|1 Credit (cr)
||$25 on Earth-that-was
Now, some things you might take to note. While money may be fair to useless in the Black, it is right significant on any planet. The rule of thumb is, the more you got, the more people are aiming to take it away from you.
That said, credits and paper are used on the Core Planets. Mostly because it is very easy to track, making life a mite harder for those living on the edge of goodly society. It's as fair an explanation as any as to why gold and metal is of illegal use by the Alliance. Using it often can lead to meeting unsavory people in uniform. Out of the Rim, though credits and paper are harder to come by, and those same metals are the standard. Standards being a misnomer... each planet has it's own estimation on the value of the metals, so pick your bargains well.
Consists of metal and polymer sheeting over fabric. It was often used by the Independents during the war, seeing as how the fine and fancy armor used by the Alliance was in short demand. It stops bullets, but that's about all. It ain't much used against knives or explosions.
Darned expensive and very specialized in use. It's mostly a baggy outfit fitted with fiber optic wires emerging from the surface, not unlike the porcupine on the Earth-that-was. The interior houses a small computer and sensors. When turned on, the sensors try and match the surroundings, which works fair to well if you are standing still. It can also stop a bullet or two, but engaging in that activity means you are ready to invest in a new suit thereafter.
Made of either some basic metals or composite covered with a mesh which allows for twigs, grass and foliage to be attached for camoflague. Alliance helmets differ in that they have radios embedded into the metal.
A full-body, airtight hazardous environment suit. It provides complete protection from nuclear, biological and chemical hazards. It is bulky, so small objects and delicate operations are very difficult.
Ceramic pieces are sewn into a ballistic mesh and they offer protection to the front and back torso areas. It will allow for the protection from knives as well as bullets.
Full law-enforcement gear consists of composite and ceramic plating sewn into various pockets of a full-body ballistic mesh suit. It is designed to stop bullets, but it is effective against most types of damage. It can be a bit cumbersome, but then again, there's some as like to see the law slowed down a bit.
This is an undergarment wired with sensors. It monitors heart rate, temperature, blood pressure and the like. It transmits this to the physician or a computer at regular intervals.
The option for most Federal Alliance wears. It covers the entire body with plating and heavy padding. It's bulky and noisy, but it will stop most problems for a while.
Heavy and bulky, they are essential in the black. It takes some time to get on and off, but once in, it can support a person for up to three days. Recharge time is generally a one-to-one ratio.
Note: In the Core, sales of weapons is strictly controlled and regulated. Permits are required to own, another to carry, another to conceal... etc, etc, etc. Most of the modern weapons have electronic tags for easier tracing. You can pick up 'cleaned' weapons, but getting caught will have you sent to a penal colony. On the Rim, people aren't so picky. And the Alliance has more important things to do than to.
There's no way to list all the weapons that could be available. Suffice it to say, if it exists now, it'll always exist whether it's modified or no. If something strikes yer fancy, swing the idea round by the captain and see if accommodations can be made.
What most Core citizens use. It's has a 2' x 2' touchscreen monitor, and the base houses the rest of the equipment. It is a phone, computer and TV all in one.
Generally they serve a specific purpose and therefore have limited functions. Police, local directories, and emergency calls are some uses as examples.
Allows for a vast storage of knowledge, general or specific.
It contains the latest in the professional fields; medical science, gravitic engineering, ship construction, and architectural innovations to name a few. You might have to be licensed to obtain some of the information, but if the Alliance deems it safe for the public, it is there to be had.
Between the size of a paperback book and a hardcover text book, these can store up to 5 terabytes of data.
Very expensive, but they can be very useful. They act as terminals, can store up to 200 terabytes of data, and maintain a terminal link up to a mile around.
Very costly and they require an abundance of unused property. The barrier consists of 10' tall pillars surrounding the area to be protected. The pillars have to be placed at each corner and endpoint, because the field only works along straight lines. Once powered, it takes quite a bit of damage before it fails. Attacks on the field will usually trigger a call to the local Alliance. The field is normally invisible except for timed energy surges as a gentle visual warning that the field is active. It can get a lot louder once you start pounding on it.
