Equipment in SAVAGEPUNK is just as varied as the real world. You'll find dozens (sometimes hundreds) of pieces of tech that all fulfil the same purpose. Here is a non-exhaustive list.
Agents function in a similar way to smartphones. They combine a phone, video recorder, keyboard, personal data manager, identity manager, and access key. Agents allow you to speak to anybody simply by calling them, provided you know their comm code and they answer.
Make phone calls in voice, flat-screen, or 3D holos
Record calls, forward calls, or send them to voicemail
Scan the DataNET to locate a place or thing and display the result as a map, a GPS guide, or a vocal file.
Send or receive text messages as well as download news updates keyed to particular subjects you want to keep track of.
Keep your schedule for you and act independently on events, like ordering a gift, paying from your cred account, and having it delivered to the recipient.
Maintain a personality complete with name, voice, and even a holographic/face body. The Agent becomes this personality and responds to the name.
Find information on a topic like a search engine.
Link to most of the smart appliances in your residence.
Monitor supply use, order when low, and have everything delivered to your door.
Store thousands of hours of programming including music, video, and games, and display them on its own on-board LCD or wireless connected holoscreens.
Word processing using voice or VR keyboard, downloading the output to the DataNET.
Record images in 2 or 3D or sound in stereo or surround and upload the files to the DataNET.
Download Apps with various different uses.
The standard Agent with all of the functionality listed above. Has standard encryption (Hacking TN of 4)
Weight: 0.25
Cost: 100
An upgraded model of Agent that boasts encrypted channels (Hacking TN of 6).
Weight: 0.5
Cost: 800
An add-on for both types of Agent. Hacking attempts made to target this call are made at -2. All Agents attached to an encrypted call need to have the Encrypter for this to function.
Cost: 900
A series of databases tied to your Agent's camera (or ONI or cyber eyes with the Image Recognition module). Each database provides a +2 bonus to a relevant Smarts based skill to recognize equipment, tools, and important people in certain fields. This can help remove penalties on Smarts skill rolls for not knowing much about specific subjects.
Cost: 125 (each; renewed yearly)
Anarchist's Quarterly: Everything you need to identify explosives, mines, and wiring schemes. Provides +2 to Demolitions to identify makes and models of mines, types of IEDs, etc.
Bit and Bolt: A database of tools, components, and other bits of tech from the great minds of Bit and Bolt. Provides +2 to Repair to identify something when there are visual references.
Discover Popular Science: The go to place for the science community, with many specialist sub-magazines all tied to the main subscription. Provides a +2 to Science to identify something when there are visual references.
HACK The Planet: The goto database for all the prominent (known) hackers, wireless locations, and IP addresses. Administered by NEST hackers ZeroCOOL and Acid Burn. Provides a +2 to Hacking to identify something when there are visual references.
HIGH $TAKE$: The faces and places of the gambling world. Provides a +2 to Gambling to identify something when there are visual references.
Language Interpreter: Can interpret and translate written text and identify the language. Does nothing with anything spoken though. This provides no bonus to Language, since it has so many specializations. The effect is just automatic.
Medical Examiner: The best database of image recognition for pills, drug names, medical personnel, and when used with Micro Optics, can also identify virus and bacteria specimens. Provides a +2 to Healing to identify something when there are visual references.
MMA Junkiez: The people, places, and weapons in the world of fighting. Provides a +2 to Fighting to identify something when there are visual references. A raise on this roll will give you a rough comparison of the fighter's skill compared to your own (lower, the same, or higher).
News Net: The people and places on the mind of the yesterday's, today's, and tomorrow's common person. Provides +2 to Common Knowledge to identify something when there are visual references.
Offgrid: A popular survivalist magazine. Provides a +2 to Survival to identify something when there are visual references.
Pentest Quarterly: The dominant database for lockpicking, safecracking, sabotage, subterfuge, and manipulation. Provides a +2 to Thievery to identify something when there are visual references.
Professor Smarty Pants: The Professor Smarty Pants database has all of the latest information on the academic world, including a text scan feature to find relevant passages from academic literature, logo and mascot recognition, professor ratings, and course catalog. Provides +2 to Academics to identify something when there are visual references.
