diff --git a/AGENTS.md b/AGENTS.md index 9797032..4d7b6ad 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -33,6 +33,8 @@ This repo is a Laravel + Vue web app (Eclipse Phase Character Creator) with a Do - **Landing page + modals** `resources/js/pages/Welcome.vue` β†’ `new-character-modal`, `load-dialog`, `about` +- **Settings + background preferences** + `resources/js/components/modals/Settings.vue` stores local preferences for background images and remote images in localStorage. Clearing session calls `DELETE /api/creator/` β†’ `HighLevelCreatorController@destroy`. - **Main workflow** - `POST /api/creator/` β†’ `HighLevelCreatorController@store` creates a session-based creator. @@ -87,6 +89,11 @@ curl -fsS http://localhost:8080/api/version sudo docker stop epcc_test ``` +### Settings Smoke Checks (Manual) +1) Open Settings from Welcome or Main Menu. +2) Toggle background images and remote images; confirm slideshow updates or disables. +3) Click Clear Session; confirm redirect to welcome page. + ### Export Smoke Check (inside app context) Exports require a creator session. Use PHP to seed it: ```bash diff --git a/CHANGELOG.md b/CHANGELOG.md index 88763c7..7a51084 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,55 @@ +
+ Version Nomenclature +

+ Following the release of 2.00 Argonaut, EPCC now uses a consistent naming convention + for version numbering that prioritises inter-version character sheet compatibility: +

+ +
+ +# 2.01 Argonaut (2026-01-16) +This release includes UI fixes as well as introduces a new dark mode (enabled by default). +- Dark Mode 😎 +- Added a settings menu (replaces "About" menu) to include a toggle for dark mode as well as for whether to show background images. +- Reworked landing page styling to properly fit all elements as page shifts +- Cleaned up column wrapping to remove awkward spacing on mobile +- Fixed mojibake database entries for some flavour texts in various gear/traits. +- Fixed popup modals getting cut off and rendering off-screen on mobile + # 2.00 Argonaut (2026-01-15) This release is the first EPCC release under [neonspectra/epcc](https://github.com/neonspectra/epcc). This release focuses on long-overdue plumbing updates as well as automating testing and build processes for further new releases. diff --git a/DESIGN-STYLEGUIDE.md b/DESIGN-STYLEGUIDE.md new file mode 100644 index 0000000..531bc75 --- /dev/null +++ b/DESIGN-STYLEGUIDE.md @@ -0,0 +1,138 @@ +# EPCC Design Styleguide + +This styleguide documents the theme tokens and how to apply them consistently across EPCC. Use the CSS custom properties defined in `resources/sass/theme.css` to keep light/dark themes aligned. + +## Named Palette (Light & Dark) + +Use these names in discussions and future docs. Actual values live in `resources/sass/theme.css`. + +### Light Mode + +- **Void White** β€” `#ffffff` (`--epcc-body-bg`, `--epcc-surface-solid`) +- **Steel Text** β€” `hsl(200,10%,40%)` (`--epcc-text`) +- **Ink Black** β€” `#000000` (`--epcc-text-strong`) +- **Signal Rose** β€” `rgb(186, 0, 80)` (`--epcc-accent`, `--epcc-accent-bg`) +- **Mist Surface** β€” `rgba(242, 242, 242, 0.8)` (`--epcc-surface`) +- **Mist Surface Strong** β€” `rgba(242, 242, 242, 0.9)` (`--epcc-surface-strong`) +- **Mist Hover** β€” `rgba(254, 254, 254, 0.85)` (`--epcc-surface-hover`) +- **Steel Panel** β€” `rgba(211, 211, 211, 0.8)` (`--epcc-surface-panel`) +- **Muted Rose** β€” `rgba(202, 194, 194, 0.61)` (`--epcc-surface-muted`) +- **Overlay White** β€” `rgba(255, 255, 255, 0.95)` (`--epcc-surface-overlay`) +- **Light Border** β€” `rgba(245, 245, 245, 0.8)` (`--epcc-border-light`) +- **Light Border Soft** β€” `rgba(245, 245, 245, 0.6)` (`--epcc-border-light-soft`) +- **Dark Divider** β€” `rgba(148, 155, 153, 0.8)` (`--epcc-border-dark`) +- **Dark Divider Soft** β€” `rgba(148, 155, 153, 0.6)` (`--epcc-border-dark-soft`) +- **Panel Outline** β€” `grey` (`--epcc-border-panel`) +- **Input Outline** β€” `#000000` (`--epcc-input-border`) +- **Shadow** β€” `rgba(0, 0, 0, 0.6)` (`--epcc-shadow`) + +### Dark Mode + +- **Void Black** β€” `#0f1114` (`--epcc-body-bg`) +- **Steel Text (Dark)** β€” `#868f96` (`--epcc-text`) +- **Fog White** β€” `#eef2f4` (`--epcc-text-strong`) +- **Signal Rose Light** β€” `#f598c6` (`--epcc-accent`) +- **Signal Rose Deep** β€” `#b41b5c` (`--epcc-accent-bg`) +- **Ash Surface** β€” `rgba(22, 26, 30, 0.85)` (`--epcc-surface`) +- **Ash Surface Strong** β€” `rgba(28, 33, 38, 0.9)` (`--epcc-surface-strong`) +- **Ash Hover** β€” `rgba(40, 46, 54, 0.9)` (`--epcc-surface-hover`) +- **Ash Solid** β€” `#1a1f24` (`--epcc-surface-solid`) +- **Panel Steel** β€” `rgba(26, 31, 36, 0.85)` (`--epcc-surface-panel`) +- **Muted Rose (Dark)** β€” `rgba(71, 58, 66, 0.7)` (`--epcc-surface-muted`) +- **Overlay Ash** β€” `rgba(20, 24, 28, 0.95)` (`--epcc-surface-overlay`) +- **Light Edge** β€” `rgba(255, 255, 255, 0.08)` (`--epcc-border-light`) +- **Light Edge Soft** β€” `rgba(255, 255, 255, 0.05)` (`--epcc-border-light-soft`) +- **Dark Edge** β€” `rgba(0, 0, 0, 0.6)` (`--epcc-border-dark`) +- **Dark Edge Soft** β€” `rgba(0, 0, 0, 0.4)` (`--epcc-border-dark-soft`) +- **Panel Outline (Dark)** β€” `rgba(255, 255, 255, 0.18)` (`--epcc-border-panel`) +- **Input Outline (Dark)** β€” `rgba(255, 255, 255, 0.35)` (`--epcc-input-border`) +- **Shadow (Dark)** β€” `rgba(0, 0, 0, 0.7)` (`--epcc-shadow`) + +## Theme Tokens + +All tokens are CSS variables on `:root` (light) and `[data-theme="dark"]` (dark). Use tokens instead of hard-coded colors. + +### Core Colors + +- `--epcc-body-bg` β€” Global page background. +- `--epcc-text` β€” Default body text color for paragraphs, labels, meta text, and standard UI copy. +- `--epcc-text-strong` β€” Headings and emphasized text on dark surfaces. +- `--epcc-text-inverse` β€” Text on strong accent backgrounds. +- `--epcc-accent` β€” Accent/brand color for links, hover text, and non-solid highlights. +- `--epcc-accent-bg` β€” Solid accent background for selected/active states. + +### Surfaces + +- `--epcc-surface` β€” Primary panel and card backgrounds; used for most containers. +- `--epcc-surface-strong` β€” Dropdown/menu containers or slightly stronger panels. +- `--epcc-surface-hover` β€” Hover background for list items and buttons. +- `--epcc-surface-solid` β€” Inputs, popovers, and tooltip backgrounds. +- `--epcc-surface-panel` β€” Game-style box backgrounds (`.game-box`). +- `--epcc-surface-muted` β€” Section headers and subtle group labels. +- `--epcc-surface-overlay` β€” Floating message overlay background. + +### Borders & Shadows + +- `--epcc-border-light` β€” Light inner borders (top separators). +- `--epcc-border-light-soft` β€” Light divider lines. +- `--epcc-border-dark` β€” Dark border on inputs and panels. +- `--epcc-border-dark-soft` β€” Dark divider lines. +- `--epcc-border-panel` β€” Panel border outline (game-style border + tooltips). +- `--epcc-input-border` β€” Thick checkbox/legacy input outline. +- `--epcc-shadow` β€” Shadows for popovers/tooltips. + +## Component Usage + +### Layout & Containers + +- **Body**: `background-color: var(--epcc-body-bg)` and `color: var(--epcc-text)`. +- **Panels (`section.panel`, `.mainlist`, `.skills`)**: `var(--epcc-surface)` background with `--epcc-text` text. +- **Game boxes (`.game-box`)**: `background: var(--epcc-surface-panel)` with `border: 2px solid var(--epcc-border-panel)`. +- **Modal dialogs (`.uk-modal-dialog`)**: `background: var(--epcc-surface)` and text `var(--epcc-text)`. + +### Navigation & Selection + +- **Active list item**: `background: var(--epcc-accent-bg)` and `color: var(--epcc-text-inverse)`. +- **Hover list item**: `background: var(--epcc-surface-hover)` and `color: var(--epcc-accent)`. +- **Section headers (`.listSection`, `.foldingListSection`)**: `background: var(--epcc-surface-muted)` and `color: var(--epcc-accent)`. + +### Buttons + +- **Primary buttons (`.uk-button-primary`)**: `background: var(--epcc-accent-bg)` + `color: var(--epcc-text-inverse)`. +- **Secondary/default buttons (`.uk-button-secondary`, `.uk-button-default`, `.popupButton`)**: `background: var(--epcc-surface)` + `color: var(--epcc-text)`. +- **Hover state**: `background: var(--epcc-surface-hover)` + `color: var(--epcc-accent)`. + +### Links + +- **Links**: `color: var(--epcc-accent)`. +- **Hover**: keep `var(--epcc-accent)` to maintain emphasis and contrast. + +### Forms & Inputs + +- **Inputs/select/textarea**: `background: var(--epcc-surface-solid)` + `color: var(--epcc-text-strong)` + `border: 1px solid var(--epcc-border-dark)`. +- **Focus**: `border-color: var(--epcc-accent)`. +- **Checkboxes**: `background: var(--epcc-surface-solid)` + `border-color: var(--epcc-border-dark)`. +- **Legacy checkbox outline**: use `var(--epcc-input-border)`. + +### Tooltips & Help + +- **Help icons (`.btnhelp`)**: `color: var(--epcc-text)` for default state. +- **Tooltips (`.ui-tooltip`)**: `background: var(--epcc-surface-solid)`, `border: 1px solid var(--epcc-border-panel)`, `color: var(--epcc-text)`, `box-shadow: var(--epcc-shadow)`. + +### Messages & Alerts + +- **Message banner (`#messages`)**: `background: var(--epcc-surface-overlay)`, `color: var(--epcc-text)`. +- **Error/invalid highlight**: use `var(--epcc-accent-bg)` as the background and `var(--epcc-text-inverse)` for readability. + +## Do/Don’t + +- Do use the tokens above instead of hard-coded colors. +- Do keep hover/active contrast consistent with the reference styles. +- Don’t introduce new hard-coded colors without updating `resources/sass/theme.css`. +- Don’t use `var(--epcc-accent)` as a solid background; use `--epcc-accent-bg` instead. + +## File References + +- Theme tokens: `resources/sass/theme.css` +- Legacy UI styles: `resources/sass/main7.css`, `resources/sass/ui.css`, `resources/sass/popup.css` +- Game UI components: `resources/sass/new-ui.scss` diff --git a/README.md b/README.md index 8442037..b23ba30 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # EPCC – Eclipse Phase 1E Character Creator -This repo is a fork of the [original web-based character creator application](https://github.com/Eclipse-Phase-Unofficial/ep-character-creator) for the [Eclipse Phase First Edition (1E)](https://www.drivethrurpg.com/en/product/64135/eclipse-phase-first-edition) role-playing game, because I prefer Eclipse Phase 1E over the newer Second Edition. +This repo is a fork of the [original web-based character creator application](https://github.com/Eclipse-Phase-Unofficial/ep-character-creator) for the [Eclipse Phase First Edition (1E)](https://posthuman.shop/products/eclipse-phase-first-edition-pdf) role-playing game, because I prefer Eclipse Phase 1E over the newer Second Edition. While I think that Posthuman Studios are a great team ([support them and buy their stuff!](https://posthuman.shop/)), Eclipse Phase has always had a problem of not really knowing what it wants to be. Although the second edition is more streamlined, I think Eclipse Phase 2E really lost sight of its roots as a simulationist game system focused on accurately and consistently depicting the minutiae of how its hard-scifi setting works. @@ -14,6 +14,7 @@ The original upstream EPCC repo is no longer maintained, so I forked it to bring * [Issues](https://github.com/neonspectra/epcc/issues) * Websites that Host EPCC * [epcc.neosynth.net](https://epcc.neosynth.net) + * [epcc.onrender.com](https://epcc.onrender.com) (*Mirror, has delayed startup on inactivity*) ## License This work is licensed under the **Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License**. @@ -24,7 +25,7 @@ You can read the full license description [here](https://github.com/neonspectra/ See [here](https://github.com/neonspectra/epcc/blob/main/Authors.md) for a list of everyone who has contributed to this project. ## Version -The current version is **2.00 (Argonaut)**! See the [Changelog](https://github.com/neonspectra/epcc/blob/main/CHANGELOG.md). +The current version is **2.01 (Argonaut)**! See the [Changelog](https://github.com/neonspectra/epcc/blob/main/CHANGELOG.md). ## EPCC Configuration There is a single configuration file for EPCC: `src/php/config.ini`. diff --git a/app/Http/Controllers/HighLevelCreatorController.php b/app/Http/Controllers/HighLevelCreatorController.php index d3928b8..bd5c31b 100644 --- a/app/Http/Controllers/HighLevelCreatorController.php +++ b/app/Http/Controllers/HighLevelCreatorController.php @@ -25,7 +25,7 @@ class HighLevelCreatorController extends Controller */ public function __construct() { - $this->middleware('creator', ['except' => ['store', 'update']]); + $this->middleware('creator', ['except' => ['store', 'update', 'destroy']]); } /** @@ -137,6 +137,19 @@ public function update(Request $request) return response(['Success' => True]); } + /** + * Clear the current session creator (and related session data). + * + * @param Request $request + * @return Response + */ + public function destroy(Request $request) + { + $request->session()->invalidate(); + $request->session()->regenerateToken(); + return response(['Success' => True]); + } + private static function buildValidationResponsePart(string $name, bool $isValid, string $errorMessage): array { return [ diff --git a/database/database.sql b/database/database.sql index b8671ab..2d825f6 100644 --- a/database/database.sql +++ b/database/database.sql @@ -2284,7 +2284,7 @@ INSERT INTO backgrounds VALUES(3,'Argonaut','You are part of a scientific techno INSERT INTO backgrounds VALUES(4,'Barsoomian','You call the Martian outback and wilds your home. You are a "redneck," a lower-class Martian from the rural areas that often\nfind themselves in conflict with the policies and goals of the hyper- corp domes and Tharsis League.

\nCommon Morphs: Cases, Flats, Rusters, Splicers, Synths','FAC'); INSERT INTO backgrounds VALUES(5,'Belter','Most people see the Belt as a waypoint between the inner and outer system, teeming with pirates and criminals, or a simple resource to be exploited. For you, the Belt is the true melting pot of transhumanity, where you can find a sampling of all the major factions and the best and worst of each.\n

\nCommon Morphs: Bouncers, Splicers, Synths','FAC'); INSERT INTO backgrounds VALUES(6,'Bioconservative','Must start with a Flat or Splicer morph, may not start with any nanoware or advanced nano tech\n

\nYou think transhumanity is recklessly careening down a dangerous path and putting the entire species at risk. You may have religious objections to resleeving, forking, and uplifts, or you may simply believe tech- nology should be restricted by the authorities for the security of everyone.\n

\nCommon Morphs: Flats and Splicers','FAC'); -INSERT INTO backgrounds VALUES(7,'Bonobo Uplift','Your species is among the most enthusiastic when it comes to assimilating into transhuman cultures, and you are no exception. The large, vibrant social groups, the constant interaction, and the pervasive--if unspoken--focus on sex and sexuality makes your own impulses and tendencies an almost perfect fit. Although other uplifts might belittle you for pandering to transhumans, and some transhumans claim you''re too naïve to realize the way your uplifters moved your species towards work in entertainment, XP, and porn, you actually have many more opportunities and wider acceptance than almost any other uplifts except your cousins the chimps. So long as you have friends--and if you''re lucky, family--to share this life with, you''re happy.\n

\nCommon Morphs: Neo-Hominid, Pleasure Pod, Sylph','ORI'); +INSERT INTO backgrounds VALUES(7,'Bonobo Uplift','Your species is among the most enthusiastic when it comes to assimilating into transhuman cultures, and you are no exception. The large, vibrant social groups, the constant interaction, and the pervasive--if unspoken--focus on sex and sexuality makes your own impulses and tendencies an almost perfect fit. Although other uplifts might belittle you for pandering to transhumans, and some transhumans claim you''re too naive to realize the way your uplifters moved your species towards work in entertainment, XP, and porn, you actually have many more opportunities and wider acceptance than almost any other uplifts except your cousins the chimps. So long as you have friends--and if you''re lucky, family--to share this life with, you''re happy.\n

\nCommon Morphs: Neo-Hominid, Pleasure Pod, Sylph','ORI'); INSERT INTO backgrounds VALUES(8,'Brinker','You or your faction is reluctant to deal with the rest of the trans- humanity and the various goings-on in the rest of the system. Your particular grouping may have sought out self-imposed isolation to pursue their own interests, or they may have been exiled for their unpopular beliefs. Or you may simply be a loner who prefers the vast emptiness of space to socializing with others. You might be a religious cultist, a primitivist, a utopian, or something altogether uninterested in transhumanity.

\n Common Morphs: All','FAC'); INSERT INTO backgrounds VALUES(9,'Cetacean Uplift','You are used to living with a tight-knit pack that had no secrets. Like others of your kind, you are always in motion, always expressive, and quite often playing tricks and games. As an aquatic creature, there are only a few locations that you can call home, if you want to thrive in your natural form.\n

\nCommon Morphs: Neo-Beluga, Neo-Dolphin,\nNeo-Orca, Neo-Porpoise, Neo-Whale (pp. 142-143, Panopticon)','ORI'); INSERT INTO backgrounds VALUES(10,'Chimp Uplift','You come from the first and most populous uplifted species, and the one generally perceived as closest to humans. As a chimp, you dont suffer from the same level of scorn as other species and have more possi- bilities for success, but your life is still limited by laws and prejudice throughout the system. Will you work to push for more rights and recognition for all species or take advantage of the slim acceptance you enjoy to live an easier life than other uplifts?\n

\nCommon Morphs: Neo-Hominid','ORI'); @@ -2781,7 +2781,7 @@ INSERT INTO bonusMalus VALUES(157,'-1 Moxie','Get -1 to your Moxie Stat.','OSA', INSERT INTO bonusMalus VALUES(158,'-1 Trauma threshold','get -1 on Trauma threshold.','OSA','Trauma threshold',-1.0,'','','false','0'); INSERT INTO bonusMalus VALUES(159,'-10 Integration / Alienation','Apply a -10 modifier for Integration Tests and Alienation Tests. ','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(160,'-10 Lucidity','Lucidity get -10.','OSA','Lucidity',-10.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(161,'-10 Networking','Apply a Òˆ’10 modifier to Networking Tests.','OSP','Networking',-10.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(161,'-10 Networking','Apply a -10 modifier to Networking Tests.','OSP','Networking',-10.0,'','','false','0'); INSERT INTO bonusMalus VALUES(162,'-10 on Coordination','modifying COO by -10','OA','Coordination',-10.0,'','','false','0'); INSERT INTO bonusMalus VALUES(163,'-10 on Durability','Durability is reduced by 10.','OSA','Durability',-10.0,'','','false','0'); INSERT INTO bonusMalus VALUES(164,'-10 on max Coordination','The morph get a -10 on max Coordination.','AMM','Coordination',-10.0,'','','false','0'); @@ -2825,7 +2825,7 @@ INSERT INTO bonusMalus VALUES(201,'8 Arms','Your morph has eight arms, which is INSERT INTO bonusMalus VALUES(202,'Accushot','Attacks made with accushot bullets ignore all range modifiers.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(203,'Addict','Characters using this drug suffer a -20 modifier on social skill tests.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(204,'Adrenal Boost','Ignore the modifiers from 1 wound and temporarily increases REF by +10.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(205,'Agi Affinity','Get +10 on Social Skill Tests against AGIs and characters with Real World Naiveté','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(205,'Agi Affinity','Get +10 on Social Skill Tests against AGIs and characters with Real World Naivete','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(206,'Agi Socialization','Get +10 on all Kinesics Tests made against transhumance.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(207,'Alien Bio Morph','Get a -30 modifiers to Alienation and Integrity Tests.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(208,'Allergy','Apply a -10 modifier to all tests while you are exposed to the allergen.','DO','',0.0,'','','false','0'); @@ -2842,7 +2842,7 @@ INSERT INTO bonusMalus VALUES(218,'Better vision','get a +10 modifier to all Per INSERT INTO bonusMalus VALUES(219,'Big Appetite ','You eat two to three times as much food as a normal.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(220,'Big Bite Attack','Bite Attack (4d10 DV)','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(221,'Bite Attack ','Bite Attack (2d10 DV, use Unarmed Combat skill)','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(222,'Botched Merge','If you takes stress damage INT x 3 Test or Òˆ’10 penalty on all tests.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(222,'Botched Merge','If you takes stress damage INT x 3 Test or -10 penalty on all tests.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(223,'Chameleon Cloak','Get a +30 modifier to Infiltration Tests to avoid being seen or noticed.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(224,'Chameleon Skin','Get a +20 modifier to Infiltration Tests to avoid being seen or noticed, as long as you are stationary.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(225,'Clue','Once per session you can get a Clue from the GM. ','DO','',0.0,'','','false','0'); @@ -2864,12 +2864,12 @@ INSERT INTO bonusMalus VALUES(240,'Digital Ghost','Once per session, you may pre INSERT INTO bonusMalus VALUES(241,'Direction sense','You have a +10 modifier for figuring out complex directions.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(242,'Domineering','You make a WIL x 2 Test to use Persuasion in situation where you can use Intimidation. You make a WIL x 3 Test to avoid responding to intimidation with threat displays or violence.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(243,'Drug Exception','Get a +20 modifier to addiction Tests for the chosen drug or resisting an addiction craving.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(244,'Drug Fiend','Addiction Tests (including resist addiction cravings) get a Òˆ’20 modifier.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(244,'Drug Fiend','Addiction Tests (including resist addiction cravings) get a -20 modifier.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(245,'Durability + 25%','Increases the morph''s Durability by 25%.','STM','Durability',1.25,'','','false','0'); INSERT INTO bonusMalus VALUES(246,'Durability + 50%','Increases the morph''s Durability by 50%','STM','Durability',1.5,'','','false','0'); -INSERT INTO bonusMalus VALUES(247,'Ego Plasticity I','Get a +10 modifier on Merging Tests and Òˆ’1 SV when merging forks.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(248,'Ego Plasticity II','Get a +20 modifier on Merging Tests and Òˆ’2 SV when merging forks.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(249,'Ego Plasticity III','Get a +30 modifier on Merging Tests and Òˆ’3 SV when merging forks.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(247,'Ego Plasticity I','Get a +10 modifier on Merging Tests and -1 SV when merging forks.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(248,'Ego Plasticity II','Get a +20 modifier on Merging Tests and -2 SV when merging forks.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(249,'Ego Plasticity III','Get a +30 modifier on Merging Tests and -3 SV when merging forks.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(250,'Electrical Sense','Get a +10 modifier on any test involving analyzing, repairing, or modifying electrical equipment. ','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(251,'Emotive Blindness','-10 modifier to Kinesics Tests against anyone not of the same species.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(252,'Endocrine Control','Get a +30 modifier against the effects of hunger, fear, and any forms of emotional manipulation.','DO','',0.0,'','','false','0'); @@ -2912,7 +2912,7 @@ INSERT INTO bonusMalus VALUES(288,'Impaired Balance I','-10 modifier to any te INSERT INTO bonusMalus VALUES(289,'Impaired Balance II','-20 modifier to any test involving balance or upright movement.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(290,'Impaired Balance III','-30 modifier to any test involving balance or upright movement.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(291,'Impaired Hearing','-30 modifier to any hearing-based Perception Tests.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(292,'Impaired Linguistics','Each time you suffers a trauma, Language Test at Òˆ’10 to speak (verbal/mesh) or comprehend (reading/listening) above basic words. ','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(292,'Impaired Linguistics','Each time you suffers a trauma, Language Test at -10 to speak (verbal/mesh) or comprehend (reading/listening) above basic words. ','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(293,'Impaired Proprioception','-10 on Fray Tests to avoid attacks or get out of the way and no benefits from the Ambidextrous trait.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(294,'Implant cost x5','Implant cost five time they price.','OI','',5.0,'','','true','0'); INSERT INTO bonusMalus VALUES(295,'Inattentive','Get a -30 modifier if Distracted.','DO','',0.0,'','','false','0'); @@ -2925,7 +2925,7 @@ INSERT INTO bonusMalus VALUES(301,'Investigator','Get a +10 modifier to Investig INSERT INTO bonusMalus VALUES(302,'Juice effect','Users receives a +30 bonus against fear or attempts to manipulate their emotions in a negative direction but act inappropriately.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(303,'Kick effect','Users gains +10 REF and +1 Speed for the duration of the drug.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(304,'Killer Instinct','You do not take stress from committing extreme violence and receive +30 on Stress Tests when witnessing extreme violence.','DO','',0.0,'','','false','0'); -INSERT INTO bonusMalus VALUES(305,'Kong Effect','WIL x 3 automatically attack / ignore effects of 1 wound /+5 SOM / +10 melee attacks / Òˆ’5 INT.','DO','',0.0,'','','false','0'); +INSERT INTO bonusMalus VALUES(305,'Kong Effect','WIL x 3 automatically attack / ignore effects of 1 wound /+5 SOM / +10 melee attacks / -5 INT.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(306,'Large Target','+10 modifier to be hit in combat','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(307,'Look good','On social skill tests where the character beauty may affect the outcome, they receive a +10 modifier.','DO','',0.0,'','','false','0'); INSERT INTO bonusMalus VALUES(308,'Look very good','On social skill tests where the character beauty may affect the outcome, they receive a +20 modifier.','DO','',0.0,'','','false','0'); @@ -3154,7 +3154,7 @@ INSERT INTO gear VALUES(43,'Bees and gardener wasps','Both bees and pollen wasps INSERT INTO gear VALUES(44,'Behavioral Psych','When provided with data on a particular person and their activities, this software can build a psychological profile. The larger the data set--sensor scans, mesh activity, public profile, relationship maps, location tracking, medical history, lifelogs--the deeper and more accurate the analysis. Treat this as an Academics: Psychology skill of 80 or apply a +20 modifier to a character using this software to aid a psychology or behavior-related analysis test. ','SOF',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(45,'Big Claw','Your morph possess claw.
\n\nDegats : 2d10','IMG',250,0,0,'2d10',0,'EVERY','Y'); INSERT INTO gear VALUES(46,'Bio-Defense Swarm','A swarm of bio-defense nanobots may be purchased separately in simple canisters from which they can be programmed and released to cover a 10-meter radius area. Without the hive, this nanoswarm will deplete to ineffectiveness after 2 weeks. ','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(47,'Bio-Defense Unit','Though it is unlikely that gatecrashers will catch an alien disease, they are more likely to suffer (sometimes severe) allergic reactions to alien compounds or encounter alien life or environments that are poisonous, acidic, or otherwise harmful. In order to create a safe zone for an encampment in an alien environment, gatecrashers may deploy a bio-defense unit (BDU). This device consists of an advanced nanotech hive that deploys a nanobot swarm over a small area, specifically designed to destroy and break down all life or other complex organic molecules that are alien or toxic/dangerous to transhumans. The nanobots produced by this unit have no effect on any Earth- derived life or on any safe compounds they produce.However, all known alien life possesses biochemistries that are highly distinctive and so a BDU can easily destroy all non-Earth life without risking any harm to gatecrashers or any pets, test animals, or biological compounds they bring with them from the solar system. The operator can also add specific alien life forms and compounds to the list of targets that the BDU will specifically not attack.

\nThe BDU is a small 15-centimeter hemisphere that contains the hive and a swarm of nanobots.

\nWhen activated, the swarm deploys over an area 20 meters in diameter (or less if the operator desires). Users can combine multiple BDUs to clear larger areas. Within the designated area, the nanobots destroy and break down all alien life and remove every trace of alien biological activity, leaving behind only sterile soil, bare rock, and pure water. In addition to removing potential toxins, the BDU also clears an area of even the sturdiest alien plants that might interfere with setting up camp. Alien life that wanders into the protected area automatically suffers 1d10 ÷ 2 DV per Action Turn. If the creature has armor this will be eaten away first. This damage continues as long as the creature remains within the protected area. This process is sufficiently painful that almost all alien life swiftly flees the protected area. Outside of the safe zone, the nanobots deactivate and break down. ','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(47,'Bio-Defense Unit','Though it is unlikely that gatecrashers will catch an alien disease, they are more likely to suffer (sometimes severe) allergic reactions to alien compounds or encounter alien life or environments that are poisonous, acidic, or otherwise harmful. In order to create a safe zone for an encampment in an alien environment, gatecrashers may deploy a bio-defense unit (BDU). This device consists of an advanced nanotech hive that deploys a nanobot swarm over a small area, specifically designed to destroy and break down all life or other complex organic molecules that are alien or toxic/dangerous to transhumans. The nanobots produced by this unit have no effect on any Earth- derived life or on any safe compounds they produce.However, all known alien life possesses biochemistries that are highly distinctive and so a BDU can easily destroy all non-Earth life without risking any harm to gatecrashers or any pets, test animals, or biological compounds they bring with them from the solar system. The operator can also add specific alien life forms and compounds to the list of targets that the BDU will specifically not attack.