Relatively inexpensive, so when they die out after about two months of normal use, they are easy to replace. Often used by the Independent during the war, despite the fact that the signal isn't secure.
The difference from the long range unit is that this one has an encryption feature that is quite hefty..
A pre-set common distress signal transmitted at extremely high power in order to attract the attention of the Feds or police if you're on the Core. If you're on the Rim, the Alliance will respond, but the fact is, patrols aren't as heavy. There's some chance that the Alliance might not hear it or they may have other priorities to contend with. The beacon is about the size of a 50-gal oil drum..
Fairly standard in the Core, used by all banks and government buildings. The scanners can be calibrated for a lot of things, though most are set for concentrations of metal, propellant chemicals and ID chips in weapons.
A local geological scanner combined with a mapping utility program. It's about the size of a foot locker, useful for surveyors laying out mine shafts and tunnels. Some are sold to nonprofessionals, but what uses they find for ‘em isn't always apparent.
The Alliance has offered franchises for carrying the Cortex signal father out into the Rim. The stations does require an approved location, and usually that means an orbital station of platform, which usually means high rent and living costs.
Used by some folk to prevent other folk from hearing what they figure they have a right to say. It scrambles all to hell any signal within five miles. If you use it for a few minutes, it quickly becomes obvious to the authorities that something isn't quite right.
The de rigeur practice of cloning and growing organs for transplantation has been established for years as a viable practice. But, blastomeres, that is synthetic organs that are designed to be accepted by any person. The organs live longer, are tougher than natural and they remove the need to wait until cloned organs are grown. Potentially, recipients my live longer as a result. Needless to say, they are extraordinarily expensive and not yet on the open market.
Ostensibly, they are used to freeze patients until they can receive the proper medical care. In reality, you'll find a variety of uses. Slavers transport goods using them, for example. But, this is not an automated procedure. Putting someone in requires giving the person a carefully measured set of injections, depending on how long the stasis is supposed to last. Removing someone required careful procedures. Bungling this could possibly mean death.
Basically used for those who do not like stitches, it can close up virtually any wound within minutes. It works well with tissues and not so well with bone, cartilage or organs.
A collection of basic medicines, antibiotics, scalpels, extractors, etc. everything a doctor needs to perform minimally in house-call situations, though not complete for every trauma. Out on the Rim, this may be all that's available, if even that.
A doctor who has graduated fro mone of the major Medical Academies (on Osiris, Londinium, or Sihnon) will almost certainly have one of these. They are available to any doctor, if they have attended one of the major Medical Academies or has her training certified by one., which is no mean feat. These kits have the best in portable instrumentation, the latest common medicines, etc.
A bit larger that a Cortex terminal, these combine medical scanners with diagnostic programs.
Developed during the war, these area can be set up virtually anywhere. It comes equipped with a MedComp and standard and emergency medical supplies equal in amount and diversity as you would find in an Ambulance. Most ships us a similar model for their infirmary.
A palm-sized scrambler which doesn't generally interfere with high power transmissions (i.e. the Cortex) but they play hell with most electronic bugs within 15'.
Microphones (no larger that the size of a pinhead) can be placed anywhere within 30' of the transmission hub. The hub stores the data for up to 48 hours or transmits it in one burst. It can also transmit constantly to a range of up to a half mile.
Alliance IdentiCards are extremely hard to actually faked, since they are embedded with hardwired microchips containing important data about the holder. As a result, it's easier to steal someone else's card and apply you face to the picture. The downside to this is that you will likely get caught if anyone puts the card through a reader. A useable fake is obscenely expensive and even then it won't match Cortex records.
A small can of reflective aerosol mist that will reveal security alarms and barrier fields, laser trip wires, etc., without setting off alarms. It dissibates within a minute or two.
A short-range, electromagnetic pulse charge, about the size of a large battery. Unless protected, all electrical equipment in the 10' radius will short out and stop working until repaired. Using them aboard ship is not advisable.
A group of LED's and fiber optics around a capacitor, that are designed to temporarily blind an oppoment (and sometimes nearby cameras). Effective range is within 15' of people and 10' of cameras.