Dream Park


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Modern 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 dollars.

TL 6

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Baseball Bat
L
+1
H
4
Backpack
1
Bayonet (WWI)
S
+0
C
4
Binoculars
1
Brass Knuckles
VL
+0
H
3
Books
1
Bullwhip
S
+1
C
6
Camera
1
Combat Knife
L
+0
H
2
Canteen
1
Machete
D
+0
H
12
Compass
1
Naval Sword
C
+0
H
8
First Aid Kit
5
Nightstick
S
+0
H
4
Flashlight
1
Steel Garotte (WWII)
L
+0
H
2
Handcuffs
1
Switch Blade
VL
+0
H
1
Holy Symbol
1
RANGED WEAPONS Ice Skates
1
Elephant Gun
ED
+0
L
55
Lighter
1
Grenade
D
+1
C
10
Lock Picks
5
Heavy Automatic Pistol
D
+0
M
16
Movie Camera
1
Heavy Automatic Rifle
VD
+1
L
35
Musical Instrument
1
Light Automatic Pistol
S
+0
M
6
Radio
1
Light Automatic Rifle
C
+1
L
10
Rollerskates
1
Medium Automatic Pistol
C
+0
M
7
Rope (Nylon)
1
Medium Automatic Rifle
D
+1
L
22
Shaped Charges
12
Shotgun
D/VD
+1/+2
BLAST
30
Shovel
1
ARMOR
CLASS
COST
Skis
1
Flak Jacket
H
24
Snowshoes
1
Leather Jacket
VL
2
Tape Recorder
1
Soldier's Helmet
H
9
Tent (Nylon)
1
Steel Trench Armor
VH
30
Tool Kit
1
Tanker Armor
M
10
Walkie-Talkie
1
Wristwatch
1

TL 7

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Chainsaw
D
+0
H
10
Bug
10
Electric Pocket Stunner
VL
+0
H
6
Bug Detector
6
Hockey Stick
L
+1
C
5
Calculator
2
Lead-Filled Gloves
L
+0
H
4
Camouflage Coveralls
3
Pocket Mace Cannister
STUN
-2
H
5
Camp Stove
1
RANGED WEAPONS CD Player
1
Automatic Shotgun
D
+1
BLST
15
Cell Phone
1
Dart Rifle
STUN
+1
M
10
Diving Gear
2
Diving Speargun
L
-1
C
4
Electrician's Tool Kit
1
Flamethrower
VD
+2
M
24
Geiger Counter
2
Grenade Launcher
ED
-1
M
36
IR Goggles
10
Gyrojet Pistol
D
+1/+0
M
12
Jammer
10
Gyrojet Rifle
VD
+2/+1
L
20
Laptop
5
Heavy Submachinegun
D
+0
M
14
Mechanic's Tool Kit
1
Light Submachinegun
S
+0
M
9
Metal Detector
2
Medium Submachinegun
C
+0
M
11
Rollerblades
1
Squirtgun
Var.
+0
C
7
Skateboard
5
Taser
STUN
-1
C
7
Snowboard
2
Tech Crossbow
S
+0
L
8
Toolknife
1
ARMOR
CLASS
COST
Thermal Lockpick
8
Bomb Squad Bodysuit
VH
30
Video Camera
1
Bulletproof Jacket
M
9
Kevlar Body Armor
H
21
Motorcycle Helmet
L
4
Riot Shield
(C)
H
16

TL 8

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Cyberfangs
L
+0
H
5
Boosted Reflexes
10
Cybersnake
L/D
+0
C
13
Clothing Fabricator
2
Cyborg Crushing Hand
S
+0
H
7
Com Scrambler
3
Stun Wand
STUN
+0
H
5
Cyberaudio
5
Vibrodagger
C
+0
H
10
Cyberdeck
1
RANGED WEAPONS Cyber Musculature
17
Blackout Gas Grenade
VL
+1
C
6
Cyberoptics
10
Concussion Grenade
C
+1
C
8
Cyborg Exoskeleton
22
Cyber Dart
Dpsn
+0
C
5
Datachips
Var.
Cyborg Arm Gun
S
+0
M
9
Datajack
1
Cyborg Energy Gun
C
+0
L
11
Electronic Lockpick
5
Gauss Needler
VLpsn
+1
C
6
Fire Extinguisher Tube
1
Gyroc Pistol
D
+0
L
14
Helmet Video
1
Laser Pistol
D
+0
M
13
Implant Communicator
1
Laser Rifle
VD
+1
L
22
Laser Listening Device
1
Nerve Gas Grenade
STUN
+1
C
9
Light Intensifyer Contacts
1
Prism Grenade
VL
+1
C
4
Molecular Glue
5
Shaped Charge Grenade
VD
+2
C
16
Sneak Suit
5
Sleep Gas Grenade
STUN
+1
C
7
Televiewer
1
Slugthrower
D
+0
M
12
Tracer Needle
5
Strobe Mine
STUN
-1
C
8
X-Ray Scanner
5
Tangler
-
+1
C
8
ARMOR
CLASS
COST
Ablative Armor
M
7
Ablative Foam
M
7
Monocrys
H
20
Reflec Armor
VL/VH
18
Subdermal Armor
L
5