\nThe BDU is a small 15-centimeter hemisphere that contains the hive and a swarm of nanobots.

\nWhen activated, the swarm deploys over an area 20 meters in diameter (or less if the operator desires). Users can combine multiple BDUs to clear larger areas. Within the designated area, the nanobots destroy and break down all alien life and remove every trace of alien biological activity, leaving behind only sterile soil, bare rock, and pure water. In addition to removing potential toxins, the BDU also clears an area of even the sturdiest alien plants that might interfere with setting up camp. Alien life that wanders into the protected area automatically suffers 1d10 / 2 DV per Action Turn. If the creature has armor this will be eaten away first. This damage continues as long as the creature remains within the protected area. This process is sufficiently painful that almost all alien life swiftly flees the protected area. Outside of the safe zone, the nanobots deactivate and break down. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(48,'Bioweave Armor Heavy','Heavy bioweave armor involves lacing the morph''s skin with a denser and thicker network of the same fibers. The morph''s skin becomes thicker and somewhat less flexible except at the joints. The morph''s skin also has an unusually smooth look, and a distinctively smooth and tough- feeling texture. This provides an Armor rating of 3/4 without decreasing the morph''s mobility. The character''s sense of touch, however, is significantly reduced (-20 modifier) except on their hands, feet, and face. This armor is cumulative with worn armor.','IMG',1000,4,3,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(49,'Bioweave Armor Light','Bioweave armor involves lacing the morph''s skin with artificial spider silk biological fibers. This provides an Armor rating of 2/3 without changing the appearance, texture, or sensitivity of the morph''s skin. This armor is cumulative with worn armor.','IMG',250,3,2,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(50,'Biter Ammo','Biters are specially designed to fragment in opposite proportion to the hardness of the target they strike. For hard targets (synthmorphs), they fragment very little, blasting a big hole. For soft targets (biomorphs), they fragment and tumble in multiple directions within the body. ','WAM',250,0,0,'+1d10',0,'EVERY','N'); @@ -3168,13 +3168,13 @@ INSERT INTO gear VALUES(57,'Breadcrumb Positioning System','This worn device lea INSERT INTO gear VALUES(58,'Breather bladder','Recycling-conscious travelers can add a bladder that fills up with methane for use in fueling vehicles. The output from a breather used by an average-sized person over the course of day is enough to fuel a mars buggy for an hour or two. ','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(59,'Breather Large','Martian breathers are the size of a small backpack and use solar cells, nanobots, and a water reservoir to turn atmospheric CO2 into O2 and methane (CH4). A CO2 scrubber also recycles the oxygen. As long as the character wearing the breather spends two hours a day in sunlight and feeds the unit a kilo of water a day (chunks of ice or even perma- frost work fine), they may subsist on the Martian atmosphere indefinitely. Another part of the unit continually extracts atmospheric nitrogen and adds it to the mix as a buffer gas. This version with a larger backup power supply, good for up to a week.','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(60,'Breather Small','Martian breathers are the size of a small backpack and use solar cells, nanobots, and a water reservoir to turn atmospheric CO2 into O2 and methane (CH4). A CO2 scrubber also recycles the oxygen. As long as the character wearing the breather spends two hours a day in sunlight and feeds the unit a kilo of water a day (chunks of ice or even perma- frost work fine), they may subsist on the Martian atmosphere indefinitely. Another part of the unit continually extracts atmospheric nitrogen and adds it to the mix as a buffer gas. A backup power supply powers the unit for up to 24 hours in darkness or dust storms, and a backup tank holds up to 8 hours of breathable air. ','STD',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(61,'BringIt','In some respects more a social than a combat drug, BringIt stimulates massive bursts of aggression pheromones designed to make the user the center of attention in a fight. In combat, opponents within 3 meters of the character not already in unarmed or melee combat with another character must pass a WIL Γƒβ€” 3 Test or attack the character using BringIt. The nature of airborne pheromones is imprecise, however, so if the character using BringIt is within 1 meter of another character hostile to the character affected, the affected character may opt to attack the proximate character instead of the BringIt user. Characters using this drug suffer a -20 modifier on social skill tests. ','DRG',250,0,0,'0',0,'BIO','N'); -INSERT INTO gear VALUES(62,'BTX2','BTX-squared (also called Frog Bite) is a genetically enhanced variant of the extremely potent cardiotoxic and neurotoxic batrachotoxin. It leads to fast paralysis and cardiac arrest that usually kills the target within a few Action Turns. Affected characters suffer 2d10 + 10 damage a turn for 3 Action Turns; medichines reduce this damage by half. They must also make a SOM Γƒβ€” 2 Test (+30 with medichines) or be paralyzed for 1 hour. ','POG',5000,0,0,'2d10 + 10 and paralysed',0,'EVERY','N'); +INSERT INTO gear VALUES(61,'BringIt','In some respects more a social than a combat drug, BringIt stimulates massive bursts of aggression pheromones designed to make the user the center of attention in a fight. In combat, opponents within 3 meters of the character not already in unarmed or melee combat with another character must pass a WIL x 3 Test or attack the character using BringIt. The nature of airborne pheromones is imprecise, however, so if the character using BringIt is within 1 meter of another character hostile to the character affected, the affected character may opt to attack the proximate character instead of the BringIt user. Characters using this drug suffer a -20 modifier on social skill tests. ','DRG',250,0,0,'0',0,'BIO','N'); +INSERT INTO gear VALUES(62,'BTX2','BTX-squared (also called Frog Bite) is a genetically enhanced variant of the extremely potent cardiotoxic and neurotoxic batrachotoxin. It leads to fast paralysis and cardiac arrest that usually kills the target within a few Action Turns. Affected characters suffer 2d10 + 10 damage a turn for 3 Action Turns; medichines reduce this damage by half. They must also make a SOM x 2 Test (+30 with medichines) or be paralyzed for 1 hour. ','POG',5000,0,0,'2d10 + 10 and paralysed',0,'EVERY','N'); INSERT INTO gear VALUES(63,'Bug Ammo','Bug rounds are equipped with a microbug and medical sensor nanobots. They attempt to gather information on the target''s location (via standard mesh tracking), health (querying the target''s medichines), and surroundings (typically hindered by being inside the target''s body). They will transmit status reports in a pre-programmed manner via the mesh or a pre-chosen frequency band either continuously or in pre-set intervals. ','WAM',250,0,0,'-1d10',-1,'EVERY','N'); INSERT INTO gear VALUES(64,'Bughunters','These airborne drones are designed to descend on a targeted area to find and eliminate all sensors. They are often used to clear a path for those wishing to move without leaving a record.\n

\nBugunter bot AIs have Interfacing 40, Investigation 40, Perception 40, and Seeker Weapons 40.','ROG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(65,'Buzzer','Equipped with a specialized nanobot hive, Buzzers are used to spray a nanoswarm on a target or area. They have a limited capacity of swarms, though the nanohive can construct one new swarm each hour. This weapon is two-handed. ','WSG',1000,0,0,'nanoswarm',0,'EVERY','N'); INSERT INTO gear VALUES(66,'Buzzer Drug','This gene-modified variant of BZ is an odorless,invisible,extremelypowerfulhallucinogen.Usersor affected characters will undergo extremely realistic hallucinations for the duration, and may even "share" hallucinations with other affected characters. Characters will suffer a -30 modifier to any tests to remember what occurred while under the influence. ','DRG',1000,0,0,'0',0,'BIO','N'); -INSERT INTO gear VALUES(67,'C.O.T','Covert Operations Tool. This handheld device is the ultimate in infiltration technology. It contains both smart matter micromanipulators, cutting tools, and an advanced nanotechnology generator capable of producing nanobots that can bore or cut through almost any material and disable or open almost any electronic lock.

\nCutting out a lock or boring a 1-millimeter hole in a wall with a COT requires ((Durability + Armor) ÷ 10) seconds. Cutting out a 1-meter diameter hole in a wall requires ((Durability + Armor) ÷ 10) minutes.

\nThese same nanobots can later be used to repair this damage so that it is invisible to any but the most careful and detailed examination.

\nA COT can easily open any old-fashioned mechanical lock simply by analyzing it and shaping an appropriate key, though this takes a full Action Turn. It can also open electronic locks by infiltrating them with nanobots that influence the lock''s electronics, no matter what authentication system the lock uses. Opening electronic locks takes a full Action Turn, but success is practically guaranteed. Opening an elec- tronic lock in this manner will, however, trigger an alarm and/or be logged as an event.','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(67,'C.O.T','Covert Operations Tool. This handheld device is the ultimate in infiltration technology. It contains both smart matter micromanipulators, cutting tools, and an advanced nanotechnology generator capable of producing nanobots that can bore or cut through almost any material and disable or open almost any electronic lock.

\nCutting out a lock or boring a 1-millimeter hole in a wall with a COT requires ((Durability + Armor) / 10) seconds. Cutting out a 1-meter diameter hole in a wall requires ((Durability + Armor) / 10) minutes.

\nThese same nanobots can later be used to repair this damage so that it is invisible to any but the most careful and detailed examination.

\nA COT can easily open any old-fashioned mechanical lock simply by analyzing it and shaping an appropriate key, though this takes a full Action Turn. It can also open electronic locks by infiltrating them with nanobots that influence the lock''s electronics, no matter what authentication system the lock uses. Opening electronic locks takes a full Action Turn, but success is practically guaranteed. Opening an elec- tronic lock in this manner will, however, trigger an alarm and/or be logged as an event.','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(68,'Capsule Ammo','Capsule ammo carries a payload (drug, toxin, nanobots) that is released inside the target after the round penetrates.','WAM',50,0,0,'Half',-1,'EVERY','N'); INSERT INTO gear VALUES(69,'Carapace Armor','Carapace armor combines bio- weave armor with hard but flexible plates of a chitin-ceramic hybrid material modeled on the microscopic structure and texture of arthropod exoskeletons. This armor is obvious and has a somewhat crocodilian or insectoid appearance (character''s choice). The morph is completely hairless as well. This provides an Armor rating of 11/11. This armor is not cumulative with worn armor. ','IMG',1000,11,11,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(70,'Caretaker','Caretaker bots look after smart animals so the owner doesn''t have to. They feed and water them, take them for walks, play games, encourage exercise, and clean up their messes. They also keep in touch with the animals'' keeper AIs (if they have them) and other- wise track and monitor their activities and health. Caretakers can also teach animals from a repertoire of common commands and skills. Caretakers tend to be boxy and wheeled, with two arms and various attachments for cleaning, grooming, leashing, etc. Each caretaker is customized for a specific animal species.\n

\nCaretakers have Animal Handling 40, Interests: [Animal Species] 80, and Profession: Animal Care 80. ','ROG',1000,0,0,'0',0,'EVERY','N'); @@ -3185,21 +3185,21 @@ INSERT INTO gear VALUES(74,'Chameleon Cloak','This loose, poncho-like cloak cont INSERT INTO gear VALUES(75,'Chameleon Skin','The morph''s skin is augmented with complex chromatophores so that it changes color like the skin of a chameleon or an octopus. The morph can match the appearance of almost any color and most patterns. This provides a +20 modifier to Infiltration Tests to avoid being seen or noticed, as long as the character is stationary or not moving faster than a slow walk. The character must be nude or wearing smart clothing of the same color/ pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10. In addition to blending in, the character can also consciously change the color and pattern of their skin to deliberately stand out (+20 on Perception Tests to notice) or simply to produce attractive or interesting colors or patterns. ','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(76,'Chemical Sniffer','This sensor detects molecules in the air and analyzes their chemical composition. It enables Chemistry Tests to determine the presence of gases, including toxins and other fumes. It can also detect the presence of explosives and firearms.','IMG',1000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(77,'Circadian Regulation','The morph only requires 2 hours of sleep to maintain health and function at peak mental capacity. The character dreams constantly while asleep and can both fall asleep and wake up almost instantly. In addition, the character can easily and with no ill-effects shift to a 2-day cycle, where they are awake for 44 hours and sleep for 4.','IMG',1000,0,0,'0',0,'BIOPOD','Y'); -INSERT INTO gear VALUES(78,'Claws','The morph has retractable claws like those of a cat. These claws do not interfere with the character''s manual dexterity and are razor sharp. However, they are relatively small and only do 1d10 + 1 + (SOM ÷ 10) damage, with an AP of -1. As a result, they are legal in almost all habitats and are considered tools as much as weapons. ','IMG',250,0,0,'1d10+1+(SOM/10)',1,'BIOPOD','Y'); +INSERT INTO gear VALUES(78,'Claws','The morph has retractable claws like those of a cat. These claws do not interfere with the character''s manual dexterity and are razor sharp. However, they are relatively small and only do 1d10 + 1 + (SOM / 10) damage, with an AP of -1. As a result, they are legal in almost all habitats and are considered tools as much as weapons. ','IMG',250,0,0,'1d10+1+(SOM/10)',1,'BIOPOD','Y'); INSERT INTO gear VALUES(79,'Clean Metabolism','The morph''s symbiotic bacteria, gut flora, and glands have been genetically engineered to keep the morph "clean." The morph also produces smart antibiotics that prevent the growth of any bacteria or yeasts in it or on its skin. As a result, the morph is completely immune to infections, dental cav- ities, and bad breath, its sweat has no scent, and the morph''s efficient digestion produces somewhat less solid waste and less odorous chemicals. ','IMG',1000,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(80,'Cleaners','This nanoswarm cleans, polishes, and removes dirt and stains. It may be used on an area, specific objects, or people. Some facilities employ permanent cleaner swarms to keep their area spotless. Cleaners may also be programmed to remove specific toxins, chemicals, or other hazardous substances in order to decontaminate an area. Covert operatives and criminals sometimes use cleaners to eliminate any evidence they may have left at a scene usable for forensics purposes, such as blood, hair, or anything that could be DNA-typed. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(81,'Club','Clubs encompasses a wide range of one- handed blunt objects, from saps to sticks to pipes.','WMG',50,0,0,'1d10 + 2 + (SOM/10)',0,'EVERY','N'); INSERT INTO gear VALUES(82,'Cold Weather Gear Basic','This is a full suit of clothing for extreme cold weather, including boots, jacket, pants, gloves, face mask, and goggles, with apertures and clips for breathing equipment. Much less bulky than its antique equivalents, these suits allow full maneuverability. Protects up to -50 C.','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(83,'Cold Weather Gear Survival','This is a full suit of clothing for extreme cold weather, including boots, jacket, pants, gloves, face mask, and goggles, with apertures and clips for breathing equipment. Much less bulky than its antique equivalents, these suits allow full maneuverability. Protects up to -100 C. The survival version is partially pressurized for morphs operating in the extreme low pressures of the Martian highlands.','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(84,'Comfurt','This tasty yogurt treat blocks stress hor- mones, stabilizes mood, and relieves anxiety, allowing them to ignore the effect of 1 trauma and temporarily boosting Lucidity by +5. Any stress suffered while the drug is in effect is taken from the bonus Lucidity first. Comfurt also provides a +10 bonus when resisting attempts to manipulate the user''s emotions. Excessive use of Comfurt can lead to chronic itchiness caused by histamine release. ','DRG',250,0,0,'0',0,'BIO','N'); -INSERT INTO gear VALUES(85,'Concussion Grenades','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM Γƒβ€” 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 grenades ','WXG',1000,0,0,'1d10/2 + knock out',0,'EVERY','N'); -INSERT INTO gear VALUES(86,'Concussion microgrenades','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM Γƒβ€” 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 microgrenades ','WXG',1000,0,0,'knock out',0,'EVERY','N'); -INSERT INTO gear VALUES(87,'Concussion micromissiles','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM Γƒβ€” 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 micromissiles ','WXG',1000,0,0,'knock out',0,'EVERY','N'); -INSERT INTO gear VALUES(88,'Concussion minimissile','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM Γƒβ€” 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 minimissile ','WXG',1000,0,0,'1d10/2 + knock out',0,'EVERY','N'); -INSERT INTO gear VALUES(89,'Concussion missiles','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM Γƒβ€” 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 missiles ','WXG',1000,0,0,'2d10/2 + knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(85,'Concussion Grenades','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 grenades ','WXG',1000,0,0,'1d10/2 + knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(86,'Concussion microgrenades','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 microgrenades ','WXG',1000,0,0,'knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(87,'Concussion micromissiles','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 micromissiles ','WXG',1000,0,0,'knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(88,'Concussion minimissile','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 minimissile ','WXG',1000,0,0,'1d10/2 + knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(89,'Concussion missiles','These devices emit a concussive blast designed to knock opponents off their feet and stun them. Any character caught within a base blast radius of 10 meters must make a SOM x 2 Test. If they fail, they are knocked down. If their MoF is 30+, they are additionally stunned until the end of the next Action Turn. Anyone caught in the blast radius suffers a -10 action modifier for the rest of that Action Turn.

10 missiles ','WXG',1000,0,0,'2d10/2 + knock out',0,'EVERY','N'); INSERT INTO gear VALUES(90,'Copylock','This plug-in has two uses. The first prevents an infomorph from voluntarily copying/forking itself. This also prevents the ego from resleeving into a physical morph. This is a common plug-in used on forks, indentures, or people that really don''t trust themselves. This feature can be disabled with the proper passcode used by the installer.

\nThe second use is to make it more difficult for an active infomorph to be involuntarily copied. This is a common precaution infomorphs take when running on untrusted devices against the threat of forknapping (p. 149, TH). Anyone that brainhacks this infomorph and attempts to make an involuntary copy suffers a -30 penalty to the Infosec Test needed to accomplish this task (in addition to the normal -30 modifier for brain hacking).

\nEither of these features can be disabled with the proper passcode used by the installer.','SOF',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(91,'Cortical Stack','A cortical stack is a tiny cyberware data storage unit protected within a synthdiamond case the size of a grape, implanted at the base of the skull where the brain stem and spinal cord connect. It contains a digital backup of that character ego. Part nanoware, the implant maintains a network of nanobots that monitor synaptic connections and brain architecture, noting any changes and updating the ego backup in real time, right up to the moment of death. If the character dies, the cortical stack can be recovered and they may be restored from the backup. Cortical stacks do not have external or wireless access (for security), they must be surgically removed. Cortical stacks are extremely durable, requiring special effort to damage or destroy. They are commonly recovered from bodies that have otherwise been pulped or mangled. Cortical stacks are intentionally isolated from mesh inserts and other implants, as a security measure to prevent hacking or external tampering.','IMG',1000,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(92,'CR Gas','This potent incapacitating agent causes eye twitching and temporary blindness, severe coughing and breathing difficulty, skin irritation, and panic.\nAffected characters suffer 1d10 ÷ 2 damage, a -30 modifier to sight-based Perception Tests, and a -20 modifier to all other actions for 20 minutes (5 minutes if the character has medichines). ','POG',250,0,0,'1d10/2 + incap.',0,'EVERY','N'); +INSERT INTO gear VALUES(92,'CR Gas','This potent incapacitating agent causes eye twitching and temporary blindness, severe coughing and breathing difficulty, skin irritation, and panic.\nAffected characters suffer 1d10 / 2 damage, a -30 modifier to sight-based Perception Tests, and a -20 modifier to all other actions for 20 minutes (5 minutes if the character has medichines). ','POG',250,0,0,'1d10/2 + incap.',0,'EVERY','N'); INSERT INTO gear VALUES(93,'Crash Suit','Designed for both industrial work- site safety and protection from accidental zero-G collisions, crash suits are also favored by sports enthusiasts and explorers. The basic jumpsuit offers comfortable protection equal to that of armor clothing. When activated with an electronic signal, however, elastic polymers within the suit stiffen and form rigid impact protection for vital areas.

Crash suits provide an Armor Value of 3/4 when inactive and 4/6 when activated.','ARM',250,4,3,'0',0,'EVERY','N'); INSERT INTO gear VALUES(94,'Crasher Suit','Recently developed by Omnicor, this is a high-end version of a standard vacsuit customized for a gatecrasher''s needs. It has all of the features of a standard smart fabric vacsuit (p. 333, EP) except that it provides 10/10 armor and is equipped with wrist-mounted tools (p. 309, EP) and a Life-Support Pack (p. 159, GC). The suit''s gauntlets and boots are also hardened and provide an extra +1d10 DV on melee attacks. ','ARM',20000,10,10,'0',0,'EVERY','N'); INSERT INTO gear VALUES(95,'Crasher Truck','This vehicle is designed as a less expensive version of the GEV (p. 348, EP). It possesses all of the capabilities and equipment found on the GEV, except that it lacks the metallic-hydrogen rocket and thus is incapable of movement in space. However, its smart matter mobility system allows it to move over land with either wheels or legs and both on and under the water. It is designed to operate as long as its nuclear battery functions.

\nFor gatecrashers who cannot afford a GEV, a crasher truck is the safest and most well equipped option. A crasher truck''s life support system functions for three months without any external inputs and, like the GEV, this vehicle''s life support system functions indefinitely if the characters have access to any source of hydrogen and oxygen (including either ice or thin poisonous atmospheres).','VEG',5000,0,0,'0',0,'EVERY','N'); @@ -3207,22 +3207,22 @@ INSERT INTO gear VALUES(96,'Creepy','Creepies are small crawler bots that come i INSERT INTO gear VALUES(97,'Cryonic Protection','Even synthmorphs can have difficulty with the cryonic temperatures found in the outer system. While almost any synthmorph can operate normally for at least an hour at these temperatures, longer exposure can cause materials to get brittle and joints to lock up, especially in an atmosphere thick enough to conduct heat away from the morph. This augmentation uses the morph''s nuclear battery to slightly warm its surface, while also coating the morph with a thin layer of insulation. Cryonic protection allows synthmorphs to operate indefinitely in the coldest temperatures found in the solar system. ','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(98,'Cuffband','This smart plastic loop restricts around a prisoner''s limbs when activated. If the prisoner struggles, it will tighten more. Cuffbands will inform the user if they are cut or loosened and are electronically controlled, so the user can release the prisoner remotely. Some cuffband variants including a shock system (treat as a shock attack) to zap and restrain unruly prisoners. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(99,'Cyberbrain','Cybernetic brains are where the ego (or controlling AI) resides in synthmorphs and pods. Modeled on biological brains, cyberbrains have a holistic architecture and serve as the command node and central processing point for sensory input and decision-making. Only one ego or AI may "inhabit" a cyberbrain at a time; to accommodate extras, mesh inserts mesh inserts or a ghostrider module must be used. Since cyberbrains store memories digitally, they have the equivalent of mnemonic augmentation. They also have a built-in puppet sock and may be remote-controlled, though this option may be removed by those who value their security. Cyberbrains are vulnerable to cyberbrain hacking and other forms of electronic infiltration/ attack. Cyberbrains come equipped with two or more pairs of external access jacks, usually located at the base of the skull, which allow for direct wired connections.','IMG',1000,0,0,'0',0,'SYNTHPOD','Y'); -INSERT INTO gear VALUES(100,'Cyberclaws','The bones on the back of the morph''s hand are bonded to smart material claws. These claws can extend through concealed ports in the morph''s skin and extend 6 inches past the morph''s knuckles.

These razor-sharp weapons inflict 1d10+3+(SOM ÷10)damage and have an AP of -2. If combined with eelware, they can also inflict electric shocks. Likewise, cyberclaws can also deliver poison or nanotoxins secreted from a poison gland or implanted nanotoxins.','IMG',250,0,0,'1d10+3+(SOM/10)',2,'EVERY','Y'); +INSERT INTO gear VALUES(100,'Cyberclaws','The bones on the back of the morph''s hand are bonded to smart material claws. These claws can extend through concealed ports in the morph''s skin and extend 6 inches past the morph''s knuckles.

These razor-sharp weapons inflict 1d10+3+(SOM /10)damage and have an AP of -2. If combined with eelware, they can also inflict electric shocks. Likewise, cyberclaws can also deliver poison or nanotoxins secreted from a poison gland or implanted nanotoxins.','IMG',250,0,0,'1d10+3+(SOM/10)',2,'EVERY','Y'); INSERT INTO gear VALUES(101,'Cyberlimb','In an age when arms and legs can easily be regrown, many people consider cybernetic prostheses to be vulgar and distasteful. The Scum and others, however, treat them as iconic symbols of self-expression. Standard replacement cyberlimbs function the same as their biological equivalents, though that particular limb receives a +3/+3 Armor bonus when targeted specifically (this bonus does not apply to synthmorphs). Cyberlimbs may be masked to look real and may also feature small compartments for hiding/storing small objects. ','IMG',1000,3,3,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(102,'Cyberlimb Plus','More extravagant cyberlimb models are also available, though they require more severe body alteration to accommodate. These limbs apply a +10 SOM bonus. They may be replacement limbs or "extra" limbs anchored in the body''s skeletal frame. These cyberlimbs may not be masked. ','IMG',5000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(103,'Cycle','Because of the high cost of enclosing a habitat and providing life support, space is at a premium in all cities except some of the newest cities on Mars. As a result, there is rarely room for large roads or the cars that once carpeted the roads of Earthly cities. Instead, the ubiquitous modern vehicle is the cycle, which is designed to drive down narrow streets only a little wider than sidewalks in Earth cities.

\nThere are many different varieties of cycle. Some have only a single wheel and are gyro-stabilized, but most have two wheels and resemble old Earth motorcycles. In some, the driver and passenger are enclosed by a streamlined pod. These vehicles are powered by superconducting batteries, have a range of 600 km and a top speed of 120 kph, but must usually drive more slowly in crowded streets. Cycles are all equipped with radio boosters, headlights, and a por- table radar sensor. Tires are solid state (not inflated), or in some cases smart spokes capable of handling stairs. Some luxury versions have limited life-support in the small cabin, capable of providing air for the passengers for up to 10 hours.','VEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(104,'Dazzler','The dazzler is a tiny laser system set on a rotating ball. When activated, it consistently spins and emits laser pulses in all directions. These laser pulses are not dangerous, but they detect the lenses of camera systems (including specs, viewers, and bot/ synthmorph sensors) and repeatedly zap them with laser pulses of varying strength to overload and dazzle them. For as long as a dazzler is active, any camera system (visual, infrared, and ultraviolet) within line of sight and within 200 meters is blinded. ','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(105,'DDR','Originally crafted by prankster hackers and distributed as a virus, DDR (for "Dance Dance Robot") triggers impulses in the target''s motor control circuits. Primary targeting robot AIs, the effect is that targets "dance" in jerky, automated movements. Pleasure receptors are also activated so that dancing--and movement of any kind--feels good. Different software variants invoke different motions and styles. The target suffers a -20 modifier on other actions while dancing, but the dancing may be overridden with a WIL Γƒβ€” 3 Test. ','DRG',250,0,0,'0',0,'SYNTH','N'); +INSERT INTO gear VALUES(105,'DDR','Originally crafted by prankster hackers and distributed as a virus, DDR (for "Dance Dance Robot") triggers impulses in the target''s motor control circuits. Primary targeting robot AIs, the effect is that targets "dance" in jerky, automated movements. Pleasure receptors are also activated so that dancing--and movement of any kind--feels good. Different software variants invoke different motions and styles. The target suffers a -20 modifier on other actions while dancing, but the dancing may be overridden with a WIL x 3 Test. ','DRG',250,0,0,'0',0,'SYNTH','N'); INSERT INTO gear VALUES(106,'Dead Switch','This cortical stack accessory is designed to keep the stack from falling into the wrong hands. If the morph is killed, the dead switch wipes and melts the cortical stack completely, so that the ego cannot be recovered. This option is generally only used by covert operatives with recent backups. ','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(107,'Deep Sea Submarine','This mini-submersible is capable of carrying four passengers and a small amount of cargo all of the way to sea floor on Europa. Moving on propellers powered by a small reactor, it can provide life support for the crew for 1 week.

\nEnhancements: Access Jacks, Cryonic Protection, Headlights, Hydrostatic Pressure Adaptation, Maker, Radio, Sonar','VEG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(108,'Defense Beacons','Gatecrashers usually have no idea what sort of hostile entities they may face on a new world. When making camp or investigating an area, defense beacons keep gatecrashers from being surprised by dangerous wildlife, rival parties of gatecrashers, or ancient automated defense systems. This set of defense beacons consists of a medium-sized portable pack containing four rods, each half a meter in length and 3 centime- ters in diameter. These rods telescope out to 3 meters in height and are designed to be hammered into or attached to any surface.

\nEach rod contains a series of infrared, radar, and ultrasonic sensors as well as powerful miniature speakers, a stunner, and a microwave agonizer capable of firing in both normal and "roast" mode (p. 339, EP). To use this device, the operator places the four rods upright in a square or rectangle around the camp or other area that they wish to protect. Each rod can be as far as 30 meters from the two nearest rods. Additional defense beacon packs may be deployed to cover a larger perimeter. The operator then designates those individuals and devices that are allowed to freely cross the barrier created by these rods and also determines the minimum size of intruders that will be defended against and the level of defense. Once in place, defense beacons warn everyone inside the camp, using either speakers or radio, of any intruders either coming within 30 meters or attempting to cross the invisible fence created by the four rods. Also, defense beacons can be programmed to use the stunners or microwave agonizers against any intruders (they have Beam Weapons skill 40). Meanwhile, the inhabitants of the camp can walk in or out of the protected area without harm or annoyance. ','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(109,'Defense Platform','This robotic weapons platform is designed as a defensive system for small habitats, mining claims, brinker colonies, and similar small settlements. They are often placed in orbit around an asteroid or small moon to guard against encroaching intruders. They are also sometimes entrenched in physical perimeter locations.