SEAL Daily: The best place to find information and image and logo branding recognition on all vehicles. Provides +2 to Boating, Driving, and Piloting to identify something when there are visual references.
TactiNET: TactiNET is the go to place for firearm and accessory recognition guides, unit insignia recognition guides, and military uniform and vehicle recognition guides. Provides +2 to Battle or Shooting to identify something when there are visual references.
WIREless: The replacement for the old WIRED magazine, this is the go to place for electronic accessories and specialized equipment recognition guides. This won't help you use it, but identify what something is for. Provides +2 to Electronics to identify something when there are visual references.
An add on for Agents and Military Agents, the Optical Neural Interface is a contact lense that interfaces directly with your Agent. You can see everything through your ONI (fed directly to your eye) that you can see on your Agent's screen or through the camera, including VR elements. ONI functionality is built into basic cyber eyes.
Cost: 100
A Translator Module is a useful add-on for Agents. Receive a Language skill of d6 for six languages, but only only communications through your Agent.
Cost: 300
Cyberdeck are an upgrade to Interface Plugs about the size of a paperback book and used in hacking. There are two levels of cyberdeck, standard and military. Because of the prevalence of both Cabled and Wireless Interface Plugs, cyberdecks come with both a cable port and wireless module.
The standard cyberdeck gives a flat +1 bonus to all skill checks made when Netrunning.
Weight: 1
Cost: 2,500
The military cyberdeck gives a flat +2 bonus to all skill checks made when Netrunning.
Weight: 1.25
Cost: 5,000
The cyber combat module was made with the Combat Decker in mind and was made as an upgrade to both the standard and military cyberdecks. Gives a flat +1 bonus to all skill checks made when Hacking on the Fly.
Cost: 1,000
Note: Netrunning and Hacking on the Fly are two different types of hacking and the bonuses do not stack. See >Hacking for more information.
Netrunner Station (also called Netrunner Thrones) is a piece of equipment that's used by low and mid tier netrunners. The station's central component is a specialized chair (usually a converted massage or dentist chair) that allows the netrunner to rest in a comfortable position for an extended period of time without impeding circulation.
Weight: 200
Cost: 1,500
Note: Ignore 1 point of Fatigue when using a Netrunner Station. Also includes a built in Biomonitor and C-grade Autodoc (Healing d6).
Military Netrunner Stations incorporate better equipment than the standard off the shelf models.
Weight: 250
Cost: 7,500
Note: Ignore 2 points of Fatigue when using a Military Netrunner Station. Also includes a built in Biomonitor and B-grade Autodoc (Healing d8).
A braindance, commonly abbreviated to BD, is a technology that allows to record and play abck someone's experience, including their physical sensations, emotions, and thoughts. Braindances were invented in 2020 and were heavily used in psychological treatment. Braindances came to be used more commonly for entertainment and enjoy a wide use.
This portable rig allows the recording of Braindance signals while mobile. The recorder includes equipment, sensors, and requires root access to a users Interface Plugs. A good recording requires an Electronics roll -2.
Weight: 2
Cost: 1000
This player is required to enjoy the wonder of Braindance chips. A CIP or WIP is also needed to use the deck.
Weight: 3
Cost: 100
Classic binocs provide up to 50x magnification.
Weight: 1
Cost: 100 (Lowlight Vision +200; Infravision +200)
The hand-held scanner allows the user to scan for micro-recorders. This requires an Electronics -2 roll. A success indicates the presence of such a device, a raise gives their location.
Weight: 2
Cost: 250
A surveillance device (bug) is Tiny and usually has an adhesive backing. Placing a bug requires a Thievery roll. Physically locating a placed bug without a Bug Scanner requires a Notice roll (-6) versus Thievery.
Cost: 150
About the size of a briefcase with a half-dozen antennas. Jams radio, phones, and WIPs within 10 meters.
Weight: 5
Cost: 800
This small PDA comes with connectors for standard maglocks. It allows the user to make a Thievery roll to open a maglock. Copies of existing maglock access cards can also be programmed into the passkey by inserting the card.
