer (Small Area). Sounds from outside the field cannot reach the inside and vice-versa. Sound-based weapons penetrating it lose 2 Damage Classes.

Survival Cocoon...........................................1
Pressurized one-man inflated sphere (takes 2 seconds to fill up) that can provide 15 minutes of air. Once that runs out, the hibernation system kicks in, putting the user to sleep with life-support gel for months or years, as required.



TL 11
RANGED WEAPONS (TL11)
Antimatter Rifle............................................80
Weapon that shoots a bullet containing a microscopic amount of antimatter. When it hits, its small force field collapses and the antimatter comes in contact with the target's normal matter. BAM! Cosmic Damage. 6 bullets per clip.

Dial-aGrenade............................................10
Throwable grenade with a selectable effect. You may choose from the following (see specific types for effects): EMP, Force, Plasma and Paralysis. In all cases, it covers a Small Area and causes Deadly Damage (except the Paralysis Grenade, which has a Stun effect).

Disintegrator............................................60
Weapon that suppresses and reverses the nuclear forces that bind atoms, causing matter to disintegrate. When killed by a Disintegrator, the subject's body and possessions are usually destroyed. Super Deadly Damage. 5 shots per power cell.

Energy Web............................................10
Grenade-like sphere that, when thrown, spins out a web-trap over a Small Area that drains the energy of living cells and power cells and renders the subject inanimate until removed from the web (it can take 10 Wounds of damage before dispelling) or after 10 turns when it naturally turns itself off.

Force Grenade............................................35
Throwable grenade that emits a crushing pulse of gravity waves over a Small Area. Extremely Deadly Damage.

Gamma Ray Laser............................................65
Large rifle that fires a coherent beam of  gamma rays rather than x-rays. 5 shots per energy cell. Super Deadly Damage.

Gravity Beamer............................................50
Weapon that fires focused beams of gravity particles. Extremely Deadly Damage. On the reverse setting, it can act as a simple tractor beam that draws something to you. 10 shots per power cell.

Hell Grenade............................................40
Throwable grenade containing a microscopic speck of antimatter. The explosion covers a Small Area, but also creates an EM pulse in a Large Area, scrambling all electronics for 2-12 turns. Cosmic Damage.

Mindripper............................................40
Advanced neural-disruptor weapon that brutally assaults the target's mind and nervous system, making a copy of his or her mind inside the Ripper at the same time. The target must roll on Willpower: on a 10 or better, is stunned for 1-6 turns; on an 8, stunned for 2-12 turns and takes Very Light Damage; on a 6 is knocked out for 1-6 turns and takes Light Damage; on less than 6, is knocked out for 2-12 turns and takes Serious Damage. The gun can hold only one copy at a time (the next shot replaces the copy) and can be used as a searchable database of information and memories (must roll Knowledge to find what is needed), which CAN be accessed by a Psionic as if it were a real mind. 5 shots per power cell.

Pulsar Gun............................................21
Weapon that accelerates a beam of anti-particles along an evacuated force field tube, causing both a surface explosion (Very Deadly Damage) and plenty of radiation (the victim must make a Hard Athletics roll each turn for 3 turns or receive additional Critical Damage on each of those turns). 10 shots per power cell.

Smartgun............................................15
Weapon that launches contragrav-propelled projectiles guided by miniaturized, programmable scanners capable of homing in on specific individuals or vehicles. A Knowledge roll is required to program the gun, adding +3 to Accuracy againt programmed target. Deadly Damage. 10 bullets per clip.

Stasis Web............................................18
Generator that fires a web-trap over a single target that drains the energy of living cells and power cells and renders the subject inanimate until removed from the web (it can take 10 Wounds of damage before dispelling) or after 10 turns when it naturally turns itself off. 5 webs per power cell.

Tachyon Shotgun............................................70
Also known as a displacer, weapon that rips open a warp in space and sends its targets elsewhere. The vortex it creates tries to swallow the target, who may Dodge it. Anything bigger than man-sized cannot be swallowed in, so will not be affected. Where are they sent? Heart of the sun? Underground? The far past? Hyperspace? Who knows? 5 shots per power cell.