\nDefense platforms are equipped with two AIs with Beam Weapons 40, Fray 40, Kinetic Weapons 40, Perception 40, and Seeker Weapons 40. The beam weapons are continuously powered by the platform''s nuclear battery, while the ammo bins hold up to 1,000 rounds of ammo and 50 mini missiles.

\nEnhancements: 360-Degree Vision, Access Jacks,Anti-Glare, Chameleon Skin, Cryonic Protection, Ego Sharing, Heavy Combat Armor, Hyperspectral Imager (p. 153, Panopticon), Radar, Radar Absorbent (p. 149, Panopticon), Super-Wide Cameras (p. 153, Panopticon), 6 Weapon Mounts with 2 Exoatmospheric Particle Beam Bolters, 2 Seeker Rifles (HEAP and Plasmaburst), 2 Railgun Machine Guns','ROG',20000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(110,'Degen','Characters exposed to this degenerative neurological disease must make a DUR Γƒβ€” 2 Test or become infected. Medichines will defeat the disease, but others will not show signs of infection for 1 week, when the symptoms of a rapidly progressing dementia will become clear: memory loss, personality changes, and hallucinations. If untreated, Degen will progress for another week with more serious symptoms, including speech impediments, jerky movements, loss of balance and coordination, and even seizures. This is reflected by a 5 point loss in all aptitudes per day (after the first week). When any aptitude reaches 0, the character dies. Degen is notorious for its effect in corrupting cortical stack backups before infection symptoms manifest. ','POG',20000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(110,'Degen','Characters exposed to this degenerative neurological disease must make a DUR x 2 Test or become infected. Medichines will defeat the disease, but others will not show signs of infection for 1 week, when the symptoms of a rapidly progressing dementia will become clear: memory loss, personality changes, and hallucinations. If untreated, Degen will progress for another week with more serious symptoms, including speech impediments, jerky movements, loss of balance and coordination, and even seizures. This is reflected by a 5 point loss in all aptitudes per day (after the first week). When any aptitude reaches 0, the character dies. Degen is notorious for its effect in corrupting cortical stack backups before infection symptoms manifest. ','POG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(111,'Densiplast Gloves','These gloves extra-harden when activated, for extra punch. ','WMG',50,0,0,'1d10 + 2 + (SOM/10)',0,'EVERY','N'); INSERT INTO gear VALUES(112,'Desktop Cornucopia Machine','Cornucopia machines (CMs) are general-purpose nanofabricators. The smallest CMs are desk-sized cubes approximately half a meter on a side with a volume of at least 40 liters. They can produce any small object, from tools to well-folded suits of clothing to handguns or a bowl of cereal. It is sometimes possible to assemble larger items, but they must be manufactured in smaller pieces and then assembled (likely requiring an appropriate Hardware Test). While users can purchase bulk raw materials, CMs also come equipped with a disassembler. The user loads garbage and other objects into the disassembler so that they can be turned into raw materials for the CM. All legally available disassemblers only deconstruct non-living material. ','STD',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(113,'Diamond Axe','Commonly found on many habitats for fire and emergency purposes, axes require two hands to wield. Their blades are diamond-coated for superior cutting ability.','WMG',250,0,0,'2d10 + 3 + (SOM/10)',3,'EVERY','N'); INSERT INTO gear VALUES(114,'Digestive Symbiotes','The morph can survive on virtually any organic matter, be it grass, sawdust, or the sludge from a habitat''s recycling system. Digestive symbiotes also allow the consumption of rotten or spoiled food; in combination with basic biomods, they prevent normal food- born illnesses. The symbiotes don''t eliminate toxins, however, nor do they make the stuff taste any better. At the gamemaster''s discretion, certain substances may requires a WIL x 3 Test to eat. ','IMG',250,0,0,'0',0,'BIOPOD','Y'); -INSERT INTO gear VALUES(115,'Digging Claws','Adapted from the genetics of hole-digging creatures like moles and aardvarks, digging claws are lengthier, sturdier hands with hardy claws for loosening ground, cutting through hard surfaces, and shoveling dirt aside. Despite these changes, digging claws are still capable of grasping and fine manipulation like regular human hands. They can also be wielded offensively with Unarmed Combat skill, inflicting 1d10 + 2 + (SOM ÷ 10) DV with an AP of -1.','WMG',250,0,0,'1d10+2+(SOM ÷ 10)',1,'EVERY','N'); +INSERT INTO gear VALUES(115,'Digging Claws','Adapted from the genetics of hole-digging creatures like moles and aardvarks, digging claws are lengthier, sturdier hands with hardy claws for loosening ground, cutting through hard surfaces, and shoveling dirt aside. Despite these changes, digging claws are still capable of grasping and fine manipulation like regular human hands. They can also be wielded offensively with Unarmed Combat skill, inflicting 1d10 + 2 + (SOM / 10) DV with an AP of -1.','WMG',250,0,0,'1d10+2+(SOM / 10)',1,'EVERY','N'); INSERT INTO gear VALUES(116,'Digital Veil','This code masks the presence of any installed plug-ins and upgrades (including itself). The character must choose which are hidden (any installed after the veil is installed are not hidden unless the veil is re-installed). Anyone attempting a standard scan on the infomorph for plug-ins and upgrades (p. 148, TH) will fail to detect the concealed software. At the gamemaster''s discretion, an Excellent Success on the scan may pick up an anomaly to warrant deeper analysis. A more thorough and lengthy scan (an Infosec or Programming Task Action with a -30 modifier and a base time of 60 minutes) will reveal the presence of 1 plug-in or upgrade, plus 1 per 10 points of MoS.

\nThis plug-in also applies a -20 modifier to psych scans (p. 148, TH) performed on the infomorph. It is illegal in many habitats and polities.','SOF',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(117,'Direction Sense','The character has an innate sense of direction and distance using advanced inertial navigation. The character can arbitrarily define any point as "north" and keep track of which direction that is, as well as knowing approximately how far they have come. Characters with this augmentation can always retrace any route they have taken, only experiencing difficulty with three-dimensional routes lacking navigational markers (such as deep space or undersea; apply a -30 modifier). Since positioning inside habitats by anyone with basic mesh inserts is an automatic affair, only characters venturing to remote locations require this augmentation. ','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(118,'Disabler','This handy device emits an overloading surge that completely incapacitates and disables a synthetic morph or pod (anything with a cyberbrain) when it is plugged into an access jack and activated. The affected cyberbrain will be unable to function until the signal is deactivated, effectively shutting down the ego (or AI). In order to plug a disabler into an unwilling target, the target must first be grappled or a called shot must be successfully made in melee combat. This device does not work on larger synthetic morphs (like vehicles) or on cyberbrainless robots.','STD',5000,0,0,'0',0,'EVERY','N'); @@ -3243,7 +3243,7 @@ INSERT INTO gear VALUES(132,'Dwarf','These large industrial bots are named not j INSERT INTO gear VALUES(133,'Echolocation','The character possesses sonar similar to that of a bat or dolphin. The character bounces brief ultrasonic pulses off their surroundings and uses them to form an image of these surroundings through the pattern of reflections of these pulses received by the character''s ears.This augmentation works in both air and water and has a range of 20 meters in air and 100 meters in water. ','IMG',250,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(134,'Ecto','Ectos are the external version of basic mesh inserts, minus the medical sensors. These colorful devices serve as a wearable mesh terminal, PDA, locator, and camera-phone. The devices are flexible (often worn as bracelets), dirt-resistant, self-cleaning, and may be stretched out to increase screen size. They may project holographic displays and are typically equipped with wireless-enabled glasses or contact lenses and decorative earpieces or earrings so that the user may access augmented reality. Given the ubiquity of mesh inserts, ectos are growing less common, but they are still used by bioconservatives, others without implants, and those who prefer to access the mesh via an external device for security concerns. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(135,'Eelware','Derived from electric eel genetics, a character can have eelware implanted so that it connects to a network of bioconductors in the hands and feet (or other limbs), allowing the character to generate stunning shocks with a touch. Eelware inflicts shock damage exactly like a pair of shock gloves. Eelware can also be used to power implants and specially designed handheld devices by touch. ','IMG',250,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(136,'Efficient Digestion','The character uses food and water more efficiently, to approximately 20% of normal caloric expenditure. The character functions normally by eating and drinking only once every five days. They can survive forty days without food and twenty-five days without water, though the effects of starvation become noticeable after ten days without food or water. These modifications come at a price, though, as physical strength and coordination are reduced in order to improve caloric usage efficiency: the character takes a Òˆ’5 penalty to SOM and COO. This augmentation is not compatible with the personal power plant implant.','IMG',5000,0,0,'0',0,'BIOPOD','Y'); +INSERT INTO gear VALUES(136,'Efficient Digestion','The character uses food and water more efficiently, to approximately 20% of normal caloric expenditure. The character functions normally by eating and drinking only once every five days. They can survive forty days without food and twenty-five days without water, though the effects of starvation become noticeable after ten days without food or water. These modifications come at a price, though, as physical strength and coordination are reduced in order to improve caloric usage efficiency: the character takes a -5 penalty to SOM and COO. This augmentation is not compatible with the personal power plant implant.','IMG',5000,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(137,'Ego Sharing','This enhancement allows more than one ego to access the internal systems and controlling functions of a single synthmorph, bot, or vehicle at one time. Each ego requires its own cyberbrain. Command responsibilities are usually divided into appropriate sectors of control. For example, one ego is responsible for physical movement, another handles data analysis, a third operates weapon controls, and so on. Each ego acts on its own Initiative; the morph may only move on one ego''s action and each weapon system and enhancement may only be actively used by one ego per Combat Turn, though other egos may passively access data from enhancements and systems used by others. Morph aptitude modifiers and bonuses from enhancements apply to all egos equally. No Speed-boosting enhancements may be used with this morph. ','IMG',20000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(138,'Ego Bridge','Ego bridges are vat devices used for uploading and downloading minds.','STD',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(139,'Eidetic Memory','The character can remember everything that ever happened to them, in detail, with no long term memory loss. For example, they can recite a page they read in a book a month ago, recall a string of 200 random characters they viewed a year ago, or even tell you what they had for breakfast on a particular date a decade ago. However, they can only remember things to which they paid attention. The character will not remember the contents of a note on someone''s desk if they merely glanced at it; they must specifically have read it. No effort is required to use this augmentation, the character merely needs to\nattempt to remember a specific fact. ','IMG',250,0,0,'0',0,'EVERY','Y'); @@ -3282,7 +3282,7 @@ INSERT INTO gear VALUES(171,'Extreme Heat Shielding','This enhancement bolsters INSERT INTO gear VALUES(172,'Extreme Pressure Adaptation','Morphs with this mod undergo serious structural reinforcement, enabling them to withstand pressure of up to 100 atmospheres. This modification increases the morph''s Durability by 50% while reducing its Movement Rate by half and modifying COO by -10. ','IMG',20000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(173,'Fabber','Fabbers are specialized nanofabricators, portable and considerably smaller than CMs. There are a wide variety of portable fabbers, including ones that can make any hand tool or small piece of personal electronics, ones that can turn any organic material into food and drink, and ones that can create any drug or medicine as well as bandages and spe- cialized dressings. The most common fabbers have a volume of 4 liters. Larger hand tools and devices are produced as 2 or 3 separate parts that must be fitted together. Like CMs, fabbers also contain miniature disposal units. ','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(174,'Facial/Image Recognition','This program can be used to take an image and run a pattern-matching search among public archives. Similar version of this program exist for other biometrics: gait recognition, vocal recognition, etc. ','SOF',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(175,'Fake Brainprint Plug-in','This software plug-in can be used by infomorphs or characters with cyberbrains to attempt to deceive brainprint scanners. Make a Variable Opposed Test between the Interfacing skill of the person or AI running the scan with a Òˆ’30 modifier and the Infosec skill of the subject (or their muse). If the character being checked succeeds and the scanner fails, the fake brainprint passes. If both succeed, an anomaly has been detected, though the nature of the anomaly will be unclear. Further scans can be made to try and identify the problem (repeat the test). If the scanner succeeds and the fake brainprint user fails, the deception is detected. Another test can be made to identify the real print (without the Òˆ’30 modifier this time), and the scanner will likely have some uncomfortable ques- tions to ask. This software is considered contraband in most law-abiding habitats. [Expensive]','SOF',20000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(175,'Fake Brainprint Plug-in','This software plug-in can be used by infomorphs or characters with cyberbrains to attempt to deceive brainprint scanners. Make a Variable Opposed Test between the Interfacing skill of the person or AI running the scan with a -30 modifier and the Infosec skill of the subject (or their muse). If the character being checked succeeds and the scanner fails, the fake brainprint passes. If both succeed, an anomaly has been detected, though the nature of the anomaly will be unclear. Further scans can be made to try and identify the problem (repeat the test). If the scanner succeeds and the fake brainprint user fails, the deception is detected. Another test can be made to identify the real print (without the -30 modifier this time), and the scanner will likely have some uncomfortable ques- tions to ask. This software is considered contraband in most law-abiding habitats. [Expensive]','SOF',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(176,'Fake Ego ID','This forged ID will pass in most inner system and Jovian Republic habitats, and sometimes others. ','SOF',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(177,'Faraday Armor Mod','A Faraday suit can be built into any model of vacsuit or body-covering armor. See Faraday Suit.','ARM',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(178,'Faraday Container','This is a specimen container (p. 330, EP) that is encased in a superconductive charged wire mesh, blocking all radio signals, electrical charges, and electromagnetic radiation from getting in or out. It is commonly used to isolate unknown alien devices. ','STD',250,0,0,'0',0,'EVERY','N'); @@ -3299,11 +3299,11 @@ INSERT INTO gear VALUES(188,'Fixers','This is the nanoswarm version of repair sp INSERT INTO gear VALUES(189,'Fixor','Fixors were originally discovered in a container found in the buried ruins of an alien truck on Portal (see Alien Visitation, p. 123, GC). Over two thousand of these pale orange ovoids were discovered carefully packed inside. Each is approximately 22 centimeters long and 3 centimeters in diameter. One end of each ovoid\nis flexible and slightly darker in color than the rest. When the user pinches this end, the ovoid remains fixed in place until this ovoid is pinched again, at which point the ovoid can be moved normally. No one understands how fixors operate. However, once the fixor is activated, it remains fixed in place relative to the local gravitational field. Even if placed in mid air, the fixor remains perfectly stationary. Each fixor can support up to 2,300 kg without moving a fraction of a millimeter. Users can pull or push them, stand on them, or use the fixor to support heavy weights. A fixor will continue to remain stationary indefinitely or until it is deactivated.\nThe only known limitation on this device is if the user attempts to have a single fixor support more than 2,300 kg. At this point, the fixor instantly deactivates.

Approximately 80% of fixors that are deactivated in this fashion can be activated again and function normally. The remainder never function again. Both active and apparently broken fixors have been carefully examined and even disassembled. So far, no one has been able to determine how fixors work or what powers them. Fixors operate according to completely unknown principles and seem to violate several physical laws, however they appear to be both safe and reliable.

\nThe anarchists who originally discovered and researched the fixors were more than willing to share these objects with other interested (non-commercial) researchers. Once the ovoids were deemed harmless, they released a substantial number to the general public, passing them out to anyone who presented a good case for their interest or intended use, or simply to those who were curious and had high rep. A few fixors are regularly shared among the inhabitants of Locus, some have featured in high-profile art exhibits, a set pins the Titanian flag in mid-air high over the capitol, and some were rewarded to the winners of a contest for new mercurial musical styles. Many habitats have banned these fixors or other alien tech- nology, fearing the unknown aspects of the devices or possible side effects should they be damaged. A few have found their way into hypercorp hands and the black markets of the inner system. ','STD',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(190,'Flash Suppressor','This device obscures the muzzle flash on firearms, applying a -10 modifier on Perception Tests to locate a firing weapon by its flash.','WAC',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(191,'Flashlight','These handheld, wearable, or portable lights can display light in the normal visual spectrum, infrared, or ultraviolet, as desired. ','STD',50,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(192,'Flat Camera','Flat cameras rely on an array of tiny, networked micro-lensed imagers. With no large lens, these systems are flat and so are easily mounted on walls, ceilings, shell exteriors, and other surfaces. They are difficult (Òˆ’20 modifier) to visually spot, but are detectable with lens spotter systems. Flat cameras are available in standard visual, infrared, and ultra- violet wavelengths.','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(193,'Flat Camera Hyperspectral','Flat cameras rely on an array of tiny, networked micro-lensed imagers. With no large lens, these systems are flat and so are easily mounted on walls, ceilings, shell exteriors, and other surfaces. They are difficult (Òˆ’20 modifier) to visually spot, but are detectable with lens spotter systems.','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(192,'Flat Camera','Flat cameras rely on an array of tiny, networked micro-lensed imagers. With no large lens, these systems are flat and so are easily mounted on walls, ceilings, shell exteriors, and other surfaces. They are difficult (-20 modifier) to visually spot, but are detectable with lens spotter systems. Flat cameras are available in standard visual, infrared, and ultra- violet wavelengths.','STD',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(193,'Flat Camera Hyperspectral','Flat cameras rely on an array of tiny, networked micro-lensed imagers. With no large lens, these systems are flat and so are easily mounted on walls, ceilings, shell exteriors, and other surfaces. They are difficult (-20 modifier) to visually spot, but are detectable with lens spotter systems.','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(194,'Flayer Ammo','Flayers have nanosensors to detect an oncoming impact, shooting out monomolecular barbs as they are about to strike a target. These monowires cut through the target along with the bullet, inflicting additional damage. ','WAM',250,0,0,'+2',0,'EVERY','N'); INSERT INTO gear VALUES(195,'Flex Cutter','The blade of this machete-like weapon is made of a memory polymer. When deactivated, the blade is limp and flexible, and may even be rolled up or otherwise easily concealed. When activated, however, the blade stiffens and sharpens into a vicious slashing weapon. ','WMG',250,0,0,'1d10 + 3 + (SOM/10)',1,'EVERY','N'); -INSERT INTO gear VALUES(196,'Flighting','This drug is derived from human pheromones released due to fear, and is intended to instill alarm or even terror in the character. Affected characters must make a WIL Γƒβ€” 3 Test (+30 with medichines) or suffer a panic attack, inflicting 1d10 stress. Dosed characters also suffer a -30 modifier for resisting intimidation or fear-based emotional manipulations. Flight affects last for 1 hour (5 minutes with medichines). ','POG',250,0,0,'1d10 stress',0,'EVERY','N'); +INSERT INTO gear VALUES(196,'Flighting','This drug is derived from human pheromones released due to fear, and is intended to instill alarm or even terror in the character. Affected characters must make a WIL x 3 Test (+30 with medichines) or suffer a panic attack, inflicting 1d10 stress. Dosed characters also suffer a -30 modifier for resisting intimidation or fear-based emotional manipulations. Flight affects last for 1 hour (5 minutes with medichines). ','POG',250,0,0,'1d10 stress',0,'EVERY','N'); INSERT INTO gear VALUES(197,'Flux Aircraft','Flux cars are black market vehicles optimized for countersurveillance and tracking. Equipped with chameleon coating and constructed with smart materials, they can change their exterior appearance and even reconfigure their chassis on command. Both flying and ground car versions are available; flying car models come equipped with radar absorbent modifications. Most jurisdictions outlaw these designs. ','VEG',32767,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(198,'Flux Ammo','Flux ammo is made from rheological materials that allow each bullet to be "programmed" so that they may change from regular rounds to less-lethal soft plastic-like rounds. This allows the firer to choose the type of round (regular or plastic) made with each shot or burst, and then change with the next one. ','WAM',250,0,0,'Half',0,'EVERY','N'); INSERT INTO gear VALUES(199,'Flux Cycle','This is an enclosed cycle (p. 344, EP) with the same features as a flux ground car.','VEG',20000,0,0,'0',0,'EVERY','N'); @@ -3318,7 +3318,7 @@ INSERT INTO gear VALUES(207,'Frag microgrenades','Fragmentation explosives sprea INSERT INTO gear VALUES(208,'Frag micromissiles','Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

10 micromissiles ','WXG',1000,0,0,'2d10+6',4,'EVERY','N'); INSERT INTO gear VALUES(209,'Frag minimissile','Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

10 minimissile ','WXG',1000,0,0,'3d10+6',4,'EVERY','N'); INSERT INTO gear VALUES(210,'Frag missiles','Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. They are resisted with kinetic armor.

10 missiles ','WXG',1000,0,0,'6d10+6',4,'EVERY','N'); -INSERT INTO gear VALUES(211,'Freezer','Freezers spew out a fast-hardening foam that immediately begins to harden. They are primarily used as a non-lethal method of immobilizing or securing a target. Struck characters must immediately make a REF Γƒβ€” 3 Test or become trapped. Apply a -30 modifier to this test if the attacker scored an Excellent Success (MoS 30+). The foam allows characters to breath even if their mouth and nose are covered, but it may impede sight. Freezer foam can be spiked with contact toxins or drugs to additionally sedate the target. It can also be used to construct temporary barricades or cover. Hardened foam has an Armor of 10 and Durability of 20. It slowly breaks down and degrades over a 12 hour period. Freezers are two- handed. ','WSG',1000,0,0,'incapacitation',0,'EVERY','N'); +INSERT INTO gear VALUES(211,'Freezer','Freezers spew out a fast-hardening foam that immediately begins to harden. They are primarily used as a non-lethal method of immobilizing or securing a target. Struck characters must immediately make a REF x 3 Test or become trapped. Apply a -30 modifier to this test if the attacker scored an Excellent Success (MoS 30+). The foam allows characters to breath even if their mouth and nose are covered, but it may impede sight. Freezer foam can be spiked with contact toxins or drugs to additionally sedate the target. It can also be used to construct temporary barricades or cover. Hardened foam has an Armor of 10 and Durability of 20. It slowly breaks down and degrades over a 12 hour period. Freezers are two- handed. ','WSG',1000,0,0,'incapacitation',0,'EVERY','N'); INSERT INTO gear VALUES(212,'Frequency','Frequency (or Freeq) is a nanodrug designed as a tool for scientific visualization. It releases a small swarm of nanobots into the character''s bloodstream that settle in the epidermis, where they act as sensors of electromagnetic radiation. This sensory input is then injected into the character''s visual and tactile sensoria, hitting the user with a sequence of novel stimuli, typically a light show or weird tactile sensations. Aside from its recreational uses, Frequency is good at picking up on localized field radiation with a standard Perception Test.

A character can take advantage of this to spot sensors and hidden electronics. Similar to now-obsolete 20th-century hallucinogens like LSD and psilocybin, however, a Frequency trip can be disorienting and upsetting (the gamemaster should apply any modifiers, mental stress, or even trauma as they feel appropriate). Characters typically experience a period about 1/3 of the way through their trip in which sensory input is extremely intense; during this period, which usually lasts about 2 hours, they are unable to read. ','DRG',1000,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(213,'Full helmet','This armor accessory is usually worn with body armor. Full helmets latch on and provide an environmental seal with a 12 hour supply of air. Helmets are often equipped with an ecto, a radio booster, and sensors equal to specs.','ARM',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(214,'Fur Coat','A so-called "fur coat" is outerwear made from a living primitive organism. The creature''s skin, fur, or scales are real. The organism is cultivated from transgenic stocks and grown around molds into clothing shapes, often with actual usefulness: polar bear parkas, seal diving suits, porcupine coats, etc. Fur coats are modified with wireless controls and haptic systems, so they can be made to move, shiver, massage, or prickle up on command. ','PEG',250,0,0,'0',0,'EVERY','N'); @@ -3338,14 +3338,14 @@ INSERT INTO gear VALUES(227,'Gliding membranes','Gliding membranes are thin, mus INSERT INTO gear VALUES(228,'Gnat','Gnats are small rotorcraft camera/surveillance drones. Many people use gnats for personal lifelogging, while socialites and media use them to capture the glamor or hottest news. ','ROG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(229,'Go Cycle','This craft is a more robust version of a common cycle that is designed for extended use on uneven terrain and in inhospitable environments. The tires are made of advanced smart materials that can adapt to condi- tions including open water, swamps, mountainous terrain, and sandy deserts. Go cycles are designed so that even on the worst terrain they can maintain speeds of at least 40 kph. In addition, this vehicle is powered by a nuclear battery that can power both the vehicle and its life support system for at least 2 years. The driver and passenger are enclosed in an airtight streamlined pod. The vehicle has a single large wide wheel in front of this pod and another immediately behind the pod.

\nGo cycles are equipped with a headlight, viewer, radar, and radio booster. The go cycle''s maker can supply the passenger and driver with air, food, and water indefinitely, as long as the users add a few liters of additional water or some other source of hydrogen and oxygen every month. Go cycles are built to comfortably hold a driver, a single passenger, and 60 kilograms of cargo. The smart material rear seat can accommodate up to two passengers, though both will be slightly cramped. ','VEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(230,'Gravy effect','Gravy assists characters in acclimating to high gravity environments. It comes in a variety of flavors and is often added as a sauce to food. For Gravy to be 100% effective, the character must begin using it in advance. Reduce penalties for high-gravity acclimation by 20. ','DRG',250,0,0,'0',0,'BIO','N'); -INSERT INTO gear VALUES(231,'Gray Box','A gray box is a simple wireless interface with its own power supply. It is micro-sized, about the size of a grape, with a set of smart universal ports and a nondescript, matte-gray housing. When attached to an existing device, it allows that device to be interfaced via a wireless connection. Gray boxes are used by infiltra- tion specialists to add wireless interfaces to air-gapped wired networks or to objects, such as airlocks, that are designed to operate without them. Installing a gray box is a Task Action with a timeframe of 2 minutes (in addition to any Hardware Tests required to gain access to the target object) and requires appropriate tools.

\nGray boxes normally operate in a passive mode, listening for signals from their operators but not emitting any signal of their own in order to avoid detection. Once a gray box has been activated, however, it will emit active signals until deactivated again. Gray boxes automatically stealth their signals (Òˆ’30 on Interfacing Tests to detect them).

\nHow hard a gray box is to discover is left to the gamemaster''s discretion and possibly the ingenuity of the person who placed it. Normal maintenance routines will usually turn them up over the course of time. Perception or Hardware: Electronics Tests should be given to technicians who regularly check up on a piece of gear in which a gray box has been installed. The size of the gray box, however, makes it difficult to visually spot (Òˆ’30 modifier). In passive mode, they are not normally subject to detection, but in active mode, they may be found with Interfacing Tests (p. 251, EP). It is also possible that a security AI or hacker who is watching over an object or network may detect a gray box if someone uses it to intrude on the system and triggers an alert or if they happen to be auditing the system and detect an anomalous port connection. ','STD',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(231,'Gray Box','A gray box is a simple wireless interface with its own power supply. It is micro-sized, about the size of a grape, with a set of smart universal ports and a nondescript, matte-gray housing. When attached to an existing device, it allows that device to be interfaced via a wireless connection. Gray boxes are used by infiltra- tion specialists to add wireless interfaces to air-gapped wired networks or to objects, such as airlocks, that are designed to operate without them. Installing a gray box is a Task Action with a timeframe of 2 minutes (in addition to any Hardware Tests required to gain access to the target object) and requires appropriate tools.

\nGray boxes normally operate in a passive mode, listening for signals from their operators but not emitting any signal of their own in order to avoid detection. Once a gray box has been activated, however, it will emit active signals until deactivated again. Gray boxes automatically stealth their signals (-30 on Interfacing Tests to detect them).