EQUIPMENT  DESCRIPTIONS

TL 6
MELEE WEAPONS (TL6)
Baseball Bat............................................4
Sometimes, sporting goods make good melee weapons. At TL6 the Bat is made of wood and can break if it hits something with more than Medium Armor (Heavy or more); at TL7 or more, it is made of aluminium. It is possible to parry with the Bat, in particular grenades that can be sent back to their throwers. You may use the Sports skill instead of Melee Weapons to hit. Light damage.

Bayonet (WWI)............................................4
Blade designed to be added to any Automatic Rifle turning it into a Melee Weapon. It could be used like a knife without the gun, but at -1 to skill. Serious damage.

Brass Knuckles............................................3
Weapon worn over the fist. 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 Knuckles. Very Light damage.

Bullwhip............................................6
Metal-tipped leather whip. Can be used to entangle or disarm at only -1 penalty. Serious damage.

Combat Knife............................................2
Lightweight, drop-point knife about a foot long. Can also include any fighting knife of the period. Can be thrown at a -1 penalty. Light damage.

Machete............................................12
Long broad knife usually used to cut down branches. It makes a nasty weapon. Deadly damage.

Naval Sword............................................4
Straight thin sword used by naval officers to this day. Critical damage.

Nightstick............................................4
Steel baton used by police officers to this day to subdue criminals. Serious damage.

Steel Garotte (WWII)............................................2
Small length of wire designed to choke a victim by the neck, usually from the back. Light damage.

Switch Blade............................................1
Knife with blade hidden inside the handle. It is +2 to Handout. Very Light damage.

RANGED WEAPONS (TL6)
Elephant Gun............................................55
Breakopen 2-barrel rifle used to hunt down large game (elephants, rhinos, dinosaurs). It must be reloaded after only 2 shots. Example: H&H .600 Magnum Nitro Express Rifle. Extremely Deadly damage.

Grenade............................................10
"Pineapple"-type grenade. Pull out the pin and throw it. It explodes by the time you count to three, spraying deadly shrapnel in a Small Area. Deadly damage.

Heavy Automatic Pistol............................................16
Any one of a type of small handgun capable of rapid fire. Autopistols use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example: WWI Webley Mk 6 .455 revolver. Deadly damage.

Heavy Automatic Rifle............................................35
Automatic rifles are capable of firing many shots with a single trigger pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts or 1 Long Burst. Example: Winchester M 70 .458 Magnum Bolt Rifle. Very Deadly damage.

Light Automatic Pistol............................................6
Any one of a type of small handgun capable of rapid fire. Autopistols use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example: Remington .22. Serious damage.

Light Automatic Rifle............................................10
Automatic rifles are capable of firing many shots with a single trigger pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts or 1 Long Burst. Critical damage.

Medium Automatic Pistol............................................7
Any one of a type of small handgun capable of rapid fire. Autopistols use a "clip" rather than a revolving cylinder; most carry 10 rounds. Example: Luger 9mm Pistol. Critical damage.

Medium Automatic Rifle............................................22
Automatic rifles are capable of firing many shots with a single trigger pull. All can be fired three ways: Single Shot (20 total), 3 Short Bursts or 1 Long Burst. Example: AK-47 Assault Rifle. Deadly damage.

Shotgun............................................30
A shoulder arm firing many small projectiles in a burst. Early models fire two Blasts at a time and take 1 turn to reload. Later tyes fire 1 shot, with 6 reloads. Critical damage.

