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).


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