\nHow hard a gray box is to discover is left to the gamemaster''s discretion and possibly the ingenuity of the person who placed it. Normal maintenance routines will usually turn them up over the course of time. Perception or Hardware: Electronics Tests should be given to technicians who regularly check up on a piece of gear in which a gray box has been installed. The size of the gray box, however, makes it difficult to visually spot (-30 modifier). In passive mode, they are not normally subject to detection, but in active mode, they may be found with Interfacing Tests (p. 251, EP). It is also possible that a security AI or hacker who is watching over an object or network may detect a gray box if someone uses it to intrude on the system and triggers an alert or if they happen to be auditing the system and detect an anomalous port connection. ','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(232,'Grin','Grin is an effective opiate and pain suppressant. Users may ignore the modifiers from 2 wounds (not cumulative with similar effects) and in fact may not even be aware they are injured. Grin users suffer from tunnel vision, however, and so suffer a -10 modifier on Perception Tests. ','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(233,'Grip Pads','The morph possesses specialized pads on its palms, lower arms, shins, and the bottoms of its feet. Designed to emulate the pads on gecko feet, characters can support themselves on a wall or ceiling by placing any two of these pads against any surface not made from a material specially designed to resist this augmentation.
Characters can climb any surface and move easily across ceilings that can support their weight. Apply a +30 modifier to Climbing Tests. The pads must be free to touch the surface the character is climbing (no gloves). The nature of these pads is obvious to anyone looking at them, but they do not impair the character''s sense of touch or manual dexterity. If combined with the vacuum sealing augmenta- tion, the character can even stick to surfaces in the vacuum of space. ','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(234,'Grip Tape','This sticky nanotape can be applied to almost any surface, allowing items to be stuck in place with the adhesive power of grip pads. Pulling in a parallel direction is very difficult, but items are easily released by pulling up (perpendicular) to the surface instead. ','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(235,'Ground car','Mars is one of the few places in the solar system where actual cars can be found, reminiscent of pre-Fall Earth. Martian cars are small and economical, however, made for inner-city travel, and are rarely used outside of major habitats. ','VEG',20000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(236,'Guard Dog','These smart dogs are trained for security or policing purposes and upgraded with bioweave, enhanced vision, hardened skeleton, and reflex booster implants.\n

\nSkills: Fray 40, Freerunning 30, Infiltration 30,\nIntimidation 40, Investigation 40, Perception 30, Scrounging 40, Unarmed Combat 50\n
\nEnhancements: Bioweave (Heavy), Cyberclaws, Cybercortex, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Hardened Skeleton, Mesh Inserts, Puppet Sock, Reflex Boosters\n
\nMovement Rate: 4/20\n
\nAttack: Cyberclaws, 1d10 + 5 DV, AP Òˆ’2 Armor: 3/4','PEG',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(236,'Guard Dog','These smart dogs are trained for security or policing purposes and upgraded with bioweave, enhanced vision, hardened skeleton, and reflex booster implants.\n

\nSkills: Fray 40, Freerunning 30, Infiltration 30,\nIntimidation 40, Investigation 40, Perception 30, Scrounging 40, Unarmed Combat 50\n
\nEnhancements: Bioweave (Heavy), Cyberclaws, Cybercortex, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Hardened Skeleton, Mesh Inserts, Puppet Sock, Reflex Boosters\n
\nMovement Rate: 4/20\n
\nAttack: Cyberclaws, 1d10 + 5 DV, AP -2 Armor: 3/4','PEG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(237,'Guardian Angel','Similar to gnats, guardian angel rotorcraft hover around their charges, keeping a watchful eye out to protect them from threats. ','ROG',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(238,'Guardians','Guardians watch for and attack other unauthorized swarms. Guardians inflict 1d10 ÷ 2 damage (round up) on other swarms they come into contact with per Action Turn. ','STD',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(238,'Guardians','Guardians watch for and attack other unauthorized swarms. Guardians inflict 1d10 / 2 damage (round up) on other swarms they come into contact with per Action Turn. ','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(239,'Gyromount','This weapon harness features a gyro-stabilized weapon mount that keeps the weapon steady. Negates all modifiers from movement.','WAC',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(240,'Hab Repair Bots','To cut costs, most habitat repair bots are standardized and versatile, used for purposes as diverse as conducting repairs in vacuum on a station''s exterior hull to clearing blocked sewage pipes or repainting a colony corridor. They are equipped with interchangeable tools and reservoirs for carrying stock materials.\nMost repair bots have a crab-like robotic frame.\n

\nRepair bot AIs have Hardware: Industrial 40, Hardware: Robotics 40, and Perception 30. ','ROG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(241,'Hacking Alert','This plug-in launches a suite of running processes running that monitor the simulated mind-state and keep track of any lost time, inconsistencies in events, or other evidence of involuntary brainhacking or psychosurgery. If the character is mind hacked or subjected to involuntary psychosurgery, the hidden/ covert intruder or psychosurgeon must make an Infosec or Psychosurgery Test at -30. Cyberbrain hackers suffer the usual -30 subversion modifier, but a hidden intruder receives their standard +30 bonus. If the test does not score an Excellent Success (MoS 30+), the victim is alerted immediately (or when they next awake). Alerted infomorphs do not receive information on what has been changed (beyond the obvious), they are only informed that their mind was involuntarily altered.

\n\nNote that psychosurgery or memory hacking can be used to make a victim forget the hacking alert warnings. Unless the hacking alert plug-in is also disabled or hacked, however, it will retain a log of the warnings.','SOF',250,0,0,'0',0,'EVERY','Y'); @@ -3395,7 +3395,7 @@ INSERT INTO gear VALUES(284,'ID Scanner','This small hand-held device is used to INSERT INTO gear VALUES(285,'Imaging Scope','Imaging scopes attach to the top of the weapon and act like specs. Scopes may also bend like a periscope, allowing a character to point the weapon and target around corners without leaving cover.','WAC',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(286,'Immunogenic System','The immunogenic mod adds an active nanobot swarm, maintained by a specialized hive, that coats the outer layer of armor and also the non-armored parts of the wearer''s morph. It acts as an outer immune system designed to neutralize toxic agents and nanotoxins with which it comes into contact. This provides immunity to drugs, toxins, and nanotoxins applied dermally, such as with a slap patch or splash grenade. It has no effect on inhaled, oral, or injected drugs (including coated weapons). ','ARM',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(287,'Impersonate','This upgrade provides the user with a library of mannerisms, vocal patterns, and other social cues. This aids Impersonation Tests, even when communicating verbally or via avatars, providing a +10 bonus.

\nThe processor in this upgrade can also help analyze a target''s mannerisms and duplicate them more effectively. To duplicate someone''s patterns, the char- acter must first observe their interactions and make a Kinesics Task Action Test with a timeframe of 1 hour. Success allows them to accumulate a sufficient quantity of data to allow this upgrade to duplicate this person''s phrasing and patterns of digital activity; increase the modifier for Impersonation Tests to +30 to impersonate the target. Note that this upgrade does not provide the character with the skills, memories, or other traits of the ego they are impersonating.

\nThis upgrade can also be set to randomize the emotive patterns exhibited by the user, so their phrasing and mannerisms do not identify them as anyone. This applies a +30 modifier to the Deception or Impersonation rolls in Opposed Tests when someone else is trying to use Kinesics to identify the character''s true identity. ','SOF',5000,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(288,'Implant Masking','Implant masking is not a separate implant, but a modification to an existing one. Masked cybernetic implants are composed of electromagnetic- and acoustic-absorbent smart materials that are less likely to be detected by surveillance and security systems using radar, x-rays, or ultrasound. Apply a Òˆ’30 modifier to any attempts to detect the implant.','IMG',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(288,'Implant Masking','Implant masking is not a separate implant, but a modification to an existing one. Masked cybernetic implants are composed of electromagnetic- and acoustic-absorbent smart materials that are less likely to be detected by surveillance and security systems using radar, x-rays, or ultrasound. Apply a -30 modifier to any attempts to detect the implant.','IMG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(289,'Implanted Nanotoxins','The morph has an implanted nanobot hive that produces nanotoxins. This implant is designed so that the character can deploy these nanobots instantly via a scratch with claws, spraying with saliva, or simply making continuous bareskin contact. Characters can choose whether or not to deploy these nanobots. Each nanotoxin generator only produces a single variety of nanobots, with the most common types being ones designed to kill or incapacitate almost any living target or ones designed to destroy delicate machinery. Characters are immune to their own nanotoxins. Nanotoxins are highly restricted and many habitats will not allow anyone with this implant on board. ','IMG',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(290,'Increased Speed','Infomorphs already have a higher innate speed than physical morphs, but some individuals need even more speed, and specially optimized code makes that possible. This upgrade increases the user''s Speed by +1. Since even basic infomorphs possess a Speed of 3, this upgrade increases the infomorph''s Speed to the maximum of 4. No other Speed modifiers may be used in conjunction with this upgrade.

\nThis upgrade does not provide extra Speed for cyberbrained characters.','SOF',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(291,'Industrial Armor','The shell is equipped with protection against collisions, extreme weather, industrial accidents, and similar wear-and-tear. Increase the bot''s built-in Armor rating to 10/10.','IMG',1000,10,10,'0',0,'SYNTH','Y'); @@ -3408,18 +3408,18 @@ INSERT INTO gear VALUES(297,'Invisibility Cloak','This cloak is made of metamate INSERT INTO gear VALUES(298,'Ionic','The shell uses principles of magnetohydrodynamics to levitate and fly, by ionizing surrounding air into plasma to create lift and momentum. The shell is also spun for stability. This system does not work in vacuum, but an underwater version uses the same mechanics for propulsion in liquid environments. ','IMG',5000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(299,'Jammer Ammo','Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target''s wireless communications. If an Opposed Test is called for, these devices have an Interface of 30. ','WAM',250,0,0,'no dammage',0,'EVERY','N'); INSERT INTO gear VALUES(300,'Juice','This potent anti-depressant makes it almost impossible to have bad feelings or negative thoughts. The character is unnaturally happy--often irritatingly or strangely so. The character receives a +30 bonus against fear or attempts to manipulate their emotions in a negative direction, but is also likely to act inappropriately, like giggling over the massive amount of spilled blood or cheerfully changing the subject to inane topics when someone else is freaking out. ','DRG',250,0,0,'0',0,'BIO','N'); -INSERT INTO gear VALUES(301,'Kick effect','Kick is a strong stimulant that increases the user''s response time and puts them on edge. The character gains +10 REF and +1 Speed for the duration of the drug. Characters under the influence of Kick are twitchy, however, reacting in a jumpy, cat- like fashion to sudden or unexpected stimuli. At the gamemaster''s discretion, they must make a WIL Γƒβ€” 2 Test or react without thinking towards unexpected noises or other surprises. Long-term users suffer -5 COO. ','DRG',1000,0,0,'0',0,'BIO','N'); +INSERT INTO gear VALUES(301,'Kick effect','Kick is a strong stimulant that increases the user''s response time and puts them on edge. The character gains +10 REF and +1 Speed for the duration of the drug. Characters under the influence of Kick are twitchy, however, reacting in a jumpy, cat- like fashion to sudden or unexpected stimuli. At the gamemaster''s discretion, they must make a WIL x 2 Test or react without thinking towards unexpected noises or other surprises. Long-term users suffer -5 COO. ','DRG',1000,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(302,'Kinesics Software','Kinesics software measures voice stress patterns or analyzes other sensory input to monitor for deception, hostile intent, and other emotional states. It functions with a Kinesics skill of 40 or provides a +10 modifier to a Kinesics Test made by someone using it. ','SOF',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(303,'Klar','Klar boosts alertness and enhances clarity and perception. Users report a feeling of being "elevated" to a higher level. They receive +5 INT while the drug lasts.','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(304,'Knife','A standard cutting implement, still carried by many. ','WMG',50,0,0,'1d10 + 2 + (SOM/10)',1,'EVERY','N'); -INSERT INTO gear VALUES(305,'Kong','Kong is a potent drug cocktail that boosts the aggressiveness of non-human primates. Uplifts and smart animals under the influence of kong must make a WIL x 3 Test or automatically attack anyone that exhibits threatening behavior. Kong users can ignore the effects of 1 wound, receive a +5 SOM bonus and a +10 bonus on melee attacks, but suffer a Òˆ’5 INT modifier. Once engaged in violence, the affected primate must make a WIL x 3 Test to not auto- matically attack the next nearest target. Attempts to control primates under the influence of kong suffer a Òˆ’30 modifier to their Animal Handling Tests. Once the effects of this drug wear off, the user suffers Òˆ’5 SOM for an equivalent duration. ','DRG',250,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(305,'Kong','Kong is a potent drug cocktail that boosts the aggressiveness of non-human primates. Uplifts and smart animals under the influence of kong must make a WIL x 3 Test or automatically attack anyone that exhibits threatening behavior. Kong users can ignore the effects of 1 wound, receive a +5 SOM bonus and a +10 bonus on melee attacks, but suffer a -5 INT modifier. Once engaged in violence, the affected primate must make a WIL x 3 Test to not auto- matically attack the next nearest target. Attempts to control primates under the influence of kong suffer a -30 modifier to their Animal Handling Tests. Once the effects of this drug wear off, the user suffers -5 SOM for an equivalent duration. ','DRG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(306,'Large Jet','This jet is powered by liquid hydrogen and is the size of a small 20th-century commercial airliner. It is designed for maximum fuel efficiency and can also take off and land on any relatively smooth solid surface. Its adaptive outer covering also allows it to land and take off from water. It has a cruising speed of 1,100 kph and a range of 40,000 km, allowing it to make a single 20,000 km round trip before it must refuel. It has a passenger capacity of 150. ','VEG',32767,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(307,'Laser Pulser','Laser weapons use focused beams of light to inflict damage on the target by burning into it and causing its outer surface to vaporize and expand, creating an explosive effect. The laser beam is pulsed in order to bite into the target before the beam is diffused. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however--the gamemaster should reduce their effective range categories as appropriate. Note that laser pulses are invisible in the normal visual spectrum (but are visible to characters with enhanced vision). Pulsers are medium-sized and fire in semi-auto mode.','WEG',1000,0,0,'2d10',0,'EVERY','N'); INSERT INTO gear VALUES(308,'Laser Sight','This underbarrel laser emits a beam that places a glowing red dot on the target to assist targeting. Apply a +10 modifier to Attack Tests (not cumulative with a smartlink modifier). Laser sights may also be used to paint a target for laser-guided smart ammo or seekers. Infrared and ultraviolet lasers are also available, so that the dot is only visible to characters able to see in those spectrums.','WAC',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(309,'Laser-Guided Ammo','These bullets function like homing smart rounds (apply the +10 attack modifier), except rather than requiring a smartlink system, they lock onto the reflection of the laser sight used to paint the target. Laser-guided bullets may also be used for indirect fire.','WAM',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(310,'Laser/Microwave Link','These portable devices are used to establish a tight-beam, line-of-sight communications channel with another laser or microwave link. The range of these transceivers varies widely with environmental factors, but approximates 50 kilometers in atmosphere and 500 kilometers in space (though horizon limits must be kept in mind, being 5 kilometers at ground level on Earth and less on smaller bodies). Lasers are subject to interference from fog, dirt, smoke, and similar visual chaff, while microwaves may be hindered by metallic obstructions. These links may only be intercepted by getting directly in between the beams. Some teams carry a micro version of this system, worn on their person, allowing line of sight intra-team communications that cannot be intercepted like radio. ','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(311,'Lateral Line','A transgenic organ developed from aquatic creatures, a lateral line hears low-frequency sounds and can detect movement and vibrations through nearby liquids. Suryas use lateral lines to "hear" in the corona''s plasma atmosphere. ','IMG',250,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(312,'Lens Crazer','A more offensive version of the dazzler (p. 316, EP), the crazer does not simply dazzle and overload the cameras it detects. It attempts to crater, pit, and scratch their lenses, effectively ruining their optic systems. Once activated, the crazer takes one Action Turn to detect lenses, then begins systematically zapping them. Stationary cameras are targeted first.

\nFor combat situations, treat the crazer as if it has Beam Weapons 40, Initiative 5, and a Speed of 3. It will use its actions to aim; modifiers for laser sights and called shots cancel out. Its laser fires in SA mode. Though it only inflicts 2 DV with its attacks, targeted optics will suffer Òˆ’30 on Perception Tests after the first hit and will be blind after the second hit. These effects last until repaired. ','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(312,'Lens Crazer','A more offensive version of the dazzler (p. 316, EP), the crazer does not simply dazzle and overload the cameras it detects. It attempts to crater, pit, and scratch their lenses, effectively ruining their optic systems. Once activated, the crazer takes one Action Turn to detect lenses, then begins systematically zapping them. Stationary cameras are targeted first.

\nFor combat situations, treat the crazer as if it has Beam Weapons 40, Initiative 5, and a Speed of 3. It will use its actions to aim; modifiers for laser sights and called shots cancel out. Its laser fires in SA mode. Though it only inflicts 2 DV with its attacks, targeted optics will suffer -30 on Perception Tests after the first hit and will be blind after the second hit. These effects last until repaired. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(313,'Lens Spotter','The lens spotter is a less-intrusive version of the dazzler (p. 316, EP). It simply maps out all of the camera lenses in an area, noting their position and likely area of coverage, without blasting them with dazzling lasers. This system is used to unobtrusively detect the surveil- lance coverage in a given area so that a route map may be generated to avoid camera fields of view. It is also used by military and security forces to detect snipers or enemy spotters before they attack. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(314,'Lidar','This sensor emits laser light and measures the reflections to judge range, speed, and image the target. ','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(315,'Life recorder','Not everyone wants to broadcast their lifelog, whether for public viewing or for private storage elsewhere on the mesh. Some people want to retain a lifelog, but prefer to avoid possible interception of the contents online. Certain security, spy, political, and diplomatic professions may mandate this. Others may commonly find themselves in situations where they are cut off from regular mesh access (such as gatecrashers or remote asteroid herders). Most people also don''t want to be bothered with carrying a storage device on their person at all time. In these cases, a life recorder serves the purpose. The life recorder is a micro-sized memory diamond storage device, typically implanted in the head (though occasionally elsewhere in the body). This implant records all sensory input as experienced by the brain to which it is linked. Life recorders are designed as one-way information receivers, simply storing data until they are removed; they are not meant to be accessed, much like cortical stacks. ','IMG',250,0,0,'0',0,'EVERY','Y'); @@ -3464,7 +3464,7 @@ INSERT INTO gear VALUES(353,'Microbug','This device is a tiny camera and microph INSERT INTO gear VALUES(354,'Micrograv Shoes','These shoes are equipped with velcro and/or a magnetic system, allowing the wearer to walk normally on appropriate surfaces in micro- grav and zero-G environments, rather than floating or bouncing. ','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(355,'Microlight','Popular in low-grav and microgravity environments, microlights encompass several types of ultralight or lighter-than-air systems, such as powered paragliders, autogyros, balloons, aerostats, and blimps. These systems do not work in vacuum. ','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(356,'Microlight aircraft','This ultra-light personal aircraft is not much more than a strutbased wing, an airframe, and an electric propeller engine. They are ideal for getting around inside large habitats with enclosed airspace. ','VEG',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(357,'Microwave Agonizer','The agonizer fires millimeter- wave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting -20 to the target''s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a -10 modifier and roll WIL Γƒβ€” 2). Synthetic morphs and biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the "roast" setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized and fires in single-shot mode. ','WEG',1000,0,0,'2d10 or pain',5,'EVERY','N'); +INSERT INTO gear VALUES(357,'Microwave Agonizer','The agonizer fires millimeter- wave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting -20 to the target''s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a -10 modifier and roll WIL x 2). Synthetic morphs and biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the "roast" setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized and fires in single-shot mode. ','WEG',1000,0,0,'2d10 or pain',5,'EVERY','N'); INSERT INTO gear VALUES(358,'Miniature Radio Farcaster','Miniature farcasters communicate with each other using standard radio transceivers. They may only securely communicate with the other farcasters with which they are entangled. Most miniature farcasters are worn as jewelry or fitted into clothing or other equipment. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(359,'Mining aerostats','These balloon platforms are used on planets or moons with atmospheres. They rely on buoyant gases for lift, but are propelled with turbofans.

\nMining aerostats are deployed on the gas giant\nplanets, loaded with equipment to extract specific volatiles from the atmosphere, which are then stored in pressurized tanks. These tanks are either picked up periodically or equipped with a rocket to launch into orbit for collection when full.

\nEnhancements: Access Jacks, Chem Sniffer, Gas Collection Gear, Laser Link, Storage Tanks','ROG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(360,'Mission Recorder','A mission recorder is a simple mini-sized spime designed to record live lifelog, XP-cast, or other sensor feeds from gatecrashing teams. Standard protocol is to leave mission recorders at an easy- to-find location on or next to a Pandora gate, so that search-and-rescue teams can find and analyze the recordings. Mission recorders are often hooked up to radio boosters, laser links or other tools for increasing their reception range for gatecrashing teams that stray far afield. ','STD',50,0,0,'0',0,'EVERY','N'); @@ -3475,7 +3475,7 @@ INSERT INTO gear VALUES(364,'Mobility Frame','To many gatecrashers, the most rel INSERT INTO gear VALUES(365,'Moderate Backup Insurance','In the event of verifiable death, or after a set period of being missing, backup insurance will arrange for your cortical stack to be retrieved and your ego downloaded into another morph. If the cortical stack cannot be retrieved, your most recent backup is used. Most policies require that the holder provide a backup to be uploaded into secure storage at least twice a year. This industry works in a manner similar to insurance underwriting in terms of cost and individuals engaged in high risk professions can expect to pay a premium for the service. Additionally, attempts to retrieve a cortical stack are minimal unless one wants to pay for some extra effort (a thriving industry of paramilitary ego-repo operatives exists for this purpose). Per Month.','SOF',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(366,'Moderate XP','Experience playback recordings are clips of someone else''s experiences. Depending on the content, some XP (porn, snuff, crime, etc.) may be restricted in certain jurisdictions. Some XP clips are intentionally modified so that their emotive tracks are more intense, giving the viewer a greater thrill. ','SOF',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(367,'Modular Design','This shell is designed to lock together with similar modular morphs in different architectural patterns to create larger gestalt forms.\nWhen united with other modules, the group is treated as a single unit/morph, with shared capabilities. If damaged and then separated, damage and wounds are distributed evenly between modules; uneven amounts are allocated randomly. The exact capabilities of different shapes depends on the composition, and is largely left in the gamemaster''s hands.','IMG',5000,0,0,'0',0,'SYNTH','Y'); -INSERT INTO gear VALUES(368,'Monitor Module','A variant ghostrider module (p. 307, EP), the monitor module houses an observer ego (usually a monitor AI, see below) that keeps tabs on the character''s move- ments, activities, and mesh traffic. Some monitor modules are installed discreetly, without the bearer being aware of the spy in their head; others are more overt about their presence, purpose, and activity. Monitors can access the mesh without the character''s knowledge. If the morph is equipped with a puppet sock, the monitor ego can seize control of the morph. This implant is designed to be difficult to detect and identify; impose a Òˆ’10 penalty on appropriate skill tests. Attempts to hack into the Monitor Module suffer a Òˆ’20 modifier and can be actively countered by the monitor ego.','IMG',1000,0,0,'0',0,'EVERY','Y'); +INSERT INTO gear VALUES(368,'Monitor Module','A variant ghostrider module (p. 307, EP), the monitor module houses an observer ego (usually a monitor AI, see below) that keeps tabs on the character''s move- ments, activities, and mesh traffic. Some monitor modules are installed discreetly, without the bearer being aware of the spy in their head; others are more overt about their presence, purpose, and activity. Monitors can access the mesh without the character''s knowledge. If the morph is equipped with a puppet sock, the monitor ego can seize control of the morph. This implant is designed to be difficult to detect and identify; impose a -10 penalty on appropriate skill tests. Attempts to hack into the Monitor Module suffer a -20 modifier and can be actively countered by the monitor ego.','IMG',1000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(369,'Mono No Aware effect','Taken from the Japanese term for sadness at the ephemerality of worldly things, this drug, typically ingested as a tea, is a depressant that induces a meditative state. Mono No Aware gives the character a +10 bonus on Art and Sense Tests. With frequent use, Mono No Aware reacts with pigments in the skin to create a pallor with a slight bluish tinge, even in darker-skinned morphs. ','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(370,'Monofilament Sword','Though swords are rather archaic in the time of Eclipse Phase, a few eccentrics take advantage of modern versions with a self-sharpening near-monomolecular edge, easily capable of slicing through metal or limbs. ','WMG',250,0,0,'2d10 + 2 + (SOM/10)',4,'EVERY','N'); INSERT INTO gear VALUES(371,'Monowire Garrote','This assassin''s weapon features a dangerous monomolecular wire wrapped around a contained spool with two handles. One handle grips the spool, while the other extends the wire so that it may be used to wrap around targets (typically necks or limbs) and slice through them when pulled. Monofilament tensile strength is weak, however, usually breaking after one use. ','WMG',1000,0,0,'3d10',8,'EVERY','N'); @@ -3484,7 +3484,7 @@ INSERT INTO gear VALUES(373,'Motes (Sensor)','MOTES\nMotes are lightweight, micr INSERT INTO gear VALUES(374,'Motion Detector','Modern motion detectors use a combination of sensor technologies to maximize accuracy and reduce false alarms. They can operate in passive and active modes. In passive mode, the detector relies on infrared sensors to detect body heat, without sending out any signals that might betray its presence. In active mode, it sends out ultrasonic pulses and/or microwaves, measuring the reflections that bounce off a moving target to measure speed, position, and direction. Often strategically mounted as a perimeter security system, motion detectors are typically set in passive mode first, which then triggers active mode when it gets a reading. These devices are small. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(375,'MRDR','MRDR is a straightforward and brutal combat drug. It increases pain tolerance, speed, and strength. The character receives +10 SOM, +1 Speed, +10 Durability, and may ignore the modifier from one wound. Any damage incurred while under the effects of the drug is taken from the bonus Durability first. MRDR users are easily identifiable by the broken blood vessels in their eyes, tense posture, and visible tension in the muscles of the face, arms, and legs. Long-term users suffer -5 SOM. ','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(376,'Multi-Tasking','Only characters with cortical stacks can possess this augmentation. The character has an advanced computer installed in their brain that uses the data in the cortical stack to create several simultaneous short-term forks to handle various mental tasks. By design, this computer automatically reintegrates all of these forks into the character''s core personality after a maximum of 4 hours, earlier if desired. This augmentation allows the character to both plan a speech and engage in intensive mesh- browsing while simultaneously fighting a gun battle or running from pursuit, since each of the forks operates independently. However, these forks can only perform purely mental or on-line interactions. This augmentation can produce a maximum of two forks at a time, giving the character an extra two Complex Actions on every Action Phase for mental or online actions. This implant cannot be used simultaneously with any other augmentation that allows for extra actions, or with the mental speed augmentation.','IMG',5000,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(377,'Multiple Personalities','The character''s brain is intentionally partitioned to accommodate an extra personality. This multiplicity is not viewed as a disorder, but as a cognitive tool to help people deal with their hypercomplex environments. This extra personality can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character. For all intents and purposes, the extra personality is treated as a separate ego (i.e., it may fork separately), except that both personalities are backed up in the same cortical stack and if downloaded they must be placed in separate morphs or in another morph with this implant.

\nOnly one ego may be in control of the morph at a time. The other resides in the background, still active, but not on a surface level. Each ego is completely aware of what the other is doing, thinking, etc. If for some reason the subsumed personality wants to come to the fore, but the other personality won''t relinquish control, make an Opposed WIL Γƒβ€” 3 Test. Each ego has its own Lucidity and Trauma Threshold, and they track stress and trauma separately.

Any psi attacks or social/mental influences only affect the personality at the fore.

\nHaving an extra ego in your head, working in the background, is helpful for multitasking. The character receives an extra Complex Action each turn that may only be used for mental or mesh actions. ','IMG',5000,0,0,'0',0,'EVERY','Y'); +INSERT INTO gear VALUES(377,'Multiple Personalities','The character''s brain is intentionally partitioned to accommodate an extra personality. This multiplicity is not viewed as a disorder, but as a cognitive tool to help people deal with their hypercomplex environments. This extra personality can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character. For all intents and purposes, the extra personality is treated as a separate ego (i.e., it may fork separately), except that both personalities are backed up in the same cortical stack and if downloaded they must be placed in separate morphs or in another morph with this implant.

\nOnly one ego may be in control of the morph at a time. The other resides in the background, still active, but not on a surface level. Each ego is completely aware of what the other is doing, thinking, etc. If for some reason the subsumed personality wants to come to the fore, but the other personality won''t relinquish control, make an Opposed WIL x 3 Test. Each ego has its own Lucidity and Trauma Threshold, and they track stress and trauma separately.

Any psi attacks or social/mental influences only affect the personality at the fore.