Weight: 2
Cost: 600
This handheld device is used to locate tracking signals. Tracking signals planted by the user are found automatically if they are in range. The locator can also be used to hunt for unknown signal trackers at a highly limited range. To check for tracking signals requires an Electronics roll -2. A success tells the user if there are active tracking signals within 10", a raise gives the exact position.
Weight: 2
Cost: 250
This quarter-sized disc can be tracked via radio and GPS at a range of about 5 kilometers in urban areas. One side is covered in adhesive with an easy-peel protection film. It requires a Signal Locator to locate.
Cost: 75
A handheld device used to locate a specific type of phenomena as dictated by the type of handheld scanner this is. Pick from the list (Motion, Chemicals, Radiation, Electrical Fields). The handheld scanner gives a +2 bonus to Notice to detect your choice up to 300 yards. A Success detects the presence of the source and a Raise on the Notice roll can determine the exact location.
Weight: 2
Cost: 800
A 1m extendable rod with a finger tip-size wireless camera. The camera interfaces directly with your Agent. There is a control module at the base of the rod (mounted on the forearm) that can pan the camera. Very useful for looking around corners and under doors while in cover.
Weight: 0.25
Cost: 250
Available as a poncho or full bodysuit. Grants the wearer +4 armor against acid based attacks and protects against the ever-present acidic rain. When combined with a respirator the chemsuit can be fully sealed.
Weight: 1 (poncho) / 2 (bodysuit)
Cost: 50 (poncho) / 150 (bodysuit)
A half-cover face-mask, the respirator covers nose and mouth. It provides 30 minutes of breathable air from an oxygen bottle attached to the belt. The respirator can be used without the oxygen bottle to act as a filter for smoke or fumes. This grants a +2 bonus to Vigor rolls against inhaled toxins and dangers for 2 hours, after which the filters must be swapped.
Weight: 4
Cost: 100 (mask) / 50 (filter)
This small bag is packed with basic survival equipment like dry ration bars, a compass, needle and thread, and matches. It grants the user a +1 bonus to Survival rolls.
Weight: 1
Cost: 20
Canteen with built in filtering. Once filled, it is recommended to wait five minutes for filtration to be complete before consuming the water. Removes poisons within water sources.
Weight: 1
Cost: 50
One weeks worth of survival rations for one person. Eating these rations will ensure you survive, but they are horribly bland and will affect morale if this is the only type of meal for weeks. All meals come in condensed bar form. Each bar has a negligible weight; the weight listed is for a box of 21.
Weight: 5
Cost: 50
You need stuff to make your space work for you. Especially space that needs to do work. Pick up the hardware you need for the job you're doing. Workshops include workbenches, safety installations, extensive tools, and generic spare parts. An adequate room upgrade with a workshop becomes an average quality facility of that type, which negates tool-based penalties and allows the facility to do specialist work.
The basic version of any Workshop provides a +1 bonus to relevant skills. The deluxe version provides a +2 bonus AND upgrades the Wild Die by one step on all relevant skills.
Everything a medical researcher needs, including scanners and separators, storage cabinets, cellular-scale manipulators, genetic readers, sample cultivation chambers, an airlock door modification, and many specialty tools. Make sure the room you use is properly sealed for the safety of your work and your surroundings.
Basic: 32,000
Deluxe: 127,000
Workbenches, soldering equipment, wiring kits, micro-manipulators, one ceramic 3D printer, one nano-scale 3D printer, battery chargers, surge protectors, diagnostic computers, and numerous additional features for the serious hobbyist or upcoming professional electronic technician.
Basic: 28,000
Deluxe: 113,000
Three vented work cabinets, blast-resistant glass, deep sinks with hood vents, three secure storage cabinets, and a supply of common solvents, catalysts, and solution bases. Remember to comply with local regulations.
Basic: 25,000
Deluxe: 102,000
Two operating tables, cleaning stations, partitions, surgical tools, storage cabinets, refrigerated drug cabinet, cooled sample cabinet, organic fabricator, and numerous additional pieces. All the equipment you need to set up functional medical clinic for personal or professional use.
