SUPERPUNK : Equipment
All created using the Hero System rules.
Body Armour
- Cloth Armour
- 4rPD, 4rED Armour
- variable Activation Roll depending on degree of coverage required
- IIF
- Military Armour
- 8rPD, 8rED Armour
- Activate 14-
- OIF
- Elite Armour
- 10rPD, 10rED Armour, OIF
- +10 Strength, 0 End, no effect on figured characteristics, OIF
- -5" Knockback Resistance, OIF
- 5 points Visual Flash Defence, OIF
Sensors and Communicators
- Telescopic sight
- +14 Telescopic Vision (1024m before perception penalties)
- IR Vision, OAF and Concentrate 0 DCV throughout
- 5 points visual Flash Defence, OAF and Concentrate 0 DCV throughout
- Protective Lenses
- 5 points visual Flash Defence
- IIF (contact lenses) / OIF (goggles)
- Radio Comlink
- Radio Listen and Transmit
- Invisible to Radio Senses (Invisibility requires a Cryptography Skill roll)
- IIF / OIF
- Vidcom Link
- High Range Radio Hearing
- Invisible to Radio Senses (Invisibility requires a Cryptography Skill roll)
- IIF / OIF
Medical Equipment
- Medpack
- 2d6 Aid to Body
- Trigger (if goes below zero Body)
- Usable by one Other but not by self at the same time
- Only to Original Level, , 1 Phase Delay, 4 charges
- Side Effect (2d6 Stun Drain, return 5 points per 5 minutes), OAF
- Blue Fire (a drug)
- +7 Dexterity and +1 Speed
- 4 charges of 1 Turn
- IIF (concealed injector) / OAF (standard injector)
Cyberdecks
- Standard Cyberdeck
- 20 Point Variable Power Pool
- Only in the Net
- Powers only change outside the Net
- OAF
Non-standard Cyberdecks can be less obvious to look at, be able to carry more programs (i.e. a larger Power Pool) and enhance the users Computer Programming abilities (i.e. Focussed pluses to Computer Programming skill).
Go to the Character Creation,
Nations of the World,
The Net, Net Running Rules,
Society, Space,
Timeline or Weapons pages.
The SuperPunk Page | The Champions Page.