\nHaving an extra ego in your head, working in the background, is helpful for multitasking. The character receives an extra Complex Action each turn that may only be used for mental or mesh actions. ','IMG',5000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(378,'Muscle Augmentation','The morph''s muscle mass has been enhanced and toned and myofibers strengthened. ','IMG',5000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(379,'Nanobandage','Characters without medichines must rely on external sources of healing. The most common option is the nanobandage--a plum-sized advanced nanotechnology generator built into a reusable, self- sterilizing bandage. It can treat all forms of injury and illness, from poisoning to burns to trauma. Characters simply apply the bandage to the wound and let the nanobots do the work. It removes pain and dis- comfort and speeds healing. For especially severe injuries, physical first aid such as setting bones and removing projectiles may be necessary (gamemaster''s choice). If the wounds are too severe (the patient has suffered more than five wounds), the unit places the patient in medical stasis and radios for emergency services. ','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(380,'Nanodetectors','Nanodetectors are small devices that suck in air and micro debris in order to scan for and detect nanobots. Given that nanobots are so small, the density of nanobots in the area has a large impact on its success. The nanodetector has a base skill of 30 for detecting nanobots, modified by +30 if an active nanoswarm or hive is present, +0 if a nanoswarm or hive was active recently, and -10 for the presence of nanobots outside of a swarm or hive. Once a nanobot is detected it may be analyzed either by the user or the nanodetec- tor''s AI, using Academics: Nanotechnology 30 skill. Nanodetectors are often worn and left on, set to alert the user if a hostile nanoswarm is detected. ','STD',250,0,0,'0',0,'EVERY','N'); @@ -3493,7 +3493,7 @@ INSERT INTO gear VALUES(382,'Nanoscopic Vision','The shell''s visual sensors can INSERT INTO gear VALUES(383,'Nanotat Eraser','This illegal nanoswarm treatment is specifically designed to penetrate the fingertips of morphs and eradicate all signs of the nanotat ID it carries. Erasing a nanotat ID takes about 5 minutes and itches like crazy. Though usually applied to a specific person as a treatment, criminals and terrorists have sometimes deployed nanotat-erasing nanoswarms in public areas, surreptitiously erasing the IDs from unsus- pecting people as a means of confusing security forces engaged in an ego hunt. ','STD',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(384,'Nanotat id flux','This highly illegal system is a programmable version of the nanotat ID. Any new (fake) ID may be programmed in, and the nanotat may be reconfigured in seconds (1 Action Turn) to switch to another ID pattern in storage. This nanoware may not be configured for legal IDs unless they are actually legal or their encryption has been cracked.','IMG',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(385,'Nanotats','Tattoos created with nanobots can move around the body, change shape/color/brightness, texture, alternate text and images, and/or even create minor holographic effects on the skin''s surface, all controllable via mesh inserts.','IMG',250,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(386,'Necrosis','Necrosis nanobots attack the walls of cells inside the body, killing tissue. This nanotoxin inflicts 1d10 ÷ 2 damage per Action Turn for one minute, after which the nanobots disable and flush from the body. Necrosis only affects biomorphs. ','POG',1000,0,0,'1d10/2',0,'EVERY','N'); +INSERT INTO gear VALUES(386,'Necrosis','Necrosis nanobots attack the walls of cells inside the body, killing tissue. This nanotoxin inflicts 1d10 / 2 damage per Action Turn for one minute, after which the nanobots disable and flush from the body. Necrosis only affects biomorphs. ','POG',1000,0,0,'1d10/2',0,'EVERY','N'); INSERT INTO gear VALUES(387,'Neem','Neem is a mnemonic drug that works by "tagging" experiences and mental input with a set of unique sensations that contribute to the formation of state-based memories. Neem gummy chews come in a variety of fruit flavors shaped like extinct old Earth animals. Neem gives characters a +20 bonus on COG Tests to recall information they learned while on Neem. The drawback to Neem is that memories they accumulate while under the drug''s influence have no emotional association. For example, a character who witnessed something horrible happening to a friend or who had a fight with a romantic partner while on Neem would feel no emotional connection whatsoever to what happened. ','DRG',1000,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(388,'Neo-Cetacean Translation Device','This dime-sized device is worn behind the left ear. It perceives ultrasonic frequencies and translates the whistles, clicks, and bursts of neo-cetacean into the transhuman language of the user''s choice and trans- mits it directly through the skull to the inner ear. The device is, of course, waterproof and works out to the range of normal neo-cetacean hearing. A linked ultrasonic emitter, usually worn on the belt, allows for translation in the other direction. Neo-cetacean is a primitive language, and translations are often muddy at best. This device has Exotic Language: Neo-Cetacean at 50. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(389,'Neo-Cetacean Walker','This exoskeleton is designed for neo-cetaceans to move about in non-aquatic environments. It includes a set of arms for manipulating objects and can operate as a four-legged walker or as a thrust-vector sled. A cocoon-like wrapping keeps the neo-cetacean''s skin wet and cooled in warmer environments. ','VEG',1000,0,0,'0',0,'EVERY','N'); @@ -3501,15 +3501,15 @@ INSERT INTO gear VALUES(390,'Nervex','Derived from deadly nerve agents like cycl INSERT INTO gear VALUES(391,'Neurachem I','This bioware modification enhances the character''s chemical synapses and juices theirneurotransmitters, drastically speeding up neural connections. Neurachem can be mentally activated or triggered by charged emotions.Neurachem increases the Speed stat by +1, with no side effect.','IMG',5000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(392,'Neurachem II','This bioware modification enhances the character''s chemical synapses and juices theirneurotransmitters, drastically speeding up neural connections. Neurachem can be mentally activated or triggered by charged emotions.It raises the Speed stat by +2, but the character suffers a nervous system fatigue hangover for 1 hour after the boost wears off (-20 modifier to all actions). The speed boost lasts for 30 minutes, though it may be triggered again. Level 2 may be used as Level 1 if desired.','IMG',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(393,'Neural Enhancers','This active nanotechnology bonds with the morph''s neural structures, creating a series of specialized cognitive subprocessors that enhance the user''s intelligence. It provides users with a +5 modifier to COG. However, enhancing intelligence is a difficult process and this enhancement is based on techniques used on existing morphs. It has no effect if used on a morph that has a COG modifier of +10 or more. This augmentation can be used on biomorphs, pods, and synthmorphs.','IMG',20000,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(394,'Neuropath','These nanobots are designed to stimulate the pain receptors of a morph on a systemic level to cause agony and impairment. While most neuropaths target biological receptors, variants are available that induce comparable (phantom) pain stimulations in the cyberbrains of synthmorphs to create an equivalent effect. The affected character must succeed in a WIL Γƒβ€” 3 Test or become incapacitated. Even if they succeed, they suffer -30 from the inflicted agony. Any form of pain resistance that allows a character to ignore wound modifiers will negate the neuropath pain modifier by an appropriate amount. ','POG',1000,0,0,'incap.',0,'EVERY','N'); +INSERT INTO gear VALUES(394,'Neuropath','These nanobots are designed to stimulate the pain receptors of a morph on a systemic level to cause agony and impairment. While most neuropaths target biological receptors, variants are available that induce comparable (phantom) pain stimulations in the cyberbrains of synthmorphs to create an equivalent effect. The affected character must succeed in a WIL x 3 Test or become incapacitated. Even if they succeed, they suffer -30 from the inflicted agony. Any form of pain resistance that allows a character to ignore wound modifiers will negate the neuropath pain modifier by an appropriate amount. ','POG',1000,0,0,'incap.',0,'EVERY','N'); INSERT INTO gear VALUES(395,'Neutrino Retreat','This highly specialized piece of equipment is designed specifically for gatecrashers who use emergency farcasters (p. 306, EP). This device includes a powerful radio transceiver and a specialized neutrino receiver, both of which are quantum entangled with one or more emergency farcasters. This device uses its radio transceiver to make daily backups of the owner''s ego and is also capable of receiving the pulsed ego broadcast made when an emergency farcaster sends out its single destructive neutrino broadcast. This device can remain in radio contact with an emergency farcaster at a range of 500 km and can receive the neutrino pulse from emergency farcasters up to 100 AU away. Most gatecrashers place this device within a few yards of the gate so rescue teams can easily find and access it. This device is also popular with criminals and freelance covert operatives who wish to have a carefully hidden safe haven for their egos.
\nNeutrino retreats cannot broadcast neutrino communications and so are considerably smaller and less expensive than standard neutrino transceivers. Each neutrino retreat is able to communicate with up to 10 different emergency farcasters and can store up to 10 egos. This device is a medium-sized cube one meter on a side, weighting 400 kilograms. It contains its own nuclear battery, capable of running the device for up to 10 years. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(396,'Neutrino Transceiver',': This transceiver is capable of generating and receiving neutrino signals at a range of at least 100 astronomical units. It is large, with a size of 8 cubic meters (in a cube 2 meters on a side), but they can be loaded onto large vehicles. To function, it must be connected to a large power plant, such as one found in habitats or large spacecraft. The cost and size of this device includes the computer necessary for quantum farcasting. ','STD',20000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(397,'Nightmare','Nightmare programs trigger anxiety and panic attacks within the victim by stimulating the neural circuitry representing the amygdala and hippocampus. The target ego must make a WIL Γƒβ€” 2 Test. If they succeed, they are shaken but otherwise unaffected, suffering a -10 modifier to all actions until the end of the next Action Turn. If they fail, they suffers 1d10 ÷ 2 stress damage and are overcome with panic. This causes them either to blindly flee, have a nervous breakdown, or cower in frozen shock (gamemaster''s discretion). This panic episode lasts for 1 Action Turn per 10 points of MoF. ','SOF',5000,0,0,'1d10/2 stress',0,'EVERY','N'); +INSERT INTO gear VALUES(397,'Nightmare','Nightmare programs trigger anxiety and panic attacks within the victim by stimulating the neural circuitry representing the amygdala and hippocampus. The target ego must make a WIL x 2 Test. If they succeed, they are shaken but otherwise unaffected, suffering a -10 modifier to all actions until the end of the next Action Turn. If they fail, they suffers 1d10 / 2 stress damage and are overcome with panic. This causes them either to blindly flee, have a nervous breakdown, or cower in frozen shock (gamemaster''s discretion). This panic episode lasts for 1 Action Turn per 10 points of MoF. ','SOF',5000,0,0,'1d10/2 stress',0,'EVERY','N'); INSERT INTO gear VALUES(398,'NotWater','NotWater is an effective liquid fire retardant that does not get objects wet, no matter how absorbent they are--it simply beads up and slides right off. ','CHG',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(399,'Nuclear Batteries','These batteries actually generate their own power from radio-isotope decay, storing it up for use. They come in many sizes, from nano to small. Depending on their size and the needs of the device, these batteries can produce power for anywhere from 3 years to over a century (higher output batteries use isotopes with shorter half-lives and vice versa).

\nGatecrashers rely upon a multitude of powered devices and recharging them on an alien world can be difficult. Since solar power may not exist on all worlds gatecrashers visit, many carry along a nuclear battery, using it to recharge their standard batteries and devices. The standard portable nuclear battery is designed to put out 1 kilowatt of power continuously for up to three years. This device can recharge low powered devices within a few minutes and larger higher powered devices within several hours.

\nNuclear batteries are used in both railguns and energy weapons to recharge the standard batteries that power these weapons.\nThese nuclear batteries can regenerate their charge at a rate of 20 shots per hour. Changing a battery is a Simple Action. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(400,'Nutcracker','Nutcrackers are nanobots designed to locate, migrate, and decompose the synthdiamond case of a cortical stack within a morph by attacking its crystal lattice. This process takes approximately 6 hours, after which the cortical stack is destroyed. These nanobots also attack the cortical stack''s connections to the (cyber)brain and brain-mapping nanobots. After 1 hour, the victim will be aware that their cortical stack is threatened. After 3 hours, all connections will be severed and the cortical stack will no longer be able to back up the character. ','POG',5000,0,0,'destroy cortical stack',0,'EVERY','N'); INSERT INTO gear VALUES(401,'Offensive Armor','When activated, the outer layer of this armor is rigged to shock anyone or anything that contacts it with electricity. Treat as a shock attack.','ARM',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(402,'Optogenetics Module','This implant is designed to be used in biomorphs like the freeman (p. 191,TH) that are genetically modified to make their neurons sensitive to light. This module establishes a network within the brain to manipulate these neurons with selective pulses of light. Whomever controls the optogenetics module (usually a monitor module muse or remote overseer) can trigger neuronal activity as desired. In game terms, the module can activate one of the following effects:

\n"Β’ It can compel one specific behavior in the same manner as behavioral control, emotional control, or tasping psychosurgery (pp. 231-232, EP).
\n"Β’ The module can impede or even cut off one specific source of sensory input as desired, thus the character can be made blind or deaf, for example, with a command.
\n"Β’ Selective activation or inhibition of certain neurons can also aid or deter the treatment of either addiction or mental stress and disorders: apply a modifier between +20 or Òˆ’20 as desired by the module''s controller to psychotherapy (p. 215, EP) and addiction (p. 318, EP) tests.
\n"Β’ The module can trigger unconsciousness in the target ego (requiring a WIL x 3 Test at Òˆ’30 to resist).

\nEach module can only trigger one effect. Multiple modules can be installed within a morph. Installation of this module includes the genetic modification to make the targeted neurons sensitive to light. ','SOF',250,0,0,'0',0,'EVERY','Y'); +INSERT INTO gear VALUES(402,'Optogenetics Module','This implant is designed to be used in biomorphs like the freeman (p. 191,TH) that are genetically modified to make their neurons sensitive to light. This module establishes a network within the brain to manipulate these neurons with selective pulses of light. Whomever controls the optogenetics module (usually a monitor module muse or remote overseer) can trigger neuronal activity as desired. In game terms, the module can activate one of the following effects:

\n"Β’ It can compel one specific behavior in the same manner as behavioral control, emotional control, or tasping psychosurgery (pp. 231-232, EP).
\n"Β’ The module can impede or even cut off one specific source of sensory input as desired, thus the character can be made blind or deaf, for example, with a command.
\n"Β’ Selective activation or inhibition of certain neurons can also aid or deter the treatment of either addiction or mental stress and disorders: apply a modifier between +20 or -20 as desired by the module''s controller to psychotherapy (p. 215, EP) and addiction (p. 318, EP) tests.
\n"Β’ The module can trigger unconsciousness in the target ego (requiring a WIL x 3 Test at -30 to resist).

\nEach module can only trigger one effect. Multiple modules can be installed within a morph. Installation of this module includes the genetic modification to make the targeted neurons sensitive to light. ','SOF',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(403,'Oracles','These neural macrosensing nanobots pay attention to the sensory input on which the character is not focusing, alerting them about important things they might otherwise overlook. Oracles also act as a sort of memory buffer and search aid, extending short term memory, helping the character recall memories and details, and crosschecking them with other memories. Oracles negate Perception modifiers for distraction, apply a +10 modifier to Investigation Tests, and add a +30 bonus to memory-related tests.','IMG',1000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(404,'Orbital Hash','Good ol'' reefer--but grown in space using powerful lighting and post-singularity hydro- ponics. Because space is at a premium in habitats and scum barges, blocks of hashish are the preferred mode of transport and delivery. However, for the wealthy and on planets, buds in leaf form are not uncommon. Hash allows the character to ignore the effects of 1 trauma, but inflicts a -10 penalty on all memory- related tests and Knowledge Skill Tests. Hash users exhibit bloodshot eyes, lethargic behaviors, and the munchies. ','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(405,'Outsystem Hover','Most vehicles designed for use on airless worlds have limited ranges because they are rockets that must carry along all of their fuel. However, with the exception of Io, all of the large and medium-sized outer system moons have large amounts of ice and other frozen volatiles on their surface. This vehicle employs a small reactor to convert both stored water and any local frozen volatiles into hot gases that it uses to propel itself. Using steam from its water tank to become airborne, the vehicle''s underside contains powerful heating elements that flash frozen volatiles on the ground beneath it into warm gas that the vehicle then uses to move itself along.

\nBecause it is surrounded by a cloud of roiling gas, this vehicle uses radar and t-ray sensors for navigation. Except for brief periods where it relies on stored reaction mass and can reach an altitude of up to 30 meters, it flies at a maximum altitude of 3 meters above the ground, and it has a top speed of up to 150 kph over any terrain. On any moon with either a thick atmosphere or where the surface is mostly ice or other frozen volatiles like frozen carbon dioxide or nitrogen, it can fly indefinitely. These vehicles are pressurized and contain life support that functions as long as the vehicle is resupplied with ice or other oxygen-containing substances at least once a month. The most common version of this vehicle holds six passengers and a small amount of cargo, but larger and more expensive versions also exist.

\nEnhancements: Access Jacks, Cryonic Protection,\nLaser Link, Radar, Radio','VEG',20000,0,0,'0',0,'EVERY','N'); @@ -3546,7 +3546,7 @@ INSERT INTO gear VALUES(435,'Plasmaburst missiles','Also called "hellballs," the INSERT INTO gear VALUES(436,'Plastic Ammo','Plastic ammo is designed to hurt but not wound targets, and is commonly used for crowd control purposes. ','WAM',50,0,0,'Half',0,'EVERY','N'); INSERT INTO gear VALUES(437,'Pneumatic Limbs','The limbs are equipped with pneumatic cylinder systems that can generate up to 7,000 newtons of force. This allows the shell to push off and make impressive jumps (a synth of human size/weight can leap over 2 meters up). Apply a +20 to Freerunning Tests. A pneumatic limb used to strike an opponent in unarmed combat inflicts an extra 1d10 damage. ','IMG',250,0,0,'1d10',0,'SYNTH','Y'); INSERT INTO gear VALUES(438,'Poison Gland','Similar to the drug gland, this morph has special glands that produce poisons, like the venom glands of a snake. The morph has poison glands in its fingers and mouth, so that it can deliver either poison by scratching someone with a fingernail, biting them hard enough to draw blood, or even by sharing a beverage with someone or spitting into their drink. The morph is immune to the poisons it produces. These glands may not produce nanotoxins. [','IMG',5000,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(439,'Poisonous Marmoset Swarm','A Titan Tech prank that got out of hand, these bands of ten-centimeter-tall poisonous primates were thought to have been eradicated, but it''s always possible some got away.

\nSkills: Climbing 80, Fray 60, Infiltration 50, Unarmed Combat 50
\nAttacks: Bite (1d10 ÷ 2) - 1 DV
\nImplants: Poison Gland (BTX), Swarm Composition','PEG',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(439,'Poisonous Marmoset Swarm','A Titan Tech prank that got out of hand, these bands of ten-centimeter-tall poisonous primates were thought to have been eradicated, but it''s always possible some got away.

\nSkills: Climbing 80, Fray 60, Infiltration 50, Unarmed Combat 50
\nAttacks: Bite (1d10 / 2) - 1 DV
\nImplants: Poison Gland (BTX), Swarm Composition','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(440,'Polarization vision','Characters capable of seeing polarized light can view an aspect of light most humans only see weakly. Polarization reveals visual characteristics much in the way that color does for normal vision: it enhances contrast, foils camouflage, and helps to detect patterns and objects, particularly in light that is reflected off a shiny surface or scattered through the atmosphere or water. One major use of polarization is easier orien- tation in relation to polarized light sources (such as navigating underwater by the direction of sunlight). It also allows better detection of water surfaces, reflective surfaces, and certain patterns made in the water or on skin (which can be created by chameleon skin). Polarization vision can discriminate watery surfaces from mirages and better detect transparent objects. In game terms, polarization vision allows the character to ignore negative visual Perception modifiers for camouflage, transparency, or viewing underwater. At the gamemaster''s discretion, it may provide a bonus modifier for Perception Tests to detect patterns and Navigation Tests where orientation to light sources is beneficial.','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(441,'Police Baboon','Policebaboons are transgenic ape baboons modified for obedience, heightened intelligence, and longer attention spans. Still of only (enhanced) animal intelligence, they are typically fielded in groups of two to seven with police handlers. Working as a police baboon handler is an extremely dangerous job, as the baboons have been known to turn as a pack upon their handler in mentally stressful situations, such as when attacked with sensory or nerve agents, or more rarely when subjected to psi or encounters with exsurgents. Nonetheless, baboon units remain popular with police commanders for tracking, crowd control, and guarding prisoners. Baboons are frighteningly strong, and a pack of them can easily immobilize most prisoners--or tear them apart, if commanded. They are sometimes equipped with body armor and clubs. They are adapted to breathe Martian atmosphere.

\nImplants: Enhanced Respiration, Enhanced Vision,\nLight Bioweave Armor (AV 2/3), Neurachem\n(Level 1), Temperature Tolerance
\nAttacks: Bite (DV 1d10 + 2), Club (DV 1d10 + 3),\nUnarmed (DV 1d10 + 1)','PEG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(442,'Portable Plane','Powered by superconducting batteries and with an exceedingly small but powerful electric motor, this light but durable propeller plane is made of smart materials that allow it to be swiftly folded up into a small portable package. Different versions are designed for flight on Mars, Titan, or Venus, each taking 10 minutes to assemble or disassemble. The Martian version unpacks into an airplane with a wingspan of 11 m with a top speed of 250 kph and a cruising speed of 220 kph and a range of 1,300 km. The Venusian version has a wingspan of 9 m, a top speed of 200 kph and a range of 1,000 km. The version designed for use on Titan has a wingspan of 8 m and has a top speed of 200 kph and a range of 2,000 km. In all versions, the two occupants ride in an inflatable and insulated pressurized bubble with a life support system capable of providing clean air and comfortable temperatures for 20 hours on Mars and Venus, and 15 hours on Titan. ','VEG',5000,0,0,'0',0,'EVERY','N'); @@ -3564,16 +3564,16 @@ INSERT INTO gear VALUES(453,'Privacy Pod','Privacy pods are portable self-assemb INSERT INTO gear VALUES(454,'Probability Mapping','Though most effective with massive data sets and quantum computers, a standard user and their muse can still benefit from using probability mapping software to predict things like traffic, peak travel times, crime rates, and other periodic and habitual events. When supplied with data on a particular person, this software can make a guess as to their likely current whereabouts, activities, and possibly even moods and other factors. ','SOF',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(455,'Proteans','This nanoswarm is designed to disassemble other materials and objects and to create a single specific, pre-programmed device from the components (much like a specialized nanofabricator). The proteans must be able to scavenge appropriate raw materials (for example, to create a metallic device the nanobots must transform something else made of metal). The construction time takes 1 hour per cost category of the item (1 hour for a Trivial cost item, 2 hours for Low, etc.). ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(456,'Proximity Ammo','Proximity is an explosive ammunition that identifies the target when fired via smartlink. If the round determines that it will miss the target, it will still explode if it reaches the close proximity of the target. If the attack misses with an MoF of 10 or less, the round explodes 1d10 meters away from the target and inflicts 1d10 area effect damage in the proximity of the target. ','WAM',1000,0,0,'+2',1,'EVERY','N'); -INSERT INTO gear VALUES(457,'Psi Inhibitor','Inhibitor is a cocktail of neurochemicals that block some brain receptor and transmitter functions in an attempt to reduce psi-waves and block or impair sleights. This drug is commonly used to restrain async prisoners from using their abilities. A drugged character must make a WIL Γƒβ€” 2 Test. If they fail, they lose all psi abilities for the drug''s duration. If they succeed, they suffer a -30 impairment on Psi skills and all strain is doubled. Inhibitor has an unfortunate side effect of doping the character down, however; apply a -10 modifier to their COG. Inhibitor-influenced characters tend to have a glazed, dopey expression and have difficulty getting excited or emotional. ','DRG',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(457,'Psi Inhibitor','Inhibitor is a cocktail of neurochemicals that block some brain receptor and transmitter functions in an attempt to reduce psi-waves and block or impair sleights. This drug is commonly used to restrain async prisoners from using their abilities. A drugged character must make a WIL x 2 Test. If they fail, they lose all psi abilities for the drug''s duration. If they succeed, they suffer a -30 impairment on Psi skills and all strain is doubled. Inhibitor has an unfortunate side effect of doping the character down, however; apply a -10 modifier to their COG. Inhibitor-influenced characters tend to have a glazed, dopey expression and have difficulty getting excited or emotional. ','DRG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(458,'Psi Jammer','This device jams frequencies used by brainwaves within a 20-meter radius. This has no effect on brain functions, but it does prevent any ranged used of psi sleights within this area of effect.','STD',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(459,'Psi-Opener','Psi-opener drugs are variants of the Watts-MacLeod strain with a temporary effect and which do not permanently alter the user''s brain. Psi-opener temporarily imbues the user with the ability to use one particular sleight, regardless of whether or not they have the Psi trait. Each type of Psi-opener is customized for a particular sleight. While primarily intended for non-asyncs, non-asyncs may not possess Psi skills, so they must default to WIL. For this reason, Psi-Opener is often doubled up with Psike-out.

\nUsing Psi-opener is a mind-wrenching experience. Users are occasionally subject to hallucinations (gamemaster discretion). When the drug wears off, it inflicts 1d10 points of mental stress, +2 if the drug imbues a psi-gamma sleight. ','DRG',20000,0,0,'1d10 stress',0,'EVERY','N'); INSERT INTO gear VALUES(460,'Psike-Out','Psike-out bolsters an async''s psi abilities. Apply a +20 modifier to the async''s Psi skill tests for the drug''s duration. However, also apply +2 to all strain DVs for the drug''s duration. Psike-out is mentally addic- tive, with an Addiction Modifier of -10.','DRG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(461,'Puppet Sock','This implanted computer allows the biomorph''s body (the "puppet") to be controlled by another character (the "puppeteer"). While active, the puppet has no control over their body and is simply along for the ride (at the gamemaster''s discretion, puppets who are tormented by repeated or extensive loss of control may suffer mental stress). The puppe- teer may directly "jam" the puppet or remote control it in the same way that robots and pods are teleoperated. The puppeteer must either be ghost- riding the puppet or have a direct communications link (via mesh, radio, laser, etc.). ','IMG',1000,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(462,'Quantum Computer','These advanced devices make use of quantum computation, allowing them to handle extremely large numbers with ease. This makes them especially useful for codebreaking.','STD',20000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(463,'Quantum Dot Camera-Display','These fullerene devices acts as both high-resolution display and camera. They can be painted on almost any surface. Because they do not have lenses, they cannot be detected by lens spotter systems. When not displaying images, they are also difficult to spot visually; apply a Òˆ’20 modifier. They are hyperspectral, sensing from near-infrared to ultraviolet wave- lengths. ','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(463,'Quantum Dot Camera-Display','These fullerene devices acts as both high-resolution display and camera. They can be painted on almost any surface. Because they do not have lenses, they cannot be detected by lens spotter systems. When not displaying images, they are also difficult to spot visually; apply a -20 modifier. They are hyperspectral, sensing from near-infrared to ultraviolet wave- lengths. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(464,'Quantum Radar','These advanced radar systems employ entangled emissions to acquire a higher resolution, similar to using a shorter wavelength. Quantum radar produces images with detail equivalent to terahertz or infrared, making it better for detecting concealed objects and targets. Apply a +20 modifier to Perception Tests made with quantum radar systems. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(465,'Radar','Radar sensors work by actively emitting radio waves and microwaves and measuring them as they bounce off the target. Radar works best when detecting metallic objects, and is less effective (–20 modifier) against biomorphs and small items. Resolution is not high, however, so it can see shapes but not colors or fine details. It can be used to detect both speed and movement, can β€œsee” through walls (up to a cumu- lative Armor + Durability of 100), and can detect cybernetic implants or concealed items. At close ranges (1–2 meters), it can detect pulse rate and respiration by measuring the motion of the chest cavity.','IMG',250,0,0,'0',0,'SYNTH','Y'); -INSERT INTO gear VALUES(466,'Radar absorbent','The shell is constructed with materials that either pass, absorb, or trap radar and terahertz waves, reducing its sensor signature. Though sensor processing has improved significantly, radar absorbent materials can still provide some protection from detection. Apply a Òˆ’20 modifier to detect the shell with radar and terahertz frequencies. This mod is compatible with the reduced signature mod.','IMG',1000,0,0,'0',0,'SYNTH','Y'); +INSERT INTO gear VALUES(466,'Radar absorbent','The shell is constructed with materials that either pass, absorb, or trap radar and terahertz waves, reducing its sensor signature. Though sensor processing has improved significantly, radar absorbent materials can still provide some protection from detection. Apply a -20 modifier to detect the shell with radar and terahertz frequencies. This mod is compatible with the reduced signature mod.','IMG',1000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(467,'Radar Cloak','This cloak works like the invisibility cloak (p. 316, EP), except that it bends radar frequencies and makes the wearer invisible to radar sensors. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(468,'Radar invisibility','This shell is coated with a layer of radar-transparent metamaterials with a negative refractive index. It is effectively invisible to radar waves; they simply bend around the shell as if it were not there. The shell cannot be detected by radar, but is visible at other frequencies. This mod is not compatible with the invisibility, radar absorbent, or reduced signature mods, nor may it be used in conjunction with an invisibility cloak. Shells with this mod cannot detect radar themselves.','IMG',20000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(469,'Radiation Sense','The character can sense the presence and approximate source of all forms of dangerous radiation, including neutrons, charged particles, and cosmic rays. ','IMG',250,0,0,'0',0,'EVERY','Y'); @@ -3581,17 +3581,17 @@ INSERT INTO gear VALUES(470,'Radiation Shielding','This enhancement hardens the INSERT INTO gear VALUES(471,'Radiation Tolerance','This mod may only be installed in morphs with medichines. The biomorph''s DNA is redundantly encoded and vital tissues are actively replaced. Additionally, vital systems are protected with special shielding sleeves and blood filters, and many chemical processes are reinforced against disruption. The morph can survive radiation exposure thirty times as effectively as if unaugmented. ','IMG',20000,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(472,'Radio Beacon','This portable, medium-sized radio transmitter has an open range of 250 kilometers. It can be programmed with any message(s) the user desires and set to repeat, alternate, or broadcast according to schedule. It can also be set to only broadcast after it receives a prepro- grammed signal. Radio beacons are used as claim markers for resource or archeological finds, as planted messages to follow-up teams or rescuers, and for automatically warning people away from dangerous or secured areas. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(473,'Radio Booster','This device boosts the range and sensitivity of short-range radios, like those from implants, ectos, or microbugs. The booster must be with the shorter-ranged device''s range (or directly linked via fiberoptic cable). It will repeat any transmissions received from that device, but at its extended range of 25 kilometers in urban areas (250 kilometers remote areas). Broadcasts from a radio booster are easy to receive by anyone looking for broadcasts, though transmissions may be stealthed. Boosters are commonly used by characters traveling far from habitats or other civilized regions. ','STD',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(474,'Radio Motion Detection','Technically known as variance-based radio tomographic imaging, this sensing technique can be used with any wireless radio devices. It is especially useful in urban areas, where wireless devices are everywhere. Because this system is passive, using existing signals, it does not alert the target. To detect motion in a target area, the software measures and analyzes the transmission and reception of radio signals originating on opposing sides of the target area. Variations in these signals detect movement in the area, which can be overlaid on a map of the area to pinpoint target locations. Since wireless radio signals penetrate walls and other obstructions, this can be used to identify unseen movement inside a structure, without giving away the scanning as t-rays or radar would. This method is roughly accurate to within 5 meters, Òˆ’1 meter per 10 points of MoS on an Interfacing Test. Resolution is poor, with few details on the target provided. ','SOF',250,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(474,'Radio Motion Detection','Technically known as variance-based radio tomographic imaging, this sensing technique can be used with any wireless radio devices. It is especially useful in urban areas, where wireless devices are everywhere. Because this system is passive, using existing signals, it does not alert the target. To detect motion in a target area, the software measures and analyzes the transmission and reception of radio signals originating on opposing sides of the target area. Variations in these signals detect movement in the area, which can be overlaid on a map of the area to pinpoint target locations. Since wireless radio signals penetrate walls and other obstructions, this can be used to identify unseen movement inside a structure, without giving away the scanning as t-rays or radar would. This method is roughly accurate to within 5 meters, -1 meter per 10 points of MoS on an Interfacing Test. Resolution is poor, with few details on the target provided. ','SOF',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(475,'Raptor','Raptor is a strength-boosting drug that only affects neo-avians. It increases their wing power and speed, as well as boosting the grip of their talons. Apply a +5 SOM bonus and a +20 modifier to Flight Tests to increase movement (like Sprinting, p. 190, EP). ','DRG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(476,'Reactive Ammo','The casing on these projectiles is made of reactive materials that release a large amount of energy when subjected to a sudden shock or impact-- such as striking a target. In other words, they explode or superheat when they hit. ','WAM',250,0,0,'+2',2,'EVERY','N'); INSERT INTO gear VALUES(477,'Reactive Armor-Piercing Ammo',' This is a tungsten-carbide armor-piercing round with a reactive casing, allowing the ammunition to penetrate even further. ','WAM',1000,0,0,'-1',6,'EVERY','N'); -INSERT INTO gear VALUES(478,'Reactive Coating','A thick layer of advanced nanotech is applied to the armor, protecting it with a colony of nanobots designed to sense incoming attacks. When an attack strikes the coating, it detonates to disrupt the attack. Bursts and full autofire are treated as a single attack. A reactive coating increases the Armor Value by +5/+5, but each detonation automatically inflicts 1 point of damage on the wearer. Reactive armor also works against melee attacks, but the attacker also suffers 1d10 ÷ 2 (round up) points of damage per attack (armor protects) from the microexplosion. Reactive coating only works against 5 attacks, after which the specialized nanobot hive replenishes the coating at the rate of 1 use per hour. ','ARM',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(478,'Reactive Coating','A thick layer of advanced nanotech is applied to the armor, protecting it with a colony of nanobots designed to sense incoming attacks. When an attack strikes the coating, it detonates to disrupt the attack. Bursts and full autofire are treated as a single attack. A reactive coating increases the Armor Value by +5/+5, but each detonation automatically inflicts 1 point of damage on the wearer. Reactive armor also works against melee attacks, but the attacker also suffers 1d10 / 2 (round up) points of damage per attack (armor protects) from the microexplosion. Reactive coating only works against 5 attacks, after which the specialized nanobot hive replenishes the coating at the rate of 1 use per hour. ','ARM',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(479,'Recon Flyer (50)','Micro-sized recon flyers are equipped with hydrogen-filled balloons for lift while small turbofans provide propulsion. They are packaged with their gas bags deflated, but when activated fill up and take off quickly. Like other recon bots they are equipped with image recognition software and are useful for locating lost or hidden items. They are typically deployed as an airborne microswarm.','ROG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(480,'Recon Flyer (Single)','Micro-sized recon flyers are equipped with hydrogen-filled balloons for lift while small turbofans provide propulsion. They are packaged with their gas bags deflated, but when activated fill up and take off quickly. Like other recon bots they are equipped with image recognition software and are useful for locating lost or hidden items. They are typically deployed as an airborne microswarm.','ROG',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(481,'Recon Hopper (20)','These mini-sized bots are used to scout surface terrain, particularly in environments without atmospheres where recon flyers are no use. Their light weight and hopping movement enable them to cover even rough terrain quickly, especially in low-gravity environments. They are also small enough to walk into small holes or explore crevasses or ice fractures. They are typically deployed in swarms to cover a large area thoroughly. Like other recon bots they are equipped with image recognition software and are useful for locating lost or hidden items.','ROG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(482,'Recon Hopper (Single)','These mini-sized bots are used to scout surface terrain, particularly in environments without atmospheres where recon flyers are no use. Their light weight and hopping movement enable them to cover even rough terrain quickly, especially in low-gravity environments. They are also small enough to walk into small holes or explore crevasses or ice fractures. They are typically deployed in swarms to cover a large area thoroughly. Like other recon bots they are equipped with image recognition software and are useful for locating lost or hidden items.','ROG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(483,'Recon Snake','This meter-long synthetic snake is ideal for exploring cracks, holes, and similar tight spots. It can narrow its shape to squeeze through thin openings. It can also climb rough surfaces, trees, and poles by wrapping parts of its body around the object in order to reach higher points or spy from the treetops. Like other recon bots, recon snakes are equipped with image recognition software. ','ROG',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(484,'Reduced signature','This shell has been structurally modified to provide a much smaller radar cross-section. Shells with this modification have a very obvious streamlined, rounded and/or angular look, with no bulky pods or modules. External engines are instead incorporated into the frame. This enhancement is normally only applied to winged, rotorcraft, ionic, or thrust vector shells; apply a Òˆ’30 modifier to detect these shells with radar and terahertz frequencies. For all other shells, a Òˆ’10 modifier is applied. This modifier may not be applied to hoppers, tracked shells, or walkers while they are moving, as their mobility systems negate the advantage. The modifier from this enhancement is cumulative with the radar absorbent enhancement.','IMG',5000,0,0,'0',0,'SYNTH','Y'); +INSERT INTO gear VALUES(484,'Reduced signature','This shell has been structurally modified to provide a much smaller radar cross-section. Shells with this modification have a very obvious streamlined, rounded and/or angular look, with no bulky pods or modules. External engines are instead incorporated into the frame. This enhancement is normally only applied to winged, rotorcraft, ionic, or thrust vector shells; apply a -30 modifier to detect these shells with radar and terahertz frequencies. For all other shells, a -10 modifier is applied. This modifier may not be applied to hoppers, tracked shells, or walkers while they are moving, as their mobility systems negate the advantage. The modifier from this enhancement is cumulative with the radar absorbent enhancement.','IMG',5000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(485,'Reflex Boosters','The morph''s spinal column and nervous system is rewired with superconducting materials, boosting transmission speed. This raises the character''s REF by +10 and improves Speed by\n+1.','IMG',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(486,'Refractive Glazing','A combination of reflectors, refractive metamaterials, and an energy transfer system with heat radiators provides extra protection against energy weapons. ','ARM',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(487,'Regular Ammo','This standard metal projectile is designed to put holes into morphs.','WAM',50,0,0,'0',0,'EVERY','N'); @@ -3608,13 +3608,13 @@ INSERT INTO gear VALUES(497,'Rocket Pack','This is a miniature metallic hydrogen INSERT INTO gear VALUES(498,'Roller','Only for circular shells This system allows the synthmorph to roll like a ball. The shell rolls around an interior axle, propelled by a motor-driven pendulum. ','IMG',1000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(499,'Rotorcraft','Rotating blades create lift, allowing the shell to move and hover like a helicopter. Most models use tilt-rotors or tilt-wings so that the rotor- blades may be moved forward (for faster propeller- like propulsion) and for better maneuverability in zero-G. This system does not work in vacuum. ','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(500,'Rust Hound','Rust hounds are large, transgenic dogs. In addition to being able to breathe the Martian atmosphere, they''re able to smell it and are sometimes used as trackers.