Basic: 34,000
Deluxe: 136,000
Workbenches, power tools, clamps, metallic and ceramic 3D printers, and basic machining equipment let a gearhead work on virtually any ground vehicle, many aircraft, and even some watercraft - varies by room.
Basic: 31,000
Deluxe: 123,000
A gurney mounted automated medical device which may be hand-carried onto the field. Once activated, the limited AI will diagnose injury and perform necessary medical procedures to heal the individual. If the victim has a Medical Diagnostics Band or a Biomonitor, the AutoDoc will link with it. AutoDocs are available in grades D (Healing d4) through A (Healing d10), though rumors persist of a Grade S that's even more competent.
Weight: 30
Cost: 2,500 per grade
This is an umbrella term for mobility aids that come in a variety of types, featuring cutting-edge electronics and space-age materials. They can be items like exo-skeleton devices, wheelchairs, or insulin pumps. GMs must work with Players on exactly what they look like.
Mechanically they reduce Hindrances while being used. It's up to the player to decide how much of the Hindrance is reduced. For example: a Major Hindrance can be reduced to a Minor or be completely removed.
Note: Advanced Mobility Aids are very similar to Cybernetic and Biotic Replacements, just without the Strain cost. Also, mobility aids can usually be taken away.
Weight: 1-10
Cost: 500 to reduce Minor to nothing / 1000 to reduce Major to minor, 1500 to reduce Major to nothing
A wrist mounted medical sensor that displays on an attached display. It shows various health information of the wearer, such as pulse, blood pressure, toxicity, blood type, etc, though it needs about ten minutes to fully synchronize to a new user. Used for treating patients with an AutoDoc who do not have a Biomonitor.
Cost: 500
This backpack-sized portable medpack includes basic medical supplies for treatment in the field. It comes with enough supplies for 10 Healing rolls and ignores 2 points of Wound penalties. This also comes with diagnostic equipment (stethoscope, blood pressure cuff, pulse oximeter, otoscope, ophthalmoscope, thermometer, medical diagnostics band, 2x antidote patches, and 2x triage patches)
Weight: 5
Cost: 400 (refill 100)
Designed to treat critical injuries on the battlefield, trauma stabilizers are equally effective in accidents and collisions. Applied to the chest, the device injects blood coagulators, anti-shock drugs, and cardiac stimulating electrodes. Patients Bleeding Out get an immediate Vigor roll, becoming stable on a success. The device must remain attached until the patient has recovered at least one wound.
Cost: 1,500 (unit) / 300 (refill)
This patch contains high-powered broad-spectrum anti-venoms and antidotes. When used it grants the user a second Vigor roll against Poison, but without a penalty. Multiple antidote patches have no further effect.
Cost: 50
Originally a brand name for an opioid antagonist, the term if now the generic street term for any drug intended to fight an Overdose. When administered while a patient is overdosing, allows for a second Vigor roll against Poison, but without a penalty. If the roll is Successful or a Raise, the patient does not die. If the roll is a Failure, a second dose can be administered to try again (but only 1 more try). On a Critical Failure (or second failure), the character dies.
Cost: 50
A TRIAGE patch is a dangerous cocktail of stimulants and pain killers. When applied, the user may ignore the effects of a single wound for 1 hour. The injury is not gone, but does not suffer the penalty to Trait rolls or Pace. If any more patches are used in the same 24 hour period, the victim must make an immediate Vigor roll with a penalty equal to the number of patches used. On a failure, the victim is Incapacitated (non-lethal). With a success, the patch works as intended.
Cost: 50
This patch contains strong tranquillizers. The patch is filled with a Knockout Poison [-2] (see SWADE for poison effects). To apply it to an unwilling target requires a successful touch attack (or a Called Shot if they are wearing full armor).
Cost: 100
Drugs in cyberpunk are fairly ubiquitous. Since the CARMA campaign is medical in nature, having access to drugs and dealing with drug users and overdoses are going to be fairly common. The drugs of 2117 are powerful and addictive by nature, either dumped onto the streets by a corp or developed by an amateur chemist to sell at parties.