ARMOR (TL6)
Flak Jacket............................................24
Heavy Armor worn by airmen during WWII to protect from enemy antiaircraft fire, including fragmentation shells.

Leather Jacket............................................2
Light Armor worn by pilots in WWI, and later by greasers troughout the world.

Soldier's Helmet............................................9
Heavy Armor that only protects the head (which is the only thing that can be hit when firing from sufficient cover). It may be used as a bowl for whatever you're eating or throwing up.

Steel Trench Armor............................................30
Very Heavy Armor rarely worn because it is so heavy (movement and Dodge are halved) and impractical (takes 20 minutes to put on or take off, which must be done if you want to go to the bathroom for example). Characters wishing to wear this armor must have Athletics rated at more than 5.

Tanker Armor............................................10
Medium Armor favored by tank personnel.

GEAR (TL6)
Backpack............................................1
Nylon. Holds up to 50 lbs. of stuff.

Binoculars............................................1
For long distance observation.

Books............................................1
Book containing a Magic-User's spells (for use with Spellcraft) or other lore (+1 to any skill with "Lore" in the title). It is pocketsized.

Camera............................................1
Records still images on film. 24 exposures.

Canteen............................................1
Container capable of holding about 2 quarts of water or other liquid.

Compass............................................1
Magnetic compass with a magnetized needle. Gives +1 to any Navigation attempt..

First Aid Kit............................................5
Bandages, scalpels, needles. Required for any First Aid attempt in a Modern period.

Flashlight............................................1
Battery powered, good for 8 hours. Lights up to 72 feet (treat as a Blast).

Handcuffs............................................1
For binding others. Can take up to 8 Wounds before breaking, but considered to be made of Heavy armor.

Holy Symbol...........................................1
A crucifix. Might be useful against vampires, you never know.

Ice Skates............................................1
For rapid travel on ice (reduces terrain type from Very Rough to Normal).

Lighter............................................1
Fast fires. A fire can be started in 5 minutes by this method. Good for 100 lights.

Lock Picks............................................5
Simple lock picking tools. Adds +1 to any Pick Locks attempt.

Movie Camera............................................1
Records color images and sound on film. Images cannot be replayed through the camera. Somewhat bulky.

Musical Instrument............................................1
Any carryable instrument available in the period.

Radio............................................1
Radio of variable size (according to the period, from bulky at TL6 to very small at TL8) that can listen in on commercial broadcasts as well as catch private and police wavebands with an Average Tinkering roll.

Rollerskates............................................1
For high speed movement over pavement (Slow Ground Speed) in the four-wheel style.

Rope (nylon)............................................1
100 feet. Can carry up to 500 lbs.

Shaped Charges............................................12
Plastique explosive charges with detonator. These charges can stick to most surfaces. Using Demolitions skill, the Character plants the charge, and either lights the fuse or uses a detonator. Causes Deadly damage in a Small Area.

Shovel............................................1
Digging tool.

Skis............................................1
For snow travel (reduces terrain type from Very Rough to Normal). Includes boots, poles.

Snowshoes............................................1
For movement over deep packed snow (reduces terrain type from Very Rough to Rough).

Tape Recorder............................................1
About the size of a cigarette pack. Records up to 2 hours of audio on small tape cassettes.

Tent (nylon)............................................1
Holds four. Can be set up in 5 minutes.

Tool Kit............................................1
Portable toolbox. Using the kit gives +1 to any Tinkering and Engineering rolls made for building or repairing something.

Walkie-Talkie............................................1
Portable CB walky-talky. Range about 20 miles, 24 bands.

Wristwatch............................................1
Wound time keeper with hour, day date. Must be wound up every day.



TL 7
MELEE WEAPONS (TL7)
Chainsaw............................................10
Very noisy gasoline-powered motor saw. An odd weapon, but one favored by psycho killers and anyone who wants to get rid of zombies. After 12 hits (misses don't count), it runs out of gas. Deadly damage.

Electric Pocket Stunner............................................6
When touching a target, a trigger can be pressed to release an electrical pulse. Unless target rolls Athletics 10, they are stunned for 1-6 rounds. Battery has 20 charges. Very Light damage.

Hockey Stick............................................5
Sportsman's hockey stick. You may use your Sports skill instead of Melee Weapons to hit. Light damage.

