Personal Gear

IRMSS—Internal Robot Medical Surgeon System: For those times when there’s no medic or doctor around, this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device — the size of a handheld shopping scanner — is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. (2 lbs, 42,000 credits)

Computer, Field: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb, 2,500 credits for Grade I, 5,000 credits for Grade II, 12,000 credits for Grade III, 28,000 credits for Grade IV).

Bio-Analysis Kit: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use; anyone with Knowledge (Science) gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb, 7,200 credits)

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits, or 3,500 for one that can sustain minor Mega Damage)

Dosimeter: Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. As well, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20. (1 lb, 200 credits)

Falcon 300 Jet Pack: Specifically designed to work with the T-43 Explorer body armor (though a skilled mechanic could make it work for almost any suit of armor), this jet pack is well-liked by mercenaries, messengers, and homesteaders alike. The jet pack has  ffectively unlimited range, but it begins to overheat if used continuously for more than three hours (requiring 1d6 hours to cool down). The stats for the flight system are Flight Pace 20, Climb 0. (35 lb, 400,000 credits)

Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range. (2 lb, 10,000 credits)

Infared Distancing Binoculars: High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. (3 lb, 2,600 credits)

Triax T-100 Eagle Jet Pack Accessory: Specifically designed for military use, this Triax jet pack is made to fit onto the hardpoints of any suit of NGR military armor. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The stats for the flight system are Flight Pace 30, Climb 1. (35 lb, 600,000 credits)

Medi-Gel: A tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses. (6 oz, 200 credits)


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