Getting High: When you take one of the drugs listed below, the Effect takes place immediately for the listed duration. If you take a second dose before the duration has expired, either double the Effect or the duration.
Coming Down: After the initial duration, make a Spirit roll with the penalty listed in the drug's description (including any multi-dose modifiers). A Raise means you do not suffer Side Effects. A Success means you suffer from the Side Effects for the same amount of time as the initial Effect. A Failure means you suffer from the Side Effects for two times the amount of time as the initial Effect. A Critical Failure means you've picked up the Habit (Minor) hindrance and suffer from the Side Effect when you're not high on your drug of choice. For drugs without a listed Side Effect, use the normal Habit Hindrance effects.
Addiction: Once you have the Habit (Minor) Hindrance for a drug, it's a slippery slope to Habit (Major). A future failure upgrades Habit (Minor) to Habit (Major). A Critical Failure upgrades to Habit (Major) as normal, but you also suffer from the Side Effect permanently and it's doubled when you're high again in the future. You still roll for Addiction every time you use a drug, regardless if you already have the Habit (Major) or not.
Overdose: If you ever pick up the Habit (Major) and suffer from another Critical Failure on your addiction Spirit roll, you overdose and potentially die. This acts like a Lethal Poison (SWADE pg 128). Make a Vigor roll at -2 . A Success means you're Stunned, while a Raise means you're not Stunned. Failure means you're Stunned and take a Wound (Critical Failure two wounds), and perish within 2d6 rounds.
A powerful stimulant given to soldiers going into battle as a drug patch.
Effects: Boosts Agility-based skills by one die type.
Side Effect: Thin Skinned (Minor)
Addiction Penalty: -1 for each dose
Duration: 1d4 hours
Cost: 50
A nootropic enhancing inhalant often used by kids to study.
Effects: Boosts Smarts-based skills by one die type.
Side Effect: Suspicious (Minor Hindrance)
Addiction Penalty: 0 (-1 for each dose after the first before the duration expires)
Duration: 1d4 hours
Cost: 75
A nootropic memory enhancer.
Effects: Gain the effects of the Jack of All Trades Edge, ignoring the Smarts d10 requirement.
Side Effect: Pacifist (Major)
Addiction Penalty: -1 for each die type difference between your Smarts and the Smarts d10 requirement for the Edge
Duration: 2d4 hours
Cost: 200
A powerful synthetic opioid that started life as a combat drug.
Effects: Ignore 2 Wounds
Side Effect: Clumsy (Major)
Addiction Penalty: -2 for each dose
Duration: 1 hour
Cost: 100
A powerful synthetic stimulant.
Effects: You don't require sleep for 72 hours.
Side Effect: Clueless (Major)
Addiction Penalty: -2 for each dose
Duration: 72 hours
Cost: 75
A drug used by the medical establishment and can sometimes be found in street clinics.
Effects: Adds a second "Golden Hour" during Healing phase, potentially allowing doctors to heal a character twice.
Side Effect: Decrease Strength and Agility (and associated skills) by one die type
Addiction Penalty: Non-addictive. Effects go away after Side Effect duration.
Duration: 1 day
Cost: 500
A drug used to negate the effects of cybertrauma.
Effects: Removes Fatigue caused by cybertrauma
Side Effect: None
Addiction Penalty: None. As soon as you start taking Neurolimus, you gain Habit (Major) instead of minor. If you ever miss your weekly dose, the Lethal Fatigue returns and increases by 1 level up to Death.
Duration: 1 week
Cost: 250
An extremely powerful combat drug.
Effects: Boost Vigor by 2 die types.
Side Effect: Ugly (Minor; caused by an outbreak of acne. If this effect is ever doubled because of a Critical Failure, the acne has whiteheads)
Addiction Penalty: -1 for each dose
Duration: 1d4 hours
Cost: 200
A powerful stimulant inhalant.
Effects: Ignore all Fatigue levels. If anything causes Fatigue while you are on Rush, add it to your current amount of Fatigue (up to and including Incapacitated but it does not take effect until the drug wears off).
Side Effect: All Fatigue comes back. Fatigue takes twice as long to remove.