\nImplants: Enhanced Hearing, Enhanced Smell, Light Bioweave Armor (AV 2/3), Neurachem (Level 1), Temperature Tolerance, Toxin Filters
\nAttacks: Bite (DV 1d10 + 2)','PEG',5000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(501,'Saboteurs','Sab nanobots are designed to infiltrate electronics or machinery and sabotage them in small but difficult to discern ways: severing connections, disabling components, gumming up moving parts, etc. Saboteurs inflict damage on devices similar to disassemblers, but the target is not destroyed and such damage is not immediately obvious. They inflict 1d10 ÷ 2 points of damage to synthmorphs, bots, and other devices every Action Turn. Armor has no effect, but accumulated damage counts as a wound when the Wound Threshold is reached. ','STD',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(501,'Saboteurs','Sab nanobots are designed to infiltrate electronics or machinery and sabotage them in small but difficult to discern ways: severing connections, disabling components, gumming up moving parts, etc. Saboteurs inflict damage on devices similar to disassemblers, but the target is not destroyed and such damage is not immediately obvious. They inflict 1d10 / 2 points of damage to synthmorphs, bots, and other devices every Action Turn. Armor has no effect, but accumulated damage counts as a wound when the Wound Threshold is reached. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(502,'Safety System','A biometric (palmprint or voiceprint) or ego ID sensor is embedded in the weapon, disabling it if anyone other than an authorized user attempts to fire it.','WAC',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(503,'Satnet-In-A-Can','One of the first steps to establishing an outpost on any exoplanet is to install a a basic satellite network. A satnet-in-a-can is a large metallic hydrogen-fueled missile that carries 32 small satellites. Each of the 32\nsatellites is a 1-kilogram sphere only 10 centimeters in diameter. The missile itself is 40 centimeters in diameter, 2 meters long, and 300 kilograms in weight. This rocket can be used on any world with a gravity of 1.8 g or less. It includes a smart material launch tube that extends struts and supports to automatically aim the missile in the correct trajectory. To use it, all the owner needs to do is set it up in a roughly vertical position, turn it on, and stand back. The missile will then automatically aim and launch. Once it reaches the proper altitude, it will deploy the satellites into intermediate circular orbit. Between 1 and 2 days later, the satellites will be in position and the satnet will come fully online.

\nThe satellites provide GPS data to anyone on the planet''s surface as well as continuous low-resolution observation of the entire surface using the ultra- violet, visual, and infrared spectrums. These satellites provide a top resolution of only 100 meters on 1 g planets; around lower-gravity planets the satellites are closer to the ground and get better resolution, around higher-gravity exoplanets their altitude is higher and so they can only see larger details.

\nThis satnet can provide a rough map of the planet in just under a day. It can also provide continuous real-time imagery of the entire surface, allowing anyone linked to the network to instantly learn of volcanic eruptions, large earthquakes, spaceship launches, meteor strikes, the detonation of any atomic weapons or similar large bombs, or any other large- scale events. The network''s software can both analyze weather patterns and do limited weather prediction for any location on the planet''s surface (Academics: Meteorology skill of 60).

\nThese satellites also provide a network of communi- cations relays so that anyone with a radio booster can communicate with anyone else with a radio booster, anywhere on the planet. This effectively facilitates a global mesh for anyone with a radio booster. The satnet transmissions are also boosted, so anyone with basic mesh inserts or an ecto can receive its broadcasts.\nThough this is a large and pricey piece of gear, the advantages it provides are great enough to justify the cost and difficulty of transport. ','STD',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(504,'Saucer','These disc-shaped drones are lightweight and quiet. They are typically launched by throwing them like a frisbee, after which they propel themselves with an ionic drive. Saucers make excellent\n"eye in the sky" monitors and scouts. ','ROG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(505,'Scarification','Given modern medical abilities, scars of any sort are purely an affectation. ','IMG',50,0,0,'0',0,'BIOPOD','Y'); INSERT INTO gear VALUES(506,'Scent Alteration','Minor changes to a body''s bio- chemistry can alter a character''s natural smell or constantly perfume them. ','IMG',50,0,0,'0',0,'BIOPOD','Y'); -INSERT INTO gear VALUES(507,'Schizo','Schizo is a nanodrug that mirrors the effects of paranoid schizophrenia. It is popular in some hyperelite social circles as a truly daring and intriguing experience. A dose of schizo looks like a disposable antique razor blade. Making an incision in the skin releases a swarm of nanobots that travel to the central nervous system and induce the effects of the drug. While in effect, the character is severely paranoid and hears voices. How this plays out is at the discretion of the gamemaster, but should include irrational fears, unusual compulsions based on the instructions of the voice or voices, and a strong possibility that the character will behave in a violent or destructive fashion. The character may make WIL Γƒβ€” 3 Tests to avoid violent acts against objects or strangers. Friends and trusted acquaintances are probably less likely to be targets of violence (+30 modifier to avoid hurting people the character cares about or destroying important possessions). Note that the character''s muse is unaffected by Schizo and can make efforts to babysit the character. Characters who take Schizo suffer 1d10 mental stress.','DRG',250,0,0,'0',0,'BIO','N'); +INSERT INTO gear VALUES(507,'Schizo','Schizo is a nanodrug that mirrors the effects of paranoid schizophrenia. It is popular in some hyperelite social circles as a truly daring and intriguing experience. A dose of schizo looks like a disposable antique razor blade. Making an incision in the skin releases a swarm of nanobots that travel to the central nervous system and induce the effects of the drug. While in effect, the character is severely paranoid and hears voices. How this plays out is at the discretion of the gamemaster, but should include irrational fears, unusual compulsions based on the instructions of the voice or voices, and a strong possibility that the character will behave in a violent or destructive fashion. The character may make WIL x 3 Tests to avoid violent acts against objects or strangers. Friends and trusted acquaintances are probably less likely to be targets of violence (+30 modifier to avoid hurting people the character cares about or destroying important possessions). Note that the character''s muse is unaffected by Schizo and can make efforts to babysit the character. Characters who take Schizo suffer 1d10 mental stress.','DRG',250,0,0,'0',0,'BIO','N'); INSERT INTO gear VALUES(508,'Scorcher','Scorchers are a tank-like mining shell used by both corporate mining operations and nomadic sifters on Mercury. Scorchers are designed to operate on Mercury''s terminus and night-side, but they can also survive the planet''s day-side extreme heat conditions. Due to their extensive heat and radiation shielding and cooling systems, scorchers are heavy and slow. Four sturdy legs carry their bulky 3-meter frames, while two manipulator arms allow the morph to carry and manipulate tools. Four additional tool-arm sockets allow for customized equipment such as shovels, drills, pneumatic hammers, and similar mining/construction tools to be attached.

\nEnhancements: +10 SOM, Access Jacks, Enhanced Vision, Extra Limbs (6-10), Extreme Heat\nShielding, Industrial Armor, Radar, Radiation Shielding, Sonar, Wrist-Mounted Tools','ROG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(509,'Scour Rings','An unknown number of scour rings were discovered on the sub-arctic beach of an unnamed exoplanet devoid of other interesting features. It appeared that they were scattered from the air at least a hundred thousand years ago, and had embedded themselves in the hard crystalline sands. The gatecrashers who found them turned them into Pathfinder for the reward. Soon thereafter, the rings were stolen from Pathfinder''s labs by an unknown party. Several have since shown up, available on the black market.

\nEach ring is 35 centimeters in diameter and 4.5 centimeters in width, leaving a central "hole" 26 centimeters in diameter. They are about 1 centimeter thick, with a lozenge-shaped cross-sectional profile. The external edges are as sharp as a conventional combat knife. When shaken hard, a scour ring will activate and a colorless, slightly refractive energy field will project across the inner space of the ring, looking much like a luminescent soap bubble.

\nAnything passed through this energy field is instantly disassembled into its constituent atoms, giving off eerie blue Cherenkov radiation in the process. Once an object of at least 1 kilogram has passed through the scour ring and been disassembled, the energy field deactivates and the ring becomes inert until shaken again.

\nIf a character or creature passes a limb or other body part through an activated ring, the gamemaster determines the damage inflicted as appropriate to the situ- ation. As a rule of thumb, inflict 2d10 + 5 DV (armor has no effect) and an automatic wound. Anything passed through the ring is destroyed. ','STD',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(510,'Scourers','Scourers are a type of nanoswarm/microswarm (p. 328, EP) and follow all of the normal rules for such. Scourers are used for xenoarcheological digs. They are programmed to analyze the dirt, regolith, ice, or other ground covering in a particular area and then to systematically remove it, layer by layer. Anything that is found that does not match this matter has its location tagged, then the swarm uses ultrasound to clear the item and clean it. Uncovered items are imaged, tagged again, and their data uploaded to a three-dimensional map of the dig site and all objects found. ','STD',1000,0,0,'0',0,'EVERY','N'); @@ -3627,7 +3627,7 @@ INSERT INTO gear VALUES(516,'Seeker Pistol ','This pistol-sized seeker launcher INSERT INTO gear VALUES(517,'Seeker Rifle','The seeker rifle comes in a bullpup configuration and fires either micromissiles or minimissiles in semi-auto mode. It is a two-handed weapons. ','WSE',5000,0,0,'depending ammo type',0,'EVERY','N'); INSERT INTO gear VALUES(518,'Self-Healing','The armor is equipped with a nano- hive that acts like repair spray.','ARM',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(519,'Sense Filter','This implant enables a character with a biological hyperspectral enhanced sense (enhanced hearing, smell, or vision) to filter out certain wavelengths and inputs like an equivalent technological sensor device. Normally a person with enhanced vision would experience terahertz, infrared, standard visual, ultraviolet, and gamma ray frequencies all at once. With this implant, however, they can tune out some wavelengths, ignoring them while still seeing the others. The same effect applies to audio or olfactory input, and the filter also allows the user to isolate specific noises or smells, canceling out sensory clutter or focusing on a specific source. This implant must be acquired separately for each sense.','IMG',250,0,0,'0',0,'EVERY','Y'); -INSERT INTO gear VALUES(520,'Sensor Concealment','Many sensors are hidden within everyday objects or constructed to look like something different so as not to be an obvious surveillance tool. This modification to a sensor device applies a Òˆ’30 modifier to Perception Tests made to spot it and identify it as a sensor.','STD',250,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(520,'Sensor Concealment','Many sensors are hidden within everyday objects or constructed to look like something different so as not to be an obvious surveillance tool. This modification to a sensor device applies a -30 modifier to Perception Tests made to spot it and identify it as a sensor.','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(521,'Sentry Bot','Sentry bots come in many makes and models; the version described here is typical of its kind. Maneuvering on four multi-directional smart treads, this transhuman-sized bot is armored and loaded with weaponry. Used throughout the solar system for security and defensive purposes, gatecrashers often bring sentry bots along as a line of defense against hostile life or other threats. This line of bots is equipped with four weapon mounts, carrying by default a laser pulser, agonizer, shredder, and seeker rifle. The beam weapons are continuously powered by the robot''s nuclear battery, while the ammo bins have enough capacity for 1,000 shredder flechettes and 20 minimissiles. Sentry AIs have Beam Weapons 40, Fray 40, Perception 40, Seeker weapons 40, and Spray\nWeapons 40. ','ROG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(522,'Servitor','Servitors are the most common robot, acting as cooks, janitors, universal helpers, movers, and personal aides. Every home has one, if not several. Servitors are intentionally built in non-humanoid forms so as not to confuse them with common synthmorphs and in order to defuse bad feelings at ordering them around. However, they all have some form of "face" to interact with, so as not to be too machine-like. ','ROG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(523,'Sex Switch','A complex suite of alterations allows the character to switch their physical sex to male, female, hermaphrodite, or neuter. This change is mentally triggered but takes approximately 1 week to complete.','IMG',1000,0,0,'0',0,'BIOPOD','Y'); @@ -3644,7 +3644,7 @@ INSERT INTO gear VALUES(533,'Shutter','Shutters target the victim''s sensory cor INSERT INTO gear VALUES(534,'Siftrunner','Similar to the Martian rover, this mobile habitat is designed for use by sifters and other surface miners on Mercury. It has the same features as the rover, except that it is also designed to withstand the extreme temperatures on Mercury''s surface and carries extra radiation shielding.','VEG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(535,'Silencer/Sound Suppressor','This barrel-mounted accessory reduces the sound of a firearm''s discharge (they may not be used on railguns). Apply a -10 modifier on hearing-based Perception Tests to hear or locate the gun''s firing.','WAC',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(536,'Simulspace Subscription','This will buy you access to the simulspace of your choice, whether you want it for a private meeting/vacation or to play the latest and hottest VR game. monthly subscription.','SOF',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(537,'Skeletal Disguise','This implanted nanobot system is designed to disguise a subject''s skeletal structure and create false sensor readings, either to avoid identification or to mimic an existing skeletal pattern. An existing pattern can only be mimicked if the character is of equivalent body mass and size. Altering the skeletal signature takes 20 minutes. Apply a Òˆ’30 modifier to the scanner system''s Perception Test. ','IMG',20000,0,0,'0',0,'EVERY','Y'); +INSERT INTO gear VALUES(537,'Skeletal Disguise','This implanted nanobot system is designed to disguise a subject''s skeletal structure and create false sensor readings, either to avoid identification or to mimic an existing skeletal pattern. An existing pattern can only be mimicked if the character is of equivalent body mass and size. Altering the skeletal signature takes 20 minutes. Apply a -30 modifier to the scanner system''s Perception Test. ','IMG',20000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(538,'Skillware','The morph''s brain is laced with a network of artificial neurons that may be formatted with downloaded information. This allows the user to download skillsofts into their brains, gaining the use of those programmed skills until the skillsoft is erased or replaced. Skillware systems are only capable of handling 100 total skill points worth of skillsofts at a time. ','IMG',5000,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(539,'Skimmers','Habitats in orbit around the gas giants--Jupiter, Saturn, Uranus, and Neptune--operate craft specifi- cally designed to fill their tanks with atmospheric gases, like hydrogen and helium, and rocket back to the habitat for offloading. This is the primary method for collecting helium-3 for fusion reactors. Atmospheric mining craft--skimmers--must be adapted for their particular environment to safely operate. For example, Jovian skimmers require larger engines to overcome the planet''s gravity well and heavier shielding for electronics. Even virtual crew operating the skimmer require some protection for their digital systems. Saturnian skimmers must deploy retractable stabilizers to maintain control in the high winds. Nuclear thermal rockets are common amongst all skimmers because of their high thrust-to-weight ratio and ability to use the ambient atmosphere as reaction mass. ','ROG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(540,'Skin Pocket','The morph has a pocket within its skin layer, capable of holding and providing concealment (+30) for small items. ','IMG',50,0,0,'0',0,'BIOPOD','Y'); @@ -3657,11 +3657,11 @@ INSERT INTO gear VALUES(546,'Slip','This liquid is almost entirely frictionless. INSERT INTO gear VALUES(547,'Small Jet','Methane-powered jet planes are one of the most common forms of fast transport on Mars and Venus. Similar planes are used on Titan, except that they carry both liquid methane and liquid oxygen. These jets range in size from huge vehicles the size of late 20th-century airliners to small planes designed to carry half a dozen passengers. All jets are made using smart materials, so that their wings and frames can adapt to a wide range of speeds and altitudes. One common small jet has similar versions in use on Venus, Mars, and Titan, has a single jet engine and has a life support system capable of providing air for up to 100 hours. The Venusian and Martian versions both have a top speed of 900 kph, a wingspan of 11 m, and a maximum range of 5,000 km. The version designed for Titan has a wingspan of 8 m, a top speed of 650 kph, and a range of 4,000 km. Jets are equipped with headlights, radio boosters, and radar with a range of up to 250 km. ','VEG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(548,'Smart Anchors','This harness is worn by a user but operated by a built-in AI. When activated, the harness deploys up to six anchoring cables with a reach of ten meters. These cables are designed to either spike into dirt, rock, or ice or use grip pads to fasten to an appropriate surface, with the intention of keeping them anchored should they accidentally drift off into space or kick off with enough force to reach a terminal velocity. The cables shorten or lengthen as needed to give the wearer slack and the freedom to move around. If the user moves a distance farther than one cable can reach, it will retract that cable and immediately deploy another. The device always keeps at least three cables anchored at a time. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(549,'Smart Camel','Used as a riding and pack animal, smart camels are both less smelly and less obstinate than their unmodified forebears.','PEG',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(550,'Smart Cat','Though smart cats deign to let humans pet and feed them, they are even more stubborn and independent than their baseline forebears. Nevertheless, some have been trained for surveillance and other purposes.\n

\nSkills: Climbing 30, Fray 30, Freerunning 30, Infiltration 40, Perception 30, Scrounging 30, Unarmed Combat 30\n
\nEnhancements: Claws, Enhanced Hearing, Enhanced Smell, Enhanced Vision\n
\nMovement Rate: 4/20\n
\nAttack: Claws, 1d10 + 2 DV, AP Òˆ’1','PEG',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(550,'Smart Cat','Though smart cats deign to let humans pet and feed them, they are even more stubborn and independent than their baseline forebears. Nevertheless, some have been trained for surveillance and other purposes.\n

\nSkills: Climbing 30, Fray 30, Freerunning 30, Infiltration 40, Perception 30, Scrounging 30, Unarmed Combat 30\n
\nEnhancements: Claws, Enhanced Hearing, Enhanced Smell, Enhanced Vision\n
\nMovement Rate: 4/20\n
\nAttack: Claws, 1d10 + 2 DV, AP -1','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(551,'Smart Clothing','Smart clothing can change its color, texture, and even its cut, taking only a minute or two to transform from a solid color jumpsuit to a plaid party dress or a replica of a pinstriped, late 20th century business suit. It can also camouflage the wearer, providing a +20 bonus to Infiltration Tests to avoid being seen, as long as the wearer is stationary or not moving faster than a slow walk, and as long as the wearer is completely covered or also using chameleon skin of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10. Smart clothing also keeps the character warm or cool, allowing the character to exist comfortably in environments from -40 to 70 C. ','ARM',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(552,'Smart Dogs','Commonly used as discriminatory guardians, smart dogs are sometimes enhanced with combative bioware or cybernetics. ','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(553,'Smart Dust','This device is a walnut-sized specialized nanobot generator that creates tiny sensor nanobots, each one of which is a tiny sphere the diameter of a human hair. A packet of smart dust nanobots is sufficient to perform detailed surveillance on a large room like an auditorium has a volume of 1 cubic centimeter and contains 3 million nanobots. Each nanobot contains tiny cameras, microphones, a tiny computer, a radio, and chemical sensors, as well as short legs that allow them to walk and climb at a rate of 5 cm per second.

\nWhen a character dumps a packet of smart dust in a room, it will cover every surface in the room within 20 minutes, including all furniture and the insides of every drawer and other space that is not airtight. At this point, the smart dust has recorded all data about the room that can be obtained by exceedingly detailed observation, including the DNA of everyone who has visited the room in the last week or two. The smart dust can then either broadcast a brief, highly compressed signal, or it can send all of its information to a few hundred nanobots that then walk to a prearranged destination for pickup and downloading by their user. The user need only find a single nanobot with a nanodetector to acquire the information obtained by the smart dust. If ordered to do so, the remaining nanobots can either power down and await further orders or self-destruct in a fashion that turns them into a tiny amount of dust made mostly of metal and silicon. ','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(554,'Smart Hawk','Enhanced versions of peregrine falcons and other predatory birds are common in large, open habitats, and the hobby of falconry has made a comeback. Some smart falcons have been trained for surveillance or security purposes, tracking or finding subjects from overhead.\n

\nSkills: Flight 60,\nFray 50, Infiltration 30, Perception 50, Scrounging 40,\nUnarmed Combat 40\n
\nEnhancements: Claws,\nEnhanced Hearing, Enhanced Vision\n
\nMovement Rate: 4/40\n
\nAttack: Beak/Claws, 1d10 + 2 DV, AP Òˆ’1','PEG',1000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(554,'Smart Hawk','Enhanced versions of peregrine falcons and other predatory birds are common in large, open habitats, and the hobby of falconry has made a comeback. Some smart falcons have been trained for surveillance or security purposes, tracking or finding subjects from overhead.\n

\nSkills: Flight 60,\nFray 50, Infiltration 30, Perception 50, Scrounging 40,\nUnarmed Combat 40\n
\nEnhancements: Claws,\nEnhanced Hearing, Enhanced Vision\n
\nMovement Rate: 4/40\n
\nAttack: Beak/Claws, 1d10 + 2 DV, AP -1','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(555,'Smart Horse','Almost extinct after the Fall, horses were replenished from genetic stock. They are favored for riding and hauling gear and respond well to verbal commands. ','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(556,'Smart Magazine','A smart magazine allows the character to pick and choose what ammo round will be fired with each shot. This system leaves less room for bullets, however, so reduce the weapon''s ammunition capacity by half (round up). Smart magazines may be combined with extended magazines, in which case ammo capacity is normal.','WAC',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(557,'Smart Manipulators','When not in use, this device resembles a small five- kilogram backpack. It contains a nuclear battery, advanced smart materials, and an AI that allows users to operate this device as easily as their own arms or legs. When activated, the device can create a wide array of tools and manipulators. It can sprout a pair of wings that allow the user to fly at speeds of up to 100 kph in one atmosphere or more of pressure if the gravity is 0.15 g or lower.

It can also create gliding membranes that duplicate the augmentation with the same name (p. 166, Sunward). In addition, the device allows the user to create a number of highly flexible limbs equal to their COO/5, which can each reach as far as seven meters. Each of these limbs can be sculpted to end in a hand, grip pad, cyberclaws, knife, shock baton, flex cutter, or any tool that can be created by the wrist-mounted tools augmentation (p. 309, EP). Alternatively, each limb can duplicate the abilities of a length of electronic rope (p. 332, EP) up to 30 meters long that can end in a grip pad if desired. These items are very popular with users who work in zero gravity or very low gravity environments.','STD',5000,0,0,'0',0,'EVERY','N'); @@ -3670,7 +3670,7 @@ INSERT INTO gear VALUES(559,'Smart Plankton','Smart plankton is a nanoswarm vari INSERT INTO gear VALUES(560,'Smart Raccoon','Raccoon helpers are employed as personal assistant and for many of the same tasks as smart monkeys. Some are even trained to get along in free fall, though they are mostly found in habitats with real or spin gravity.\n\n

\n\nSkills: Climbing 40, Fray 20, Freerunning 20, Infiltration 40, Perception 30, Scrounging 40, Swimming 30, Unarmed Combat 20\n\n
\n\nEnhancements: Enhanced Hearing, Enhanced Smell, Grip Pads\n\n
\nMovement Rate: 2/8 Attack: Bite, 1d10 - 4 DV','PEG',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(561,'Smart Rats','These upgrades of the common Norwegian rat are clever and dexterous, and they easily fit into a pocket or hood. ','PEG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(562,'Smart Skin','Smart skin is an advanced nanofluid that covers the wearer''s skin. It resembles liquid mercury but retains the texture and flexibility of normal skin until activated, at which point the material becomes rigid enough to protect the wearer and distribute the kinetic energy (though still flexible enough at the joints not to impede movement). A specialized hive, worn by the character, replenishes the nanobots and stores them when not in use. Deploying the nanobots across the body takes a full Action Turn.