Lead-Filled Gloves............................................4
Weapon worn over the fist, looking like thick gloves. 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 Gloves. Light damage.

Pocket Mace Cannister............................................5
Cannister full of a liquid that, when sprayed in an opponent's face, stuns that opponent for 1-6 turns and blinds them for 2-12 turns! Each can holds 6 "charges".

RANGED WEAPONS (TL7)
Automatic Shotgun............................................15
The automatic version of the pump-action shotgun, can fire 6 Blasts total before needing reloading. Deadly damage.

Dart Rifle............................................10
Dart rifles use compressed air, springs or low velocity cartridges to fire drugged darts. Used in animal hunting and non-lethal situations, they do no damage. A hit stuns the target for 2-12 turns. A Very Hard Willpower roll may be made to resist the effects of this weapon. 6 shots.

Diving Speargun............................................4
Though it may be used out of water, the speargun is specifically tailored to firing a small sharp harpoon at underwater prey. Light damage.

Flamethrower............................................24
Largish assembly of tanks and a projectile nozzle; a flamethrower fires a blast of oily flame. 6 shots. Very Deadly damage.

Grenade Launcher............................................36
Grenade launchers can come in small shoulder-arm forms, or be mounted onto any rifle. It comes with 2 grenades (these cannot be thrown like pineapple grenades), as does each reload. It can launch other grenade types (purchased individually) if you wish, although they have their own effect(s). Extremely Deadly damage.

Gyrojet Pistol............................................12
The gyrojet fires a small, self-propelled rocket shell at a distant target. Recoil is slight and the initial firing is quiet. Gyrojets are best at Medium ranges (no bonus for Close Range attacks), and pack a sizeable punch. 10 rounds. Deadly damage.

Gyrojet Rifle............................................20
Similar to the gyrojet pistol, these are best at Long ranges (+2 to Accuracy) and have only give a +1 Accuracy bonus at shorter ranges. Very Deadly damage.

Heavy Submachinegun............................................14
A smaller automatic weapon that fires pistol ammunition instead of rifle rounds. Fires single shots (20) or Bursts. Example: Thompson M1928 .45 ACP. Deadly damage.

Light Submachinegun............................................9
A smaller automatic weapon that fires pistol ammunition instead of rifle rounds. Fires single shots (20) or Bursts. Example: H&K MP5 A5 9mm. Serious damage.

Medium Submachinegun............................................11
A smaller automatic weapon that fires pistol ammunition instead of rifle rounds. Fires single shots (20) or Bursts. Example: UZI 9mm. Critical damage.

Squirtgun............................................7
Light-weight plastic gun (the size of a submachinegun) with a special chamber for liquids that are then shot at high pressure. A fully filled chamber may fire 6 times before being empty. Damage is entirely dependent on what liquid is poured into the chamber. Favorites include acid (Deadly), gasoline (later lit) and holy water. You may enter the game with the gun filled with normal water (the Bless Miracle makes it holy water), but any other liquids (or water reloads) must be found within the game. Note that acid will eat through the gun within 10 turns unless used up entirely, leaving it useless.

Taser............................................7
A taser delivers a high-powered shock to any target struck by its prongs. A hit stuns the target for 1-6 turns. A Very Hard Willpower roll may be made to resist the effects of this weapon. 10 shots per battery.

Tech Crossbow............................................8
Advanced version of crossbow, using plastics and composites. 12 bolts. Critical damage.

ARMOR (TL7)
Bomb Squad Bodysuit............................................30
Very Heavy Armor worn by bomb squad experts, meant to protect against pipe bombs exploding early.

Bulletproof Jacket............................................9
Medium Armor. The modern equivalent of light body armor, designed to stop most projectile weapons. The dense padding also is effective against blows and stabs.

Kevlar Body Armor............................................21
Heavy Armor The best protection in this era. Plastic composite plates are interwoven with layers of Kevlar ballistic cloth. While hot, scratchy and cumbersome, body armor will even stop most rifle rounds.

Motorcycle Helmet............................................4
Light Armor that only protects the head (which is the only thing that can be hit when firing from sufficient cover), in particular during collisions.

Riot Shield............................................16
Shield made of reinforced plexiglass, used by policemen during riots. It provides Heavy Armor. With the Shield Skill, it may be used to cause Critical damage.