Tachyonic Disruptor............................................40
Weapon that projects a ghostly, blue-violet beam of coherent tachyons. It has no effect on normal matter unless it strikes a target protected by a force field. When they hit a force field, the tachyon go into hyperspace and reappear inside the field, hitting the target without benefit of armor. Extremely Deadly Damage. 10 shots per power cell.

Vortex Grenade............................................50
Throwable grenade that rips open a warp in space and sends its targets elsewhere. The vortex it creates covers a Small Area and tries to swallow all targets within (they may try to Dodge). Where are they sent? Void of space? Parallel dimension? The far future? Next door? Who knows?

ARMOR (TL11)
Anti-Psi Screen............................................18
Renders the wearer immune to psychic attacks equivalent to having the power of Psi Screen.

Deflector Belt............................................45
Super Heavy Armor provided by a skintight force field. It covers all clothing, but not items and weapons (so that they can be used normally).

Dimensional Infiltrator Armor............................................75
Cosmic Armor, Cosmic because it has a built-in dimensional phase unit that makes the wearer phase out of reality when taking damage (for a microsecond), thus allowing the projectile or beam to pass harmlessly through him.

Personal Force Screen............................................60
Mega Heavy Armor provided by a skintight force field of more advanced design. It covers all clothing, but not items and weapons (so that they can be used normally).

Second Skin............................................7
Light Armor provided by a genetically-engineered symbiote grafted to the wearer's skin. In addition to Armor bonuses, it also provides breathable air in any environment, and protection from temperature extremes found on planets and in the void of space (Medium Armor against heat and cold attacks).

GEAR (TL11)
Braincorder...........................................5
Looking like a bulky rifle, the Braincorder can make a copy of anyone's mind at up to Medium Range. The mind can then be accessed as if it were the true one by a Psionic.

Contragrav Belt...........................................10
Antigravity unit that can go 150 kph (Slow Flying Speed), lifting as much as 250 pounds. Clean, efficient personal transport.

Force Snare...........................................10
Specialized tractor beam generator about the size of a paperback book. Once set up, any moving object of mouse-size or larger  (max: 1500 lbs) comes within a meter of it, its sensors will trigger a force field trap (Very Heavy Armor).

Grav Pack...........................................1
Monocrys backpack that uses antigravity technology to make anything inside weightless. It has no maximum allowed weight, so its only limit is size.

Long-Arm Glove...........................................7
Heavy glove that includes a tractor beam on each finger, allowing the wearer to pick up and manipulate objects that are far away as if his arms were super-long (but not super-strong). It has a Long Range, though Binoculars may be needed to do delicate work at any distance beyond Medium.

Macrovisor...........................................8
Helmet and goggles combo that combines the function of (see the entry for each one): Binoculars, Scanner, Medical Scanner, Holo Camera, Verifier and PADD.

Molecular Bonder...........................................7
Small tool that projects a beam that instantly bonds two (solid) objects together (they must already be touching each other) no matter their composition. The strength of the bond is really that of the weaker of the two.

Nuclear Dampener...........................................3
Portable field generator that, within a Large Area, prevents any thermonuclear or antimatter bomb from exploding. The Antimatter Rifle's bullets would still cause damage (Critical), but not release its antimatter to Cosmic effect. It does not affect controlled energy release like that of a power plant.

Power Dampener...........................................10
Energy field generator that totally prevents the use of Superpowers and Psionics within a Large Area. (It does not affect purely physical powers like Claws or Skin Armor, of course.)

Psi Helmet...........................................3
Bulky metal helmet enhances and channels psi powers, increasing all Psionic Skills by +2. Operates for 1 hour on a power cell.

Universal Translator...........................................1
Translates unknown languages and provides Frenglish equivalents through attached earphones. When spoken into, translates your words back via digitized voice. Takes 3 turns to translate a simple language; 6 turns to analyse and translate a complex one. Note: on a roll of 6 on one die, the language is untranslatable.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.