Omni-Tool Modules [Standard]

Camera Module-

lets a character capture a record of what he or she has seen.

Price 300,000 ECUs; Slot: no; Weight 0 lbs.; Usage 1 charge/hour

This Omnitool Module can capture still photographs or record video. The module uses a charge when activated and consumes an additional charge each hour; during that hour, individual photographs or video recordings do not consume additional charges. A camera module can hold up to 20 hours of video footage and 200 photographs.

Radiation Detection Module

Price 250,000 ECUs; Slot Yes; Weight 0 lb.; Usage Nil

This module measures radiation levels in a 120-foot-radius circle, as the detect radiation spell. When in range of radiation, the Omnitool makes a soft clicking sound that changes in volume and frequency according to the radiation level encountered. A holo-Image indicates the approximate source and strength of radiation in these areas, with red areas indicating severe radiation, yellow high radiation, green medium radiation, and blue low radiation. Areas with even less radiation don't register on the device.

Scanner (General) MK I -

Price 500,000 ECUs Slot: Yes/1 Weight: 0 lb

Scans biosigns at 30 feet, physical objects at 150 feet,

and can analyze energy emissions at one mile.

+1 slot - Augmentor or Library Hub

Scanner (General) MK II -

Price 800,000 ECUs Slot: Yes/1 Weight: 0 lb

Scans biosigns at 60 feet, physical objects at 300 feet,

and energy emissions at two miles.

+1 slot - Augmentor, +1 Slot Augmentor or Library Hub

Scanner (General) MK III -

Price 1,200,000 ECUs Slot: Yes/2 Weight: 0 lb

Scans biosigns at 300 feet, physical objects at 1500 feet,

and can analyze energy emissions at ten miles.

+2 slot - Augmentor, +1 Slot Augmentor or Library Hub

((to make a specialized Tricorder or Omnitool

stack Scan Augmenters of the same type together.))

Scan Augmenter - Tactical Module

Price 200,000 ECUs; Slot: Augmentor; Weight 0 lb.

+4 to detect and identify life forms, weapons, armor, etc. Includes a comprehensive database on all of the above. Carried by Marine officers. It has enhanced range capabilities which allow it to detect Biosigns at ten times the normal range but loses the ability to scan for Minerals and has very poor ability to penetrate solid rock.*Cannot be equipped with a Geology Module.

Hacking/Programming Modules:

USP H/P Quantum Interlink

Price 250,000 ECUs Slot: Yes Weight: 0 lb

Allows for direct hacking and programming attempts using the computer use skill with no additional tools required, Melee Range Required.

Normal: Players would require a Hacker's PADD or other Interface device to hack Doors that are electronically locked, Computers and other devices.

Special: +2 to Computer Use Checks when interfacing with your Omnitool.

USP H/P Quantum Interlink – Wireless

Price 500,000 ECUs Slot: Yes Weight: 0 lb

Allows for Hacking and programming attempts at up to 100’ feet away

using the computer use skill with no additional tools required

Normal: Players would require a Hacker's PADD or other Interface device to hack Doors that are electronically locked, Computers and other devices.

Normal 2: Computer Use requires a direct connection.

Special: Bonus reduced by Range:

+4 Computer use Bonus within 0ft , +2 Bonus within 30ft, +1 Bonus within 60ft

Shield, Energy (Holtzman) - Omni Tool Module Variant

An experimental energy shield, or Holtzman shield, is a complete body shield

made of energy. Shields are impact- and energy-activated, meaning that they automatically engage when their field is compromised by a kinetic or energetic force of a certain magnitude, what makes the Holzman Omni Tool module

unique is that unlike later shield generators it does not consume a Device

slot on the Omni-tool.

Slot: No weight: 0 lbs

Standard Module - 250,000 Assault Module - 1,500,000

Dueling Module - 350,000 Battle Module - 3,000,000

Detonator Module - Type 1, Type 2, Type 3

Price 100,000/200,000/300,000 ECUs;

Slot Yes; Weight 0 lb.; Usage 1 charge

The detonator module is a Comms module addon that can be used to trigger explosives remotely. While an explosive is being set, the user can key the explosive to a Omnitool with a standard action that costs one charge. Once the explosive is keyed, as a standard action the user can trigger the explosive.The Detonator module's range is 500/1000/1500 feet x MK # of the Comm's unit the Omnitool is equipped with.