GEAR (TL7)
Bug............................................10
Miniature listening device which can be placed using adhesives on any surface. Will transmit any sound within a Large Area of itself to a receiver up to a mile away. Requires a Hard Awareness attempt to locate.

Bug Detector............................................6
Will detect any active or passive listening device with a Small Area of the user. Will determine location of bug, but not location of receiver.

Calculator............................................2
Portable scientific calculator. Gives +2 to any roll requiring mathematics (including many Engineering skills).

Camouflage Coveralls............................................3
Khaki overclothing, shaded and patterned to match specific environments (Urban, Jungle, Snow, Forest, Desert). Must specifiy which. Adds +2 to any Stealth attempt in that environment.

Camp Stove............................................1
Runs on pressurized gas for 3 hours. Takes about 5 minutes to boil water.

CD Player............................................1
Plays compact laser-disks. Music, entertainment, etc. About the size of a paperback book. Players may bring up to 3 CDs (specify) with them.

Cell Phone............................................1
Cellular network phone. Range about 10 miles from any major cellular network.

Diving Gear............................................2
Includes swim fins, wet suit, weight belt, aqualung and mask. Tanks good for 3 hours. Can be used down to 600 feet.

Electrician's Tool Kit............................................1
Solder, battery powered iron, wire, assorted parts, multimeter with leads, etc. Tasks relating to repairing or modifying circuits, or attempts to disarm a bomb, get a +2 bonus.

Geiger Counter............................................2
Detects noticeable radiation levels in a Large Area around the user. Tells intensity and direction of source.

IR Goggles............................................1
Allows user to see 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.

Jammer............................................1
Will jam any active or passive listening device within a Small Area of user.

Laptop............................................1
8" x 10" x 2" laptop with LCD screen. 2 megs, with 40 meg memory (about 100,000  pages of information). Runs 3 hours on a battery charge; recharges in 3 hours.

Mechanic's Tool Kit............................................1
Tool box specifically equipped with tools to repair mechanical engines, including spare spark plugs and a nylon stocking. Tasks relating to repairing or modifying engines get a +2 bonus.

Metal Detector............................................1
Whether to find coins at the beach or mines in former Soviet Union farmland, the Detector will detect metal within a Small Area of the user.

Rollerblades............................................1
For high speed movement over pavement (Slow Ground Speed) in the aligned wheel style. Gives +1 to the Skating skill.

Skateboard............................................5
For high speed movement over pavement (Medium Ground Speed) using a small wheeled board. Using Athletics, Sports or Stunt Driving, it may perform many tricks and jumps.

Snowboard............................................2
Board designed for steep descent snow travel (Medium Ground Speed). Using Athletics, Sports or Stunt Driving, it may perform many tricks and jumps.

Toolknife............................................1
Classic "swiss army" knife. Saw, screwdrivers, tweezers, scalers, awls, etc. Does Very Light damage.

Thermal Lockpick............................................8
Small device that burns away part of a door's lock with a drop of acid. Not all doors are pervious to this, but it does give a +2 bonus to any Pick Locks attempt (not cumulative). Only holds enough acid for 6 drops. Note that the door's key will no longer work in the damaged lock.

Video Camera............................................1
Records color images and sound on video tape. Can replay tape images through viewfinder monitor. Each tape lasts 4 hours.



TL 8
MELEE WEAPONS (TL8)
Cyberfangs............................................5
Vampire-like fangs imbedded in the jaws. Can be folded away until needed. Light damage. May be poisoned by a character with the Poisons skill.

Cybersnake............................................13
Snakelike barbed attack whip hidden in a body orifice (mouth, ear, etc.). The cybersnake can be used to "rake" the target (Light damage) or "roto-rooter" (Deadly damage for every turn the attacker can keep the target immobilized in a Hold while he undertakes his grisly task).

Cyborg Crushing Hand............................................7
Enhanced articifial muscles and metal parts give this appendange super-strength. It does not factor into lifting however. Serious damage when punching or gripping.

Stun Wand............................................5
A type of energy-based hand weapon that causes the target to be stunned for 1-6 turns. A Very Hard Willpower roll may be made to resist the effects of this weapon. 20 shots per power cell.

Vibrodagger............................................10
Looking like an ordinary knife, the blade vibrates several thousand times per minute, though its movement is invisible, and you cannot tell it from a normal blade without an Awareness roll. May be used 12 times before the energy cell runs out. Critical damage.