Smart skin has an Armor Value of 3/2, and may be worn with other armor without penalty. ','ARM',250,2,3,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(563,'Smart Swarm','The modular drones in this swarm are capable of forming shapes. A standard swarm can form a 1-meter tall body or base with up to 4 half-meter limbs. These limbs can engage in very limited physical activity and tool use. They are considered to have an aptitude maximum of 5 for COO, REF, and SOM. For strength/size-related options (p. 96,TH), their Durability is halved. Any skill use involving leverage, strength, or fine dexterity suffers a Òˆ’30 modifier or may not be possible (gamemaster discretion). Shaped swarms can manipulate gear that is small in size (see Gear Sizes, p. 297, EP) or smaller without penalty. They suffer a Òˆ’30 modifier for manipulating medium-sized gear and cannot use larger gear.

\nShapes can be targeted in combat, though they usually gain the Small Size advantage (p. 95,TH). A shaped swarm takes normal physical damage rather than following the combat rules for nanoswarms.','IMG',5000,0,0,'0',0,'SYNTH','Y'); +INSERT INTO gear VALUES(563,'Smart Swarm','The modular drones in this swarm are capable of forming shapes. A standard swarm can form a 1-meter tall body or base with up to 4 half-meter limbs. These limbs can engage in very limited physical activity and tool use. They are considered to have an aptitude maximum of 5 for COO, REF, and SOM. For strength/size-related options (p. 96,TH), their Durability is halved. Any skill use involving leverage, strength, or fine dexterity suffers a -30 modifier or may not be possible (gamemaster discretion). Shaped swarms can manipulate gear that is small in size (see Gear Sizes, p. 297, EP) or smaller without penalty. They suffer a -30 modifier for manipulating medium-sized gear and cannot use larger gear.

\nShapes can be targeted in combat, though they usually gain the Small Size advantage (p. 95,TH). A shaped swarm takes normal physical damage rather than following the combat rules for nanoswarms.','IMG',5000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(564,'Smart Vac Clothing','Like regular smart clothing, this outfit can also transform into a light vacsuit. It also functions as armor, rating 2/4.','ARM',1000,4,2,'0',0,'EVERY','N'); INSERT INTO gear VALUES(565,'Smart Wings','This augmentation consists of a smart material coating on the morph''s arms. With a Quick Action, the synthmorph can extend or retract smart-material wings with a wingspan of 8 meters. In normal atmospheric pressure, the synthmorph can fly at speeds of up to 100 kph as long as the surface gravity is less than 0.15 g. They may also be used for gliding (see Gliding Membranes, p. 166, Sunward). When retracted, this augmentation is hidden. This mod is very common for synthmorphs on Titan and in various large low gravity habitats throughout the outer system. Large or heavy morphs may not use it. ','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(566,'Smart Wolf','Smart wolves are sometimes favored over smart dogs as guardian animals and companions, partly because they tend to be more vicious and are superior trackers.','PEG',1000,0,0,'0',0,'EVERY','N'); @@ -3684,7 +3684,7 @@ INSERT INTO gear VALUES(573,'Solar Survival Suit','Solar survival suits are hard INSERT INTO gear VALUES(574,'Sound System','The character can emit sound through several concealed speakers in the morph. The sound system can go up to 200 decibels and reach a much wider frequency than standard transhuman hearing can pick up.','IMG',50,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(575,'Space Roach','Grown to the size of a small dog, these insects are often biosculpted for bright colors and patterns. They are useful for minor janitorial duties. ','PEG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(576,'Spare Morph','Spare morphs are small, cheap, lightweight, synthetic shells designed to be used as a replacement should someone''s original morph be killed or destroyed. A cortical stack (retrieved from the character''s previous morph; see p. 268, EP) can be easily plugged into the spare morph, effectively resleeving them (they must make Integration, Alienation, and Continuity Tests as normal; see pp. 270-272, EP). Once plugged in, it takes only 3 Action Turns for the cortical stack''s data to be read and checked for integrity and the ego to run inside the spare''s cyberbrain.

\nSpares are designed for portability. Packed as a flat disc 15 centimeters in diameter and with a mass of 2 kilograms, when activated they pop into a spherical shape with 6 slender and retractable 20-centimeter limbs (3 arms and 3 legs). They are a common piece of equipment for gatecrashing teams.','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(577,'Spasm','Spasm programs are design to incapacitate the ego with excruciating pain. Affected targets must immediately make a WIL Γƒβ€” 2 Test. If they fail, they immediately convulse, are disabled, and writhe in agony for 1 Action Turns per 10 full points of MoF. If they succeed, they still suffer a -30 modifier to all actions, which reduces at the rate of 10 points per Action Turn. Due to the nature of the delivery, pain tolerance of any sort has no effect. ','SOF',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(577,'Spasm','Spasm programs are design to incapacitate the ego with excruciating pain. Affected targets must immediately make a WIL x 2 Test. If they fail, they immediately convulse, are disabled, and writhe in agony for 1 Action Turns per 10 full points of MoF. If they succeed, they still suffer a -30 modifier to all actions, which reduces at the rate of 10 points per Action Turn. Due to the nature of the delivery, pain tolerance of any sort has no effect. ','SOF',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(578,'Specimen Container','This capsule container is designed to hold samples of any sort (chemical, biological, etc.) in near stasis. It can be programmed to reproduce whatever conditions the user specifies, from cryogenic freezing to extreme heat, or even vacuum or high-pressure atmosphere. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(579,'Speck','Specks are tiny insectoid spy drones, 2.5 mm long and 2 mm wide, about the size of a small fruit fly. They fly with tiny wings, carry a microbug, and are excellent for surveillance purposes or otherwise being a "speck on a wall." Specks are difficult to notice (-30 Perception modifier) and almost impossible to distinguish from an actual insect. ','ROG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(580,'Specs','Specs are vision-enhancing glasses. They deliver sensory data directly into the wearer''s visual cortex by connecting with their basic mesh inserts, though visual displays are available for bio- conservatives and other characters without implants. Specs extend the range of the wearer''s vision from terahertz waves to gamma rays. Specs include a t-ray emitter, however, using x-rays, or gamma rays for visual purposes requires a separate emitter, since neither of these sorts of radiation are common inside habitats, or in any safe environments. Specs have a variable focus equivalent to 5 power magnifiers and provide the wearer with a +10 bonus to all Perception Tests involving vision. ','STD',250,0,0,'0',0,'EVERY','N'); @@ -3700,7 +3700,7 @@ INSERT INTO gear VALUES(589,'Splash missiles','Splash rounds spread a contained INSERT INTO gear VALUES(590,'Spoof','Spoof is a hacker tool used to fake commands and transmissions, making them seem as if they came from another source. See Spoofing Authentication, p. 255. ','SOF',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(591,'Spray Armor','This fast armor application comes in a spray can and disperses a smart chemical polymer that sticks to bare flesh (but does not adhere to hair and eyes). The polymer solidifies into a form fitting body armor fabric when exposed to body temperature with the look and feel of a latex suit. Spray armor does not work on synthetic morphs or on clothing or other armor. The color and feel of the armor can be adjusted with electric currents and additional polymers, making it popular among some socialite and nightlife scenes. The spray-on armor does not wash off, but degrades\n1 point of armor (both energy and kinetic) every 12 hours. It may be removed with a special nanotech solvent.

Spray armor has an Armor Value of 2/2.','ARM',250,2,2,'0',0,'EVERY','N'); INSERT INTO gear VALUES(592,'Sprayer','This is a general-purpose two-handed squirtgun, loaded with tanks filled with the chemical or drug of the wielder''s choice. ','WSG',250,0,0,'as chemical/drug',0,'EVERY','N'); -INSERT INTO gear VALUES(593,'Squidling','Favored by some uplifted octopi as pets (and by others as snacks), squidlings are .25-meter-long squid adapted for air breathing, their natural water jet locomotion replaced by powerful jets of air, much like octomorphs, for micrograv propulsion. Most lack ink sacs, these being a hazard in space habitats. They aren''t exactly affectionate, but they instinctively shoal with octomorphs for protection and will eagerly devour any scraps dropped to them.

\nSkills: Fray 60, Free Fall 60, Unarmed Combat 40
\nAttacks: Beak (1d10 ÷ 2) - 1 DV, AP +1
\nImplants: Enhanced Smell, Enhanced Taste','PEG',250,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(593,'Squidling','Favored by some uplifted octopi as pets (and by others as snacks), squidlings are .25-meter-long squid adapted for air breathing, their natural water jet locomotion replaced by powerful jets of air, much like octomorphs, for micrograv propulsion. Most lack ink sacs, these being a hazard in space habitats. They aren''t exactly affectionate, but they instinctively shoal with octomorphs for protection and will eagerly devour any scraps dropped to them.

\nSkills: Fray 60, Free Fall 60, Unarmed Combat 40
\nAttacks: Beak (1d10 / 2) - 1 DV, AP +1
\nImplants: Enhanced Smell, Enhanced Taste','PEG',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(594,'Standard Batteries','Standard batteries are microsized, high-density, ultra-capacity, room-temperature superconductors good for hundreds of hours of operation. They are adapted to receive power from wireless energy transmitters or they can be replenished rapidly by attaching them to a recharger. ','STD',50,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(595,'Standard Skillsoft','These programs provide the character with a rating of up to 40 in a single Active skill. ','SOF',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(596,'Standard Vacsuit','These suits resemble light vac- suits made from thicker and more durable materials that resist tearing and provides the wearer with light armor. They are fitted with more substantial life support belts that includes a maker capable of recycling all wastes and producing air for up to 48 hours and food and water indefinitely. The best suits are made of smart materials that can transform from standard clothing to vacuum suits in a single Action Turn, and will do so automatically if life support is needed. Each suit also contains an ecto, a radio booster, and sensors equal to specs. These suits have an Armor rating of 7/7 and protect the wearer from temperatures from -175 to 140 C. They can almost instantly seal any hole unless more than 30 points of damage are inflicted at once. ','ARM',1000,7,7,'0',0,'EVERY','N'); @@ -3719,7 +3719,7 @@ INSERT INTO gear VALUES(608,'Super-Wide Cameras Standard','Carried by aerial dro INSERT INTO gear VALUES(609,'Superthermite Charges','These powerful and highly stable demolition charges are made from a combina- tion of nanometals and metal oxides. A single charge can be used to create an explosive blast inflicting 2d10+5 damage. This charge can be shaped with a successful Demolitions Test, focusing the blast in a particular 90-degree direction (for example, to blow through a door). This triples the damage of the blast in the focused direction; in all other directions, the damage is reduced to 1/3rd (round down). Multiple charges apply a cumulative effect. ','STD',1000,0,0,'2d10+5',0,'EVERY','N'); INSERT INTO gear VALUES(610,'Surveillance aerostats','These balloon platforms are used on planets or moons with atmospheres. They rely on buoyant gases for lift, but are propelled with turbofans.

\nSurveillance aerostats are equipped with sensors\nand surveillance packages, serving as an eye in the sky. They are also used for exploration and surface terrain mapping.

\nEnhancements: Access Jacks, 360-Degree Vision, Enhanced Vision, Image Recognition Software, Laser Link, Radar, T-Ray Emitter','ROG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(611,'Survival Belt','This widely used item is a collection of tools that are useful or essential to gatecrashers, all in a comfortable and durable belt with more than a dozen pockets. The only essential gear not included is a vacsuit.','STD',1000,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(612,'Swarm Cat','Swarm cats (PAN p. 116) are the creation of scum genehackers. No two swarm cats tend to be alike--many of them are more like hyenas or mongooses--and each is likely to have a unique assortment of enhance- ments. The statistics given below should be used as a rough guidelines for other cats.\n

\nSkills: Fray 50,\nFree Fall 20,\nFreerunning 40,\nInfiltration 40, Intimidation 20, Perception 30, Scrounging 30, Unarmed Combat 50\n
\nEnhancements: Adrenal Boost, Basic Biomods, Claws, Cybercortex, Bioweave (Light), Eelware, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Mesh Inserts, Neurachem (Level 1), Prehensile Tail\n
\nMovement Rate: 4/20\n
\nAttack: Claws, 1d10 + 2 DV, AP Òˆ’1 Armor: 2/3','PEG',5000,0,0,'0',0,'EVERY','N'); +INSERT INTO gear VALUES(612,'Swarm Cat','Swarm cats (PAN p. 116) are the creation of scum genehackers. No two swarm cats tend to be alike--many of them are more like hyenas or mongooses--and each is likely to have a unique assortment of enhance- ments. The statistics given below should be used as a rough guidelines for other cats.\n

\nSkills: Fray 50,\nFree Fall 20,\nFreerunning 40,\nInfiltration 40, Intimidation 20, Perception 30, Scrounging 30, Unarmed Combat 50\n
\nEnhancements: Adrenal Boost, Basic Biomods, Claws, Cybercortex, Bioweave (Light), Eelware, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Mesh Inserts, Neurachem (Level 1), Prehensile Tail\n
\nMovement Rate: 4/20\n
\nAttack: Claws, 1d10 + 2 DV, AP -1 Armor: 2/3','PEG',5000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(613,'Swarm Composition','The shell is not a single unit but a swarm of hundreds of insect-sized robotic microdrones. Each individual "bug" is capable of crawling, rolling, hopping several meters, or using nanocopter fan blades for airlift. The cyberbrain, sensor systems, and implants are distributed through- out the swarm. Though the swarm can "meld" together into a roughly child-sized shape, the swarm is incapable of tackling physical tasks like grabbing, lifting, or holding as a unit. Individual bugs, however, are quite capable of interfacing with electronics. Swarms cannot carry most gear or wear armor, and may not make strength-based SOM-linked skill tests. For combat purposes, use the same rules as given for nanoswarms. Damage and wounds are reflected as damaged/massacred bugs. The swarm may be "healed" by manufacturing more bugs. ','IMG',5000,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(614,'Swim Bladder','This transgenic organ is a series of gas-filled sacs that allow the character to control their buoyancy underwater. This bladder is also linked to the inner ear, enabling the character to accurately gauge water pressure/depth and also improving their hearing underwater.','IMG',250,0,0,'0',0,'EVERY','Y'); INSERT INTO gear VALUES(615,'Synth Armor','Base Armor of the Synth synthmorphs.
\nArmor 4 / 4','IMG',1000,4,4,'0',0,'SYNTH','Y'); @@ -3751,7 +3751,7 @@ INSERT INTO gear VALUES(640,'Tracker Dye','This liquid is colorless at normal li INSERT INTO gear VALUES(641,'Tracking','This software is used to track people by their presence online. See Scanning, Tracking, and Monitoring, p. 251. ','SOF',1000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(642,'Traction Pads','This set of specialized fingerless gloves, shoes, and kneepads is designed to emulate the pads on geckos'' feet. Characters can support them- selves on a wall or ceiling by placing any two of these pads against any surface not made from a material specially designed to resist such devices. Characters can climb any surface and move easily across walls and ceilings that can support their weight (+30 to Climbing Tests). In addition to climbing, these devices are also very popular in zero-g environments. Wearing this item does not impair the user''s agility or manual dexterity. ','STD',250,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(643,'Transporter','This exoskeleton framework includes a pair of vector-thrust turbofan engines, giving the user flight capabilities in gravity and increased maneu- verability in zero g. It provides partial protection to the wearer with an Armor Value of 2/4. Piloted with Pilot: Aircraft skill. ','VEG',5000,4,2,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(644,'Trigger','Trigger is a designer virus that selectively targets and infects mast cells to trigger a hyper-allergic reaction. The resulting anaphylactic shock due to systemic vasodilatation (associated with a sudden drop in blood pressure) and bronchial swelling (resulting in constriction and difficulty breathing) usually leads to death in a matter of minutes after onset, if not treated. Infected characters must succeed in a DUR Test (using their current Durability score minus damage) or die quickly. Even medichines have difficulty reacting in time against this virus; characters with medichines must make a DUR Γƒβ€” 2 Test to survive. ','POG',20000,0,0,'death',0,'EVERY','N'); +INSERT INTO gear VALUES(644,'Trigger','Trigger is a designer virus that selectively targets and infects mast cells to trigger a hyper-allergic reaction. The resulting anaphylactic shock due to systemic vasodilatation (associated with a sudden drop in blood pressure) and bronchial swelling (resulting in constriction and difficulty breathing) usually leads to death in a matter of minutes after onset, if not treated. Infected characters must succeed in a DUR Test (using their current Durability score minus damage) or die quickly. Even medichines have difficulty reacting in time against this virus; characters with medichines must make a DUR x 2 Test to survive. ','POG',20000,0,0,'death',0,'EVERY','N'); INSERT INTO gear VALUES(645,'Trike','The trike exoskeleton is a three-wheeled personal motorcycle design, rather than a walker. It provides partial protection to the wearer with an Armor Value of 2/4. Piloted with Pilot: Groundrcraft skill.','VEG',1000,4,2,'0',0,'EVERY','N'); INSERT INTO gear VALUES(646,'Twitch','Twitch is a convulsive agent, a nonlethal nerve gas. Affected characters must succeed in a SOM Test (+30 with medichines) or become incapacitated with severe muscle tremors. Unaffected characters still suffer a -20 on all actions. The effects of Twitch last for 10 minutes, 5 if the character has medichines. [Low]','POG',250,0,0,'incap.',0,'EVERY','N'); INSERT INTO gear VALUES(647,'Ultraviolet Vision','This is a minor enhancement, simply adding perception of ultraviolet frequencies (p. 303, EP) to the character''s visual capabilities.','IMG',50,0,0,'0',0,'EVERY','Y'); @@ -3763,7 +3763,7 @@ INSERT INTO gear VALUES(652,'Venus Suits','Venus suits have the same characteris INSERT INTO gear VALUES(653,'Venusian Hauler','This tungsten-tracked flatbed cargo hauler is designed to transport Q-morphs, mining equipment, and mined goods across the harsh Venusian surface. It is built from materials designed to withstand the heat and temperature, equivalent to the High-Temperature Operation trait (SW p. 165). It has no passenger compart- ment or life support; Q-morphs and mining bots ride like cargo along with everything else. ','VEG',20000,0,0,'0',0,'EVERY','N'); INSERT INTO gear VALUES(654,'Vibroblade','These buzzing electronic blades vibrate at a high frequency for extra cutting ability. This has little extra effect when stabbing or slashing, but provides an extra -3 AP and +2d10 damage when carefully sawing through something.','WMG',250,0,0,'2d10 + (SOM/10)',2,'EVERY','N'); INSERT INTO gear VALUES(655,'Viewers','These small and highly advanced bin- oculars possess all the visual enhancement of specs, but also provide 50x magnification. They also include a directional microphone that magnifies sound from the direction the viewers are pointed by a factor of 50. Viewers provide the user with a +30 bonus to all Perception Tests involving vision or hearing for the target they are aimed at. This bonus is not cumulative with bonuses from any other device or augmentation. ','STD',250,0,0,'0',0,'EVERY','N'); -INSERT INTO gear VALUES(656,'Vortex Ring Gun','This less-lethal two-handed weapon detonates a blank cartridge and accelerates the explosive pressure down a widening barrel so that it develops into a high-speed vortex ring--a spinning, donut-shaped blast vortex. This concussive blast is used to knock down and incapacitate close-range targets. Struck targets suffer a -10 action modifier for the rest of that Action Turn and must must succeed in a SOM Γƒβ€” 2 Test or fall down. If their MoF is 30+, they are addition- ally stunned and unable to act until the end of the next Action Turn. Drugs, chemicals, and similar agents may be loaded into the charge as well. ','WEG',1000,0,0,'knock out',0,'EVERY','N'); +INSERT INTO gear VALUES(656,'Vortex Ring Gun','This less-lethal two-handed weapon detonates a blank cartridge and accelerates the explosive pressure down a widening barrel so that it develops into a high-speed vortex ring--a spinning, donut-shaped blast vortex. This concussive blast is used to knock down and incapacitate close-range targets. Struck targets suffer a -10 action modifier for the rest of that Action Turn and must must succeed in a SOM x 2 Test or fall down. If their MoF is 30+, they are addition- ally stunned and unable to act until the end of the next Action Turn. Drugs, chemicals, and similar agents may be loaded into the charge as well. ','WEG',1000,0,0,'knock out',0,'EVERY','N'); INSERT INTO gear VALUES(657,'Walker','Walkers use two or more limbs to walk or crawl across a surface. Many use grip pads or magnetic systems to stick to surfaces.','IMG',250,0,0,'0',0,'SYNTH','Y'); INSERT INTO gear VALUES(658,'Wasp Knife','Wasp knives are equipped with a canister in their handle. The common use is to fill these canisters with pressured air, which inflates inside the target. This is potentially lethal in vacuum or pressurized environments (like underwater), as the gas bursts out of the body cavity to escape (+2d10 damage in such situations). Wasp knives may also be loaded with chemicals, drugs, or nanobots. The target must be damaged for the canister''s contents to affect them. ','WMG',250,0,0,'1d10 + 2 + (SOM/10)',1,'EVERY','N'); INSERT INTO gear VALUES(659,'Weapon Mount','The shell carries a built- on weapon. This weapon mount is external (visible). It is fixed (one direction only).','IMG',250,0,0,'0',0,'SYNTH','Y'); @@ -4037,7 +4037,7 @@ INSERT INTO morphs VALUES(41,'Guard Deluxe','This morph is used by both top-of-t INSERT INTO morphs VALUES(42,'Hazer','Hazers are tall, fine-boned morphs, lightly muscled but heavily insulated against loss of body heat. Even with all of their augmentations, hazers can''t survive exposure to the frigid atmosphere of Titan--but they can handle it slightly longer than other morphs. Hazers tend to be fair and slender, with chiseled features. Some have features so angular or elfin that their beauty is alien and unsettling to other human phenotypes. Striking Looks and Uncanny Valley are both common morph traits.','biomorph','N',0,30,35,35,'20000'); INSERT INTO morphs VALUES(43,'Hibernoids','Hibernoids are transgenic-modified humans with heavily altered sleep patterns and metabolic processes. Hibernoids have a decreased need for sleep, requiring only 1-2 hours a day on average. They also have the ability to trigger a form of voluntary hibernation, effectively stopping their metabolism and need for oxygen. Hibernoids make excellent long-duration space travelers and habtechs, but these morphs are also favored by personal aides and hypercapitalists with non-stop lifestyles.','biomorph','N',0,25,35,25,'20000'); INSERT INTO morphs VALUES(44,'Hot Shot','When you really want to pilot a high-speed spacecraft, you don''t want to have to worry how your squishy biomorph is going to hold up under high-g maneuvers. This eidolon is quite popular among fightercraft pilots as well as among infomorphs who specialize in controlling and directing robots.','infomorph','N',0,40,0,35,'40000'); -INSERT INTO morphs VALUES(45,'Hulder','Hulder are engineered for survival in the Titanian wilds. In silhouette, their bodies resemble a long- legged great auk, though viewed up close, the resemblance to a bird ends. Hulder have no feathers, but rather smooth, rubbery charcoal or black skin covering a thick layer of nano-augmented blubber. What resembles a thick bill from a distance is actually a seamless protrusion of the face, packed with sensory augmentations. Hulder stand 2 meters tall and weigh on average 135 kilograms. Their sensory organs, webbed feet, and fingers are all cybernetic.

\nHulder can only tolerate temperatures hospitable to baseline transhumans for short periods of time. In the open, they must balance their bodies'' chemical reser- voirs with other hulder and caribou once per month or with a chemical reserve pack. A typical band of 2-6 hulder and 10-20 caribou can go about a year before having to visit a hab or a station like HuvudskÀr to replenish chemical reserves.','biomorph','N',0,30,40,50,'40000'); +INSERT INTO morphs VALUES(45,'Hulder','Hulder are engineered for survival in the Titanian wilds. In silhouette, their bodies resemble a long- legged great auk, though viewed up close, the resemblance to a bird ends. Hulder have no feathers, but rather smooth, rubbery charcoal or black skin covering a thick layer of nano-augmented blubber. What resembles a thick bill from a distance is actually a seamless protrusion of the face, packed with sensory augmentations. Hulder stand 2 meters tall and weigh on average 135 kilograms. Their sensory organs, webbed feet, and fingers are all cybernetic.

\nHulder can only tolerate temperatures hospitable to baseline transhumans for short periods of time. In the open, they must balance their bodies'' chemical reser- voirs with other hulder and caribou once per month or with a chemical reserve pack. A typical band of 2-6 hulder and 10-20 caribou can go about a year before having to visit a hab or a station like Huvudskar to replenish chemical reserves.','biomorph','N',0,30,40,50,'40000'); INSERT INTO morphs VALUES(46,'Hyperbright','This morph is an attempt by a research team on Bright to create a successor to the menton, making it the most intelligence-enhanced morph ever created. Work on the hyperbright morph has been plagued with difficulties, as the designers attempt to push technical limits, creating a morph that can work at peak efficiency without distraction for long periods of time. In an effort to create a morph that proves their design and earns some positive reputation for their project, the creators took short cuts that caused the morph to have several distinctive and potentially annoying quirks, including an inherent need for drugs to stabilize its exotic neurochemistry. The result is a morph that is instantly recognizable by the brightly colored bony crest along the skull that helps cool its brain. Despite its quirks, the hyperbright has gained a small following among a number of scientists and engineers, especially since it has been optimized for use in the low-g environments of the outer system. When created or used on Bright, this morph is usually also fitted with the parallel processor nano ware (RW, p. 189).','biomorph','N',0,40,35,70,'40000'); INSERT INTO morphs VALUES(47,'Hypergibbon','Built from siamang genestock, the largest of the lesser apes, hypergibbons are often mistaken for uplifts, although this is not the case. The gibbon was never a candidate for uplift due to a brain anatomy considerably more primitive than great apes. With the addition of a cyberbrain, though, they make excellent pods. Many primate uplifts choose hypergibbons in place of other pods or when they need something small like a neotenic.