Addiction Penalty: -1
Duration: 1d4 hours
Cost: 50
A powerful nootropic enhancing inhalant and minor hallucinogenic.
Effects: +4 bonus to Notice, suffers from a time dilation effect as they become aware of everything, including a light sparkle
Side Effect: Hesitant (Minor; if this effect is ever doubled because of a Critical Failure, Jokers may not be kept).
Addiction Penalty: 0 (-1 for each dose after the first before the duration expires)
Duration: 1d2 hours
Cost: 50
Aerosolized inhalable caffeine.
Effects: Ignore 1 level of Fatigue caused by lack of sleep or physical exertion.
Side Effect: None
Addiction Penalty: 0 (-1 per additional dose; OD effect is Incapacitated for 24 hours)
Duration: 1 hour
Cost: 25
A second generation replacement for cocaine
Effects: Ignore 1 Wound and Fatigue level. Also remove the effects of any Hindrances that affect your personality.
Side Effect: Overconfident (Major)
Addiction Penalty: -1
Duration: 1d4 hours
Cost: 25
A powerful combination of opioids and synthetic steroids
Effects: Boost Strength and Vigor by one die type.
Side Effect: Mean (Minor)
Addiction Penalty: -1 for each dose
Duration: 1d4 hours
Cost: 100
Modern explosives, civilian or military, are malleable bricks weighting one pound and mistaken for modeling clay for the untrained. They are almost impossible to set off without a detonator - usually electric - and remain inert until activated. They may be shot, lit on fire, smashed with a sledge hammer, etc. without detonating.
Additional explosives can result in a larger or more powerful blast. Each additional block can increase the blast template one size (to a maximum of LBT) or increase damage by one die, to the listed maximum bricks. Use Demolitions to place explosives and rig the detonator; a raise increases damage by +1d6 for placed explosives.
Explosives are often molded to direct the blast, a shape charge, with a Demolitions roll. With a Critical Failure, the explosive detonates, usually catching the demolitionist. On a failure, the set-up looks good, but the explosive doesn't detonate as normal - though the demolitionist can try again if circumstances allow. With success, the blast radius is reduced one step, to a minimum single point and damage increases by +1d6. With a raise, also increase AP by 2.
A demolitionist toolkit has all of the tools and gadgets needed to set up and take down explosives, shaped charges, and mines.
Effect: +1 bonus to Demolitions Skill.
Weight: 8
Cost: 300
Civilian explosives used for commercial demolition and industrial purposes, often called Semtex. Requires licenses to possess or purchase, and are difficult to find on the black market, but more more available than military explosives. A license costs $1,000.
Damage: 3d6, AP 6, Heavy Weapon, SBT. Combine up to 10 bricks.
Weight: 1
Cost: 200 (or 500 on the black market)
Very powerful, and very illegal outside of approved military and military contractor hands. Often called C-4. Requires licenses to possess or purchase, and are difficult to find on the black market. A license costs $2,000.
Damage: 4d6, AP 8, Heavy Weapon, SBT, Combine up to 12 bricks.
Weight: 1
Cost: 1,800 (or 3,000 on the black market)
Connected to cyberspace, it may be triggered from anywhere with Net access. It is a hyper object and can be hacked.
Weight: 0.25
Cost: 75
Combining a motion sensor (usually infrared, though lidar and EM field exist) with a detonator, this detonates when detecting motion within a SBT centered on the detonator.
Weight: 0.25
Cost: 100
Using antique radio signals, can trigger a detonator up to 5km away (no more than 1km in an urban setting).
Weight: 0.25
Cost: 50
A basic Expert System resides within this variant network detonator. It can respond to voice, temperature, or IFF, depending on which option is used and will send off a text alert a split second before it detonates.
Weight: 0.25
Cost: 150
Detonating after a programed time, from 1 minute to 24 hours, the flashing display is normally only for vids and amateurs.
Weight: 0.25
Cost: 25
Nobody just accumulates a paycheck and just spends it all on gear. People have a lifestyle that they work to support. To determine your monthly lifestyle, choose a Lifestyle and Housing.