Inertial Dampener Module

Price 500,000 ECUs; Slot Yes; Weight 0 lbs.; Usage: see text

When activated, an Inertial Dampener Module anchors the wearer in place, protecting her against outside forces. This effect gives the wearer a +4 bonus to her combat maneuver defense against bull rush, reposition, and trip attempts, consuming 1 charge per minute. If the wearer falls from a height of greater than 10 feet, the inertial dampener automatically activates just prior to impact and reduces the falling damage by half, consuming 1 charge per die of falling damage. If the Omnitool has insufficient charges to reduce the entire amount of damage, the damage is not reduced for the excess dice. Damage from landing on hazardous objects such as spikes is not reduced.

Scan Augmenter - Geology Module

Price 200,000 ECUs; Slot: Augmentor; Weight 0 lb.

+4 to any Knowledge (earth and life sciences) skill check pertaining specifically to earth sciences. It has enhanced range capabilities which allow it to penetrate/sense minerals or rocks[Physical Objects] at ten times the normal range but loses the ability to scan for living beings, organic tissue, etc.

*Cannot be equipped with a Tactical Module.

Scan Augmenter - Medical Type: [Species Group] Module

Price 500,000 ECUs; Slot: Augmentor; Weight 0 lb.

+4 to all medical-related skill rolls, +4 to Treat Injury skill rolls; is programmed with the data on a given species group, that Treat Injury bonus becomes +8 for that species group. The hand-held attachment must be within one foot of the patient for these bonuses.

Scan Augmenter - Repair Assist Module

Price 250,000 ECUs; Slot: Augmentor; Weight 0 lb.

+4 on all Repair skill rolls; has additional built-in filters which prevent overloading or damage when scanning intense energy fields.

Scan Augmenter - Science Module

Price 250,000 ECUs; Slot: Augmentor; Weight 0 lb.

+4 to any Knowledge (earth and life sciences, physical sciences) skill rolls

Library Hub Augmenter:

Price MK I: 20,000, MK II: 60,000, MK III:180,000 ECUs

Slot: Augmentor Weight: 0 lb

Uses the Scan Augmenter Slot,it can use up to three IRD chips (below)

The number of IRD chips that may be active at any time depends on the Mark of the Library Hub. At MK I, only one chip may be installed; at MK II, two chips may be installed; and three at MK III.

Interactive Relational Database

IRD chips are computer memory chips that (in terms of gameplay) make a skill available to characters via their data tricorder, Omnitool or Cybernetic Implant.

A IRD skillchip contains a wealth of knowledge and lore concerning a single skill.

Price varies; Slot Libary Hub or Cybernetic;

Mark I 80,000 ECUs; Mark II 160,000 ECUs; Mark III 320,000 ECUs;

Mark IV 640,000 ECUs; Mark V 1,280,000 ECUs;

Skillchips for skills like Craft, Knowledge, Perform, and Profession that have multiple subcategories each encode only one subcategory; a user can have a Knowledge (Religon) skillchip, but there are no general Knowledge or Craft skillchips.

The magnitude of the bonus granted by a skillchip varies, ranging from a +2 enhancement bonus to a +10 enhancement bonus

Mark I +2 Mark II +4 Mark III +6

Mark IV +8 Mark V +10

IRDs do not stack with each other unlike Scan Augmenters,

IRDs do stack with Scan Augmenters however.

Shield, Kinetic Barrier [Civilian]

Price 2,000,000 ECUs Slot: Yes/1 Weight: 0 lb

Shield Hit Points: 10 Shield Damage Reduction: 1 Shield Regeneration: 1

Shield, Kinetic Barrier [Military]

Price: 4,000,000 ECUs Slot: Yes/2 Weight: 0 lbs

Shield Hit Points: 20 Shield Damage Reduction: 2 Shield Regeneration: 2

Kinetic barriers are repulsive Subspace fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.

If undamaged for a round, an active Kinetic Shield will regenerate equal to its SR [shield regeneration] Shields can also be recharged manually by using a Full-Round Action and a Computer Use check (DC determines the amount of shields healed).

DC15 1d8

DC20 2d8

DC30 3d8

Shield Gate

Once a character's shields break, a portion of the remaining damage is negated based on the type of damage taken.Damage from single, burst and semi-automatic weapons is reduced by 100% (even with feats such as Rapid Shot).

Scatter and automatic weapons ignore Shield Gate completely.

Supernatural power damages are reduced by 100%, but any existing effects do not end and may continue to deal damage during the next round.

Recharge: 3 Rounds

If shield HP hits 0 the shield Breaks (see above) and takes 3 rounds to reboot, each time the shield reboots it consumes 1 Omni-tool charge.