RANGED WEAPONS (TL8)
Blackout Gas Grenade............................................6
Throwable grenade that creates a nearly opaque cloud of thick, inky-black smoke covering a Small Area. All characters inside are at -4 to all tasks unless they have infrared capability, which merely drops the penalty to -2. Lasers cannot penetrate the cloud. Anyone without a breathing apparatus will take Very Light damage each turn spent inside. The cloud dissipates after 4 turns.

Concussion Grenade............................................8
Similar to a fragmentation grenade, this does not throw shrapnel and only applies a concussive (explosive) force. Critical damage in a Small Area.

Cyber Dart............................................5
Tiny compressed air or spring-loaded dart. Mounted in cyber eye, throat or finger, this single shot dart does damage as a Deadly Poison. You still need the Poisons skill to use this weapon.

Cyborg Arm Gun............................................9
Any type of cybernetic "gun" arm. The gun itself either fires through the palm or through ports mounted in the forearms. Serious damage. 5 shots.

Cyborg Energy Gun............................................11
The "higher tech" version of the arm gun, with a mounted energy pistol instead of a slugthrower. Critical damage. 5 shots.

Gauss Needler............................................6
A type of advanced slugthrower that uses magnetic force to throw its load. Nearly silent and accurate, however, somewhat bulky and only has 10 shots per power cell. It fires a thin needle that does Very Light damage, and is often coated with poison (you must have the Poisons skill to use).

Gyroc Pistol............................................14
Pistol that fires self-propelled bullets with their own rocket system, allowing it to fire large caliber ammunition without being large and heavy. Deadly damage.

Laser Pistol............................................13
Coherent energy beam weapon. Recoilless. Each energy cell has enough for 12 shots. Deadly damage.

Laser Rifle............................................22
Coherent energy beam weapon that packs a little more punch than the pistol. Recoilless. Each energy cell has enough for 12 shots. Very Deadly damage.

Nerve Gas Grenade............................................9
Grenade that releases a contact agent (only sealed armor or a vacc suit can protect the victim). Anyone in the Small Area inside the cloud must make a Very Hard Athletics roll each turn (until cloud disperses in 4 turns) or be paralyzed for 2-12 turns.

Prism Grenade............................................4
Throwable grenade that creates a slightly opaque cloud of prismatic crystals covering a Small Area. Laser beams, laser scopes, and radar cannot penetrate the cloud. All actions within the cloud are at -1. Anyone without a breathing apparatus will take Very Light damage each turn spent inside. The cloud dissipates after 4 turns.

Shaped Charge Grenade............................................16
Greande that explodes on impact and in a programmed direction. By making an Average Demolitions task (or a Hard Tinkering task), the user can decide exactly how the charge will explode (so as to destroy armor but leave its wearer unharmed, for example, or create a hole in a wall without collapsing it). Very Deadly damage.

Sleep Gas Grenade............................................7
Grenade that releases a knockout gas. 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 knocked out for 1-6 turns.

Slugthrower............................................12
Submachinegun whose ammunition is encased on chemical propellant which is consumed when the weapon is fired. Because of this firing system, the gun cannot jam. Fires single shots (20) or Bursts. Deadly damage.

Strobe Mine............................................8
Anti-personnel smart mine often used in riot control. They emit intense light, rapidly pulsing at frequencies that can induce seizures. Anyone within a Large Area must make a Hard Awareness roll or have an epileptic seizure for 1-6 turns and become blind for 2-12 turns. The pulse lasts 10 seconds, draining the mine of energy in the process.

Tangler............................................8
Short, stubby weapon that fires an egg-shaped capsule that in turn releases a number of strong, sticky strands to wrap around and completely immobilize a target. It requires a Very Hard Athletics roll (or a Hard Escape Artist roll) to get out of the net. The user can deactivate the net at any time to let the target go free (as long as he or she has the Tangler).

ARMOR (TL8)
Ablative Armor............................................7
Medium Armor 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 5 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.

Ablative Foam............................................7
Medium Armor that can be applied as a spray. It works like Ablative Armor, but is destroyed at the end of any fight if the user has been hit at all (whether damage got through or not). The foam also washes off in water. Each can has 4 uses, and of course, the owner may give armor to his or her companions.