\n\nHypergibbons stand about 1 meter tall, weigh 15 kilograms, and typically have black fur and skin (although bodysculpting permits many variations). They have inflatable throat sacks that allow melodious calls that carry great distances. Their wrists feature a ball-and-socket joint and also naturally dislocate to enable easier swinging by the arms.','podmorph','N',0,30,25,30,'20000'); INSERT INTO morphs VALUES(48,'Infomorphs','Infomorphs are digital-only forms--they lack a physical body. Infomorphs are sometimes carried by other characters instead of (or in addition to) a muse in a ghostrider module.','infomorph','N',0,40,0,0,'50'); @@ -5650,7 +5650,7 @@ INSERT INTO psySleights VALUES(12,'Emotion Control','Emotion Control gives the a INSERT INTO psySleights VALUES(13,'Empathic Scan','Empathic Scan enables the async to sense the target''s base emotions. If the async wins the Opposed Test, they intuitively feel the target''s current emotional state for as long as the sleight is sustained. At the gamemaster''s discretion, this knowledge may provide a modifier (up to +30) for certain Social skill tests.','ACT','CLOSE','sustained','quick','GAM','-2','Sense'); INSERT INTO psySleights VALUES(14,'Enhanced Creativity','An async with Enhanced Creativity is more imaginative and more inclined to think outside the box. Apply a +20 modifier to any tests where creativity plays a major role. This level of ingenuity can sometimes seem strange and different, manifesting in odd or creepy ways, especially with artwork.','PAS','SELF','constant','automatic','CHI','0','none'); INSERT INTO psySleights VALUES(15,'Filter','Filter allows the async to filter out distractions and eliminate negative situational modifiers from distraction, up to the gamemaster''s discretion.','PAS','SELF','constant','automatic','CHI','0','none'); -INSERT INTO psySleights VALUES(16,'Grok','By using the Grok sleight, the async is able to intuitively understand how any unfamiliar object, vehicle, or device is used simply by looking at and handling it. If the character succeeds in a COG Γƒβ€” 2 Test, they achieve a basic ability to use the object, vehicle, or device, no matter how alien or bizarre. This sleight does not provide any understanding of the principles or technologies involved--the psi user simply grasps how to make it work. If a test is called for, the psi user receives a +20 modifier to use the device (this bonus only applies to unfamiliar devices, and/or tests the character is defaulting on--it does not apply to devices with which the character is familiar).','ACT','SELF','instant','complex','CHI','-1','none'); +INSERT INTO psySleights VALUES(16,'Grok','By using the Grok sleight, the async is able to intuitively understand how any unfamiliar object, vehicle, or device is used simply by looking at and handling it. If the character succeeds in a COG x 2 Test, they achieve a basic ability to use the object, vehicle, or device, no matter how alien or bizarre. This sleight does not provide any understanding of the principles or technologies involved--the psi user simply grasps how to make it work. If a test is called for, the psi user receives a +20 modifier to use the device (this bonus only applies to unfamiliar devices, and/or tests the character is defaulting on--it does not apply to devices with which the character is familiar).','ACT','SELF','instant','complex','CHI','-1','none'); INSERT INTO psySleights VALUES(17,'High Pain Threshold','This sleight allows the async to block out, ignore, or otherwise isolate pain. The async reduces negative modifiers from wounds by 10.','PAS','SELF','constant','automatic','CHI','0','none'); INSERT INTO psySleights VALUES(18,'Hyperthymesia','Hyperthymesia grants the async a superior auto- biographical memory, allowing them to remember the most trivial of events. A hyperthymestic async can be asked a random date and recall the day of the week it was, the events that occurred that day, what the weather was like, and many seemingly trivial details that most people would not be able to recall.','PAS','SELF','constant','automatic','CHI','0','none'); INSERT INTO psySleights VALUES(19,'Implant Memory','An async using this sleight can implant a memory of up to an hour''s length inside the target''s mind. This memory very obviously does not belong to the target--there is no way they will confuse it for one of their own. The intent is not to fake memories, but to place one of the async''s memories in the target''s mind so that the target can access it just like any other memory. This can be useful for "archiving" important data with an ally, providing a literal alternate perspec- tive, or simply making a "data dump" for the target to peruse. Implant Memory requires an Opposed Test against unwilling participants. At the gamemaster''s discretion, particularly traumatic memories might inflict mental stress on the recipient.','ACT','TOUCH','instant','complex','GAM','0','Control'); @@ -5663,8 +5663,8 @@ INSERT INTO psySleights VALUES(25,'Omni Awareness','An async with Omni Awareness INSERT INTO psySleights VALUES(26,'Pattern Recognition','The character is adept at spotting patterns and cor- relating the non-random elements of a jumble--related items jump out at them. This is useful for translating languages, breaking codes, or finding clues hidden among massive amounts of data. The character must have a sufficiently large sample and time enough to study, as determined by the gamemaster. This might range from a few hours of listening to a spoken transhuman language to a few days of investigating inscriptions left by long-dead aliens or a week or more of researching a lengthy cipher. Languages may be comprehended by reading or listening to them spoken. Apply a +20 modifier to any appropriate Language, Investigation, Research, or codebreaking Tests (note that this does not apply to Infosec Tests made by soft- ware to decrypt a code). The async may also use this ability to more easily learn new languages, reducing the training time by half.','PAS','SELF','constant','automatic','CHI','0','none'); INSERT INTO psySleights VALUES(27,'Penetration','Penetration is a sleight that works in conjunction with any offensive sleight that involves the Psi Assault skill. It allows the async to penetrate the Psi Shield of an opponent by concentrating their psi attack. Every point of Armor Penetration applied to a psi attack inflicts 1 point of strain. The maximum AP that may be applied equals the async''s Psi Assault skill divided by 10 (round down).','ACT','TOUCH','instant','quick','GAM','1 per AP','Psi Asault'); INSERT INTO psySleights VALUES(28,'Predictive Boost','The Bayesian probability machine features of the async''s brain are boosted by this sleight, enhancing their ability to estimate and predict outcomes of events around them as they unfold in real-time and update those predictions as information changes. In effect, the character has a more intuitive sense for which outcomes are most likely. This grants the character a +10 bonus on any skill tests that involve predicting the outcome of events. It also bolsters the async''s decision-making in combat situations by making the best course of action more clear and so provides a +1 bonus to Initiative and +10 to Fray Tests.','PAS','SELF','constant','automatic','CHI','0','none'); -INSERT INTO psySleights VALUES(29,'Psi Shield','Psi Shield bolsters the async''s mind to psi attack and manipulation. If the async is hit by a psi attack, they receive WIL ÷ 5 (round up) points of armor, reducing the amount of damage inflicted. They also receive a +10 modifier when resisting any other sleights.','PAS','SELF','constant','automatic','GAM','0','none'); -INSERT INTO psySleights VALUES(30,'Psychic Stab','Psychic Stab is an offensive sleight that seeks to inflict physical damage on the target''s brain and nervous system. Each successful attack inflicts 1d10 + (WIL ÷ 10, round up) damage. Increase the damage by +5 if an Excellent Success (MoS of 30+) is scored.','ACT','TOUCH','instant','complex','GAM','0','Psi Assault'); +INSERT INTO psySleights VALUES(29,'Psi Shield','Psi Shield bolsters the async''s mind to psi attack and manipulation. If the async is hit by a psi attack, they receive WIL / 5 (round up) points of armor, reducing the amount of damage inflicted. They also receive a +10 modifier when resisting any other sleights.','PAS','SELF','constant','automatic','GAM','0','none'); +INSERT INTO psySleights VALUES(30,'Psychic Stab','Psychic Stab is an offensive sleight that seeks to inflict physical damage on the target''s brain and nervous system. Each successful attack inflicts 1d10 + (WIL / 10, round up) damage. Increase the damage by +5 if an Excellent Success (MoS of 30+) is scored.','ACT','TOUCH','instant','complex','GAM','0','Psi Assault'); INSERT INTO psySleights VALUES(31,'Qualia','The async can temporarily increase their intuitive grasp of things. In game terms, Intuition is raised by 5 for the chosen duration. This boost to Intuition also raises the rating of skills linked to that aptitude.','ACT','SELF','temporary','quick','CHI','-1','none'); INSERT INTO psySleights VALUES(32,'Savant Calculation','The character possesses an incredible facility with intuitive mathematics. They can do everything from calculate the odds exactly when gambling to predict- ing precisely where a leaf falling from a tree will land by observing the landscape and local wind currents. The character specializes in calculation involving the activity of complex chaotic systems and so can calcu- late answers that even the fastest computers could not, including things like patterns of rubble distribution from an explosion. However, this mathematic facility is largely intuitive, so the character does not know the equations they are solving, they merely know the solution to the problem. This sleight also provides a +30 modifier to any skill tests involving math (which the character is calculating, not a computer).','PAS','SELF','constant','automatic','CHI','0','none'); INSERT INTO psySleights VALUES(33,'Scramble','Scramble allows the async using the sleight to hide from another async using the Ego Sense or Omni Awareness sleights. Apply a +30 modifier to the defending async''s Opposed Test.','PAS','SELF','constant','automatic','GAM','0','none'); @@ -6043,14 +6043,14 @@ CREATE TABLE IF NOT EXISTS "traits" INSERT INTO traits VALUES(1,'Adaptability I','Resleeving is a breeze for this character. They adjust\nto new morphs much more quickly than most other people. Apply a +10 modifier for Integration Tests and Alienation Tests.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(2,'Adaptability II','Resleeving is a breeze for this character. They adjust\nto new morphs much more quickly than most other people. Apply a +20 modifier per level for Integration Tests and Alienation Tests.','POS','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(3,'Aged','The morph is physically aged and has not been rejuvenated. Old morphs are increasingly uncommon, though some people adopt them hoping to gain an air of seniority and respectability. Reduce the character''s aptitude maximums by 5, and apply a -10 modifier on all physical actions.\nThis trait may only be applied to flat and splicer morphs.','NEG','MOR',10,1,'BIO'); -INSERT INTO traits VALUES(4,'Aggressive GRM','This trait is generally only found on uplift\nbiomorphs, but might be included on any unusual high-end or custom biomorphs. A much more aggressive version of the genetic rights management used in rusters and other morphs that require maintenance through GSPs (see Planned Obsolescence, p. 165, Sunward), the genehacking used in creating this morph is atypical and includes many sections of suppressed effects and potential problems that make it difficult for anyone not familiar with the initial design to modify the morph.

Unless "unlocked" by the designer through further genehacking, this morph is sterile, and will reject any biomods not listed as standard for the morph. Worse, due to the extensive and limiting manipulation of the morph''s DNA, it is much more prone to cancers and longevity issues than other morphs and has an average life expectancy of only 30-40 years. At the gamemaster''s discretion, Medicine Tests to modify or even heal this morph may suffer modifiers ranging from Òˆ’10 to Òˆ’30.','NEG','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(5,'Agi Affinity','The character has spent a significant amount of time around AGIs, to the point where socializing with an AGI is far easier. The character gains a +10 modifier on Social Skill Tests against AGIs as well as characters with the Real World Naiveté trait.','POS','EGO',5,1,'EVERY'); +INSERT INTO traits VALUES(4,'Aggressive GRM','This trait is generally only found on uplift\nbiomorphs, but might be included on any unusual high-end or custom biomorphs. A much more aggressive version of the genetic rights management used in rusters and other morphs that require maintenance through GSPs (see Planned Obsolescence, p. 165, Sunward), the genehacking used in creating this morph is atypical and includes many sections of suppressed effects and potential problems that make it difficult for anyone not familiar with the initial design to modify the morph.

Unless "unlocked" by the designer through further genehacking, this morph is sterile, and will reject any biomods not listed as standard for the morph. Worse, due to the extensive and limiting manipulation of the morph''s DNA, it is much more prone to cancers and longevity issues than other morphs and has an average life expectancy of only 30-40 years. At the gamemaster''s discretion, Medicine Tests to modify or even heal this morph may suffer modifiers ranging from -10 to -30.','NEG','MOR',10,1,'EVERY'); +INSERT INTO traits VALUES(5,'Agi Affinity','The character has spent a significant amount of time around AGIs, to the point where socializing with an AGI is far easier. The character gains a +10 modifier on Social Skill Tests against AGIs as well as characters with the Real World Naivete trait.','POS','EGO',5,1,'EVERY'); INSERT INTO traits VALUES(6,'Agi Socialization','Only AGI characters may take this trait and only during character generation.

\n The character is more adept at interpreting social cues than the average infolife. The character gains a +10 bonus on all Kinesics Tests made against transhumans. This bonus does not apply to other AGIs, uplifts, aliens, or exsurgents.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(7,'Alien Biochemistry','It is an impressive feat that creatures that evolved on separate worlds with different biochemistries are now being trans- formed into pods by transhumance geneticists. In fact, the biochemistries of these creatures are far less understood than that of transhumans. What this means is that drugs, chemicals, bioware augmentations, and cybernetic implants may have unpredictable effects on the pod. Drug treatments beneficial to transhumans may not function at all, for example, while something that transhumans regularly eat or handle may in fact be toxic to the pod and trigger an anaphylactic response. The gamemaster decides when this factor will play a role, based on the pod biochemistry''s similarity to that of transhumans and numerous other factors. Certain augmentations may simply not be available, having not yet been invented for the alien physiology in question.

\nWhile efforts have been made to provide these pods with their equivalent of basic biomods, the full protec- tions offered by those enhancements may simply not be available. This means that the pod may or may not be vulnerable to such things as disease, aging, lack of sleep, long-term exposure to microgravity, shock from injuries, allergies, or other biological problems that transhumanity has attempted to eradicate. Likewise, the pod might not be able to heal quickly or regen- erate limbs. It is also possible that the pod may be burdened with unusual biological problems inherent to its species, such as bizarre gastrointestinal issues, hacking up hairballs, respiratory distress, or an alien version of leukemia. Gamemasters are encouraged to be inventive.

\nMorphs with alien biochemistry count as exotic and inflict -30 modifiers to Alienation and Integrity Tests (p. 272, EP).
\nThis trait is only available to pods created from alien life.','POS','MOR',0,1,'POD'); INSERT INTO traits VALUES(8,'Allies','The character is part of or has a relationship with some influential group that they can occasionally call on for support. For example, this could be their old gatecrashing crew, former research lab co-workers, a criminal cartel they are part of, or an elite social clique. The gamemaster and player should work out what the character''s relationship is with this group, and why the character can call on them for aid. Gamemaster''s should take care that these allies are not abused, such as calling on them more than once per game session. The character''s ties to this group are also a two-way street--they will be expected to perform duties for the group on occasion as well (a potential plot seed for scenarios).','POS','EGO',30,1,'EVERY'); INSERT INTO traits VALUES(9,'Ambidextrous','The character can use and manipulate objects equally well with both hands (they do not suffer the off-hand modifier, as noted under Wielding Two or More Weapons). If the character has other prehensile limbs (feet, tail, tentacles, etc.), this trait may be applied to a limb other than the hand. ','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(10,'Animal Empathy','The character has an instinctive feel for handling and working with non-sapient animals of all kinds. Apply a +10 modifier to Animal Handling skill tests or whenever the character makes a test to influence or interact with an animal.','POS','EGO',5,1,'EVERY'); -INSERT INTO traits VALUES(11,'Anomalus Mind','Found almost exclusively in AGIs, uplifts, and the\nsubjects of highly experimental pyschosurgical procedures, your mental patterns are dramatically outside the norm of transhumanity. The uniqueness of their mental map makes psychosurgery, routine backup, and resleeving difficult and risky. Any attempts to perform psychosurgery on the character suffer a Òˆ’10 penalty and automatically cause 1 SV in addition to any other results and regardless of the success or failure of a procedure. Also, backing up and resleeving are not automatic (pp. 268-271, EP) and require active management of the process. Any technician operating the ego bridge during such procedures must succeed on a Psychosurgery Test or the backup/ sleeving attempt will fail.','NEG','EGO',20,1,'EVERY'); +INSERT INTO traits VALUES(11,'Anomalus Mind','Found almost exclusively in AGIs, uplifts, and the\nsubjects of highly experimental pyschosurgical procedures, your mental patterns are dramatically outside the norm of transhumanity. The uniqueness of their mental map makes psychosurgery, routine backup, and resleeving difficult and risky. Any attempts to perform psychosurgery on the character suffer a -10 penalty and automatically cause 1 SV in addition to any other results and regardless of the success or failure of a procedure. Also, backing up and resleeving are not automatic (pp. 268-271, EP) and require active management of the process. Any technician operating the ego bridge during such procedures must succeed on a Psychosurgery Test or the backup/ sleeving attempt will fail.','NEG','EGO',20,1,'EVERY'); INSERT INTO traits VALUES(12,'Async Familiarity','This character has a keen sense for the subtle behavioral clues and micro-expressions that many asyncs unconsciously adopt after their infection. As a result, they may make a Kinesics Test to identify an async as such on their behavior alone. Gamemasters are encouraged to make this test difficult (-30) at best, given that there is usually no outward sign of Watts-MacLeod infection or the use of psi sleights. This trait is most common among asyncs, but it may be allowed for characters that have studied asyncs or spent significant time in their presence.','POS','EGO',5,1,'EVERY'); INSERT INTO traits VALUES(13,'Bad Luck','Due to some inexplicable cosmic coincidence, things seem to go wrong around the character. The gamemaster is given a pool of Moxie points equal to the character''s Moxie stat, which also refreshes at the same rate as the character''s Moxie. Only the gamemaster may utilize this Moxie, however, and the purpose is to use it against the character. In other words, the gamemaster can use this bad Moxie to cause the character to automatically fail, flip-flop a roll, and so on. To reflect the black cloud that follows the character, the gamemaster can even use this bad Moxie against the character''s friends and allies, when they are doing something with or related to the character, though this should be used sparingly. Gamemasters who might be reluctant to sabotage the character should remember that the player asked for it by purchasing this trait.','NEG','EGO',30,1,'EVERY'); INSERT INTO traits VALUES(14,'Beta','Warning ! You have to respect the limitations of this trait by yourself !

\nThis character is a beta fork of their original self,\nwhich for some reason is no longer alive (most likely lost during the Fall). They were created some time ago, so they have grown and overcome most of their original aptitude deficiencies. This character may not have a Moxie higher than 1 and no Active skills higher than 60, nor may they possess the Psi trait. They also have only a limited set of their original self''s memories--much of their previous life is simply lost to them. They automatically receive the Edited Memories trait (p. 149, EP), without gaining the bonus CP. Beta forks are, of course, illegal in many jurisdictions, and some consider them less than human (the gamemaster may apply a Social Stigma: Beta trait in appropriate circumstances; again no bonus CP are gained).','NEG','EGO',20,1,'EVERY'); @@ -6059,7 +6059,7 @@ INSERT INTO traits VALUES(16,'Black Mark II','At some point in the character''s INSERT INTO traits VALUES(17,'Black Mark III','At some point in the character''s past, they managed to do something that earned a black mark on their reputation. For some reason, no matter what they do, this black mark cannot be shaken off and continues to haunt their interactions.','NEG','EGO',30,3,'EVERY'); INSERT INTO traits VALUES(18,'Blacklisted','The character has managed to get themselves blacklisted in certain circles, whether they actually did something to deserve it or not. In game terms, the character is barred from having a Rep score higher than 0 in one particular reputation network. People within that network will refuse to help the character out of fear of reprisals and ruining their own reputation. ','NEG','EGO',5,1,'EVERY'); INSERT INTO traits VALUES(19,'Blacklisted at home','The character has managed to get themselves blacklisted in certain circles, whether they actually did something to deserve it or not. In game terms, the character is barred from having a Rep score higher than 0 in one particular reputation network. People within that network will refuse to help the character out of fear of reprisals and ruining their own reputation.

\nYou must choose your own faction
','NEG','EGO',20,1,'EVERY'); -INSERT INTO traits VALUES(20,'Botched Merge','In the past, the character suffered a serious\ncomplication during an attempt to merge a fork that caused irreparable damage to their ego map, leaving them with a weaker grip on their memories and own identity. For some reason--perhaps due to irreproducible memories or information that would otherwise be lost, moral conviction, or the lack of any prior backup states to re-instance--the decision was made to carry on with a damaged mind. Now, high-stress situations can cause periods of dissociation, amnesia, and body alienation. Whenever the character takes stress damage, they must succeed on an INT x 3 Test or immediately enter a dissociative state where they feel disconnected from their body, lose some awareness of the events around them, and/ or forget certain information, memories, or skills. In this state they suffer a Òˆ’10 penalty on all tests. The dissociative state persists for one minute or for the duration of a derangement if one is acquired due to trauma.','NEG','EGO',15,1,'EVERY'); +INSERT INTO traits VALUES(20,'Botched Merge','In the past, the character suffered a serious\ncomplication during an attempt to merge a fork that caused irreparable damage to their ego map, leaving them with a weaker grip on their memories and own identity. For some reason--perhaps due to irreproducible memories or information that would otherwise be lost, moral conviction, or the lack of any prior backup states to re-instance--the decision was made to carry on with a damaged mind. Now, high-stress situations can cause periods of dissociation, amnesia, and body alienation. Whenever the character takes stress damage, they must succeed on an INT x 3 Test or immediately enter a dissociative state where they feel disconnected from their body, lose some awareness of the events around them, and/ or forget certain information, memories, or skills. In this state they suffer a -10 penalty on all tests. The dissociative state persists for one minute or for the duration of a derangement if one is acquired due to trauma.','NEG','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(21,'Botched Uplift','This trait is only available to uplifts.

Although\npossessed of a rough self-awareness and the trappings of sapience, your mental development is flawed. Despite the best efforts of your creators and teachers, you cannot ever fully overcome your mental limita- tions and serious social awkwardness. Even psychosurgery is unlikely to fix you. You have an aptitude maximum of 10 for both COG or SAV. You have difficulty keeping up with others in complex social situations and are likely highly reliant on your muse to organize your life and coach you through your daily affairs. Whoever does interact with you likely treats you with either contempt or pity, as your difficulties are apparent to anyone who has more than the briefest exchanges with you.','NEG','EGO',30,1,'EVERY'); INSERT INTO traits VALUES(22,'Brave','This character does not scare easily and will face threats, intimidation, and certain bodily harm without flinching. As a side effect, the character is not always the best at gauging risks, especially when it comes to factoring in danger to others. The character receives a +10 modifier on all tests to resist fear or intimidation.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(23,'Combat Paralysis','The character has an unfortunate habit of freezing in combat or stressful situations, like a deer caught in headlights. Anytime violence breaks out around the character or they are surprised, the character must make a Willpower Test in order to act or respond in any way. If they fail the test, they lose their action and simply stand there, remaining incapable of reacting to the situation.','NEG','EGO',20,1,'EVERY'); @@ -6082,16 +6082,16 @@ INSERT INTO traits VALUES(39,'Dominant Strain','This trait is only available INSERT INTO traits VALUES(40,'Domineering','This trait is only available to uplifts and is most\ncommon among neo-hominids.

\nThe character retains pre-sapient neurological urges to gain social status via dominance. The character must make a WIL x 2 Test to use Persuasion skill in any situation where they can safely deploy Intimidation skill instead. Additionally, they must make a WIL x 3 Test to avoid responding to acts of intimidation with threat displays or violence, though such violence need not be lethal (note that they will still back down if someone successfully uses Intimidation skill on them). Since the evolutionary purpose of dominance structures is to minimize conflict, domineering uplifts prefer to surround themselves with submissives and will avoid entering situations where they know their dominance might be challenged.\nSuch domineering characters often suffer poor reputations in modern transhuman reputation networks. They may not start with a rep score higher than 40 in any rep network other than Guanxi.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(41,'Drug Exception Ego','The character or morph has an unusual resistance to addiction for one particular biological or chemical drug (but not nanodrugs or narcoalgorithms). Addiction Tests for using that drug or resisting an addiction craving are made with a +20 modifier. Furthermore, the character halves the penalty for minor and moderate addiction to that drug, but still suffers full penalties from major addiction.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(42,'Drug Exception Morph','The character or morph has an unusual resistance to addiction for one particular biological or chemical drug (but not nanodrugs or narcoalgorithms). Addiction Tests for using that drug or resisting an addiction craving are made with a +20 modifier. Furthermore, the character halves the penalty for minor and moderate addiction to that drug, but still suffers full penalties from major addiction.','POS','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(43,'Drug Fiend Ego','The character or morph has a weak resistance to addiction. Addiction Tests (including attempts to resist addiction cravings) are made with a Òˆ’20 modifier.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(44,'Drug Fiend Morph','The character or morph has a weak resistance to addiction. Addiction Tests (including attempts to resist addiction cravings) are made with a Òˆ’20 modifier.','NEG','MOR',10,1,'EVERY'); +INSERT INTO traits VALUES(43,'Drug Fiend Ego','The character or morph has a weak resistance to addiction. Addiction Tests (including attempts to resist addiction cravings) are made with a -20 modifier.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(44,'Drug Fiend Morph','The character or morph has a weak resistance to addiction. Addiction Tests (including attempts to resist addiction cravings) are made with a -20 modifier.','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(45,'Edited Memories','At some point in the character past, the character had certain memories strategically removed or otherwise lost to them. This may have been done to intentionally forget an unpleasant or shameful experience or to make a break with the past. The memory may also have been lost by an unexpected death (with no recent backup), or it may have been erased against the character will. Whatever the case, the memory should bear some importance, and there should exist either evidence of what happened or NPCs who know the full story. This is a tool the gamemaster can use to haunt the character at some future point with ghosts from their past.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(46,'Ego Plasticity I','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers Òˆ’1 SV when merging forks.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(47,'Ego Plasticity II','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers Òˆ’1 SV when merging forks.','POS','EGO',20,2,'EVERY'); -INSERT INTO traits VALUES(48,'Ego Plasticity III','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers Òˆ’1 SV when merging forks.','POS','EGO',30,3,'EVERY'); +INSERT INTO traits VALUES(46,'Ego Plasticity I','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers -1 SV when merging forks.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(47,'Ego Plasticity II','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers -1 SV when merging forks.','POS','EGO',20,2,'EVERY'); +INSERT INTO traits VALUES(48,'Ego Plasticity III','Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers -1 SV when merging forks.','POS','EGO',30,3,'EVERY'); INSERT INTO traits VALUES(49,'Eidetic Memory Ego','Much like a computer, the character has perfect memory recall. They can remember anything they have sensed, often even from a single glance. ','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(50,'Eidetic Memory Morph','Much like a computer, the character has perfect memory recall. They can remember anything they have sensed, often even from a single glance.','POS','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(51,'Emotive','The emotive circuits for this morph are exceptional. Kinesics Tests made against the morph suffer only a Òˆ’10 modifier, rather than the usual Òˆ’30 for synth- morphs. This is useful when non-vocally emoting to friends, and not so great when trying to hide your intentions from others.','POS','MOR',0,1,'SYNTH'); -INSERT INTO traits VALUES(52,'Emotive Blindness','This trait is only available to AGIs and uplifts.

This character has difficulty reading the finer points of social cues, body language, expressions, emoting, and so forth for any transhuman outside of its own species. Apply a Òˆ’10 modifier to Kinesics Tests used against anyone not of the same species as the character.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(51,'Emotive','The emotive circuits for this morph are exceptional. Kinesics Tests made against the morph suffer only a -10 modifier, rather than the usual -30 for synth- morphs. This is useful when non-vocally emoting to friends, and not so great when trying to hide your intentions from others.','POS','MOR',0,1,'SYNTH'); +INSERT INTO traits VALUES(52,'Emotive Blindness','This trait is only available to AGIs and uplifts.

This character has difficulty reading the finer points of social cues, body language, expressions, emoting, and so forth for any transhuman outside of its own species. Apply a -10 modifier to Kinesics Tests used against anyone not of the same species as the character.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(53,'Enemy','At some point in their past, the character made an enemy for life who continues to haunt them. The gamemaster and player should work out the details on this enmity, and the gamemaster should use the enemy as an occasional threat, surprise, and hindrance.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(54,'Enlarged Size','This trait increases the size of an existing morph model from either small to medium or medium to large (morphs may only be enlarged once). Morphs enlarged to a medium size lose the effects of the Small Size trait (TH, p. 95) and gain 5 points of Durability. Morphs enlarged to a large size gain the effects of the Large Size trait (TH, p. 94) and 10 points of Durability. Durability increases also effect Wound Threshold and Death Rating as normal. Enlarging a morph may affect other changes at the gamemaster''s discretion. For example, morphs that relied on their small size for flight may lose that capability or suffer modifiers.','POS','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(55,'Entrepreneur I','This character is the owner or co-owner of their own small hypercorp, microcorp, or business franchise--or an active participant in an autonomist cooperative, collective, or work syndicate. This entity has its own reputation score in an appropriate social network; at the beginning of game play, this rep score equals the trait level x 20. As an owner/member, the character can call upon this rep score for favors, information, and goods, just as they would their own rep score.

\nAt the gamemster''s discretion, this venture can provide other benefits, such as enabling opportunities for smuggling, making official inquiries, or providing a cover for clandestine activities. Though a character can handle much of their management/participation in their businesses or cooperative work project via the mesh and forking, the gamemaster should ensure that the relationship is not strictly a one-way street and occasionally place obligations on the character to take care of business affairs. The gamemaster and player should work together to define the nature of the business/cooperative, such as what it focuses on, where it is based, and the other important participants. These ventures are more than just another resource for the character to call upon, as they can also be used to sew new plot seeds or create new role- playing opportunities.

\nThe reputation score of this venture should fluctuate during game play, much like a player character''s. This may be in part due to the character''s actions, but could also result from economic or political factors outside the character''s control.','POS','EGO',10,1,'EVERY'); @@ -6115,20 +6115,20 @@ INSERT INTO traits VALUES(72,'Genetic Defect I','The morph is not genefixed, and INSERT INTO traits VALUES(73,'Genetic Defect II','The morph is not genefixed, and in fact suffers\nfrom a genetic disorder or other impairing mutation. The player and gamemaster should agree on a defect appropriate to their game. Some possibilities include: heart disease, diabetes, cystic fibrosis, sickle-cell disease, hypertension, hemophilia, or color blindness. A defect that significantly impairs the character''s regular functioning or that inflicts chronic health problems. The gamemaster must determine the exact effects of the disorder on gameplay, as appropriate.

\nThis trait is only available for flats.','NEG','MOR',20,2,'BIO'); INSERT INTO traits VALUES(74,'Gold Star','At some point in their past, this character did something that permanently earned them a place in the historical annals of a particular faction. Choose one faction. Each time the character interacts with that faction (such as with Networking Tests) or with an NPC from this faction who knows the character, they gain a +10 modifier. This trait is incompatible with the Black Mark trait (p. 149, EP) for the same faction.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(75,'Hardening','Either through repeated exposure or simply due to a willful aspect of the character''s personality, the character is desensitized to one particular type of stressful experience. The player may choose one entry from the Stressful Experiences table (p. 215, EP), the Continuity Stress table (p. 233, EP), or any other specific experience that causes stress, such as specific psychosurgery procedures or Alienation Tests with a particular type of morph, with game- master approval. They are immune to stress from this source. This trait may be taken more than once, for hardening to different experiences. Each time it is taken, the character''s maximum Moxie score is reduced by 1. Characters may not become hardened to the merging of forks. Characters that become hardened through repeat exposure (p. 214, EP) gain this trait for free.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(76,'Heightened Instinct','This trait is only available to uplifts.

\nThough the character is fully sapient and normally socialized, the uplift process left much of their unconscious instinct intact, and they are able to synthesize a great deal of contextual information instinctively. This provides a marked advantage when dealing with confusing or tense situations, as the character''s subconscious drives their actions and responses faster than conscious decision-making. The char- acter receives a +1 bonus to Initiative and ignores up to Òˆ’10 of any modifiers for distraction when making skill tests.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(76,'Heightened Instinct','This trait is only available to uplifts.

\nThough the character is fully sapient and normally socialized, the uplift process left much of their unconscious instinct intact, and they are able to synthesize a great deal of contextual information instinctively. This provides a marked advantage when dealing with confusing or tense situations, as the character''s subconscious drives their actions and responses faster than conscious decision-making. The char- acter receives a +1 bonus to Initiative and ignores up to -10 of any modifiers for distraction when making skill tests.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(77,'High-temperature operation','This morph has been designed to operate only in high-temperature envi- ronments, enabling them to withstand temperatures up to 1,000 C. This morph loses 1 point of COO for every 5 minutes it spends at temperatures lower than 250 C, and 1 point of COO for every minute that it spends below 150 C.
\nWhen its COO equals zero the morph becomes completely immobile. This same penalty is applied to all COO-based skill rolls. The morph''s cyberbrain and mesh access still work in these circumstances, but the morph cannot physically move under its own power. Even if placed back in higher temperatures, if it was previously reduced to total immobility, the morph halves its COO and SOM (round down) until it has been serviced.
\nThis trait may only be applied to synthmorphs. It provides 5 points of Energy armor against heat-based attacks (such as lasers, microwaves, and plasma weapons, but not explosions).','POS','MOR',10,1,'SYNTH'); -INSERT INTO traits VALUES(78,'Hoarder','With the limitations on living space and need for resource management in all but the wealthiest habs, most transhumans are used to living with a minimal number of personal possessions. The flexibility and multi-purpose nature of most objects and availability of information, entertainment, and communication over digital or VR services all allow this to work well, but hoarders have a psychological compulsion to keep things that they don''t need and serve no purpose. Particularly common among corvid uplifts and some Fall survivors that lost everything, characters with this trait have a hard time giving away or disposing of things. Unless their behavior is somehow managed, they will accumulate overwhelming collections of junk.

Each day, the character must make a WIL x 3 Test to keep their compulsion under control. If they fail, they will keep any objects they would normally throw away or recycle (food packaging, drink bulbs, broken or useless objects like dead ectos, ammunition clips, and the like) and must