Monocrys............................................20
Heavy Armor worn by civilians seeking discreet protection, similar to Kevlar, but actually a single-crystal metallic fiber and as flexible as clothing.

Reflec Armor............................................18
Hightly reflective armor of polished metallic fibers that reflect laser fire and other beam weapons as Very Heavy Armor, but other types of attacks only as Very Light Armor.

Subdermal Armor............................................5
Light Armor that is the cybernetic equivalent of light body armor; a very light composite armor mesh is grafted under the skin. Vital areas are covered with thin composite plates. The armor is usually unnoticeable under clothing (a Hard Awareness task).

GEAR (TL8)
Boosted Reflexes............................................10
Enhanced neural wiring for greater reaction speeds. Allows user to move first in the turn, or in normal order of Awareness Skill with other enhanced reflexed players.

Clothing Fabricator............................................2
Portable machine that can create any item of clothing in under 10 minutes, making 3 full outfits before running out of raw materials.

Com Scrambler............................................3
Small device that scrambles any message. It may be used to make your own messages (from any communicator) undecipehrable without a Hard Cryptography roll) or to scamble enemy communications in a Small Area around it.

Cyberaudio............................................5
Basically replacement ears with enhanced hearing (add +1 to any Awareness or Tracking skills involving sound).

Cyberdeck............................................1
Required to use Machine Interface skill, allows "cybernet", virtual reality network, cybermatrix or other mind-computer generated reality. A Cyberdeck will allow you to attempt to alter your environment and abilities within the Net with its programming power. You must have a Datajack in order to use this device.

Cyber Musculature............................................17
Enhanced cybernetic muscles interwoven with normal muscle tissue. Increases strength to equivalent of Amazing (lift a ton, tear Medium Armor, Critical damage).

Cyberoptics............................................10
Basically cybernetic eyes with IR abilities, telescopic vision and greater visual acuity (add +1 to any Awareness or Tracking skills involving vision, or tracking in darkness).

Cyborg Exoskeleton............................................22
Metal exoskeleton made of linked actuators and myomar muscles. Looks like metal plate armor shaped into a muscular body suit. Gives wearer equivalent to Amazing Strength (lift a ton, tear Medium Armor, Critical damage) and Medium Armor.

Datachip............................................Variable
Basically a skill on a chip (requires a Datajack to use). Datachips can include any Knowledge, "Tech", Fighter, Athletic or Mobility skill. The cost is that of the skill at whatever level you want it, but you then get a +1 to that skill. You are able to change skills as needed, or to trade skills with others. You may use up to four datachips at a time.

Datajack............................................1
A small jack mounted into the skin (head, wrists, spine), which allows the user to interface with high tech machines (add +1 to any skill involving a vehicle or machine adapted to cybernetics use) and to use datachips.

Electronic Lockpick............................................5
Electronic device that helps unlock electronically sealed doors and electronic locks which usually require a coded card or touchpad combination. Adds +1 to any such Pick Locks attempts.

Fire Extinguisher Tube............................................1
¼-pound portable fire extinguisher that sprays fire retardant foam (one use).

Helmet Video............................................1
Closed-circuit camera built into a helmet. It records on a datachip everything the wearer sees, but can also be used to transmit to any communicator device.

Implant Communicator............................................1
Subdermally implanted communicator linked to inner ear. Range and abilities are equal to a standard communicator.

Laser Listening Device............................................1
Device that bounces a laser beam off a solid surface (usually a window), detecting and translating vibrations on it into voices and sounds.

Light Intensifyer Contacts............................................1
Pair of contacts that pick up and amplify available light, reducing any penalties due to darkness by half.

Molecular Glue............................................5
Glue that bonds any surfaces together instantly once applied.

Sneak Suit............................................5
Futuristic equivalent of camouflage, the sneaksuit mimics the background of whatever the wearer is passing in front of. Adds +2 to any Stealth attempt.

Televiewer............................................1
Electronic binoculars that provide extremely sharp, computer-enhanced images. Magnification can be adjusted between 5x and 50x.

Tracer Needle............................................5
Tiny tracking device that can be implanted in someone's skin or fired from a Needler (only feels like a bee sting). A tracking sensor can then detect the target's whereabouts within 10 miles.

X-Ray Scanner............................................5
Hand-held device used to check for weapons or implants. The small screen shows an x-ray scan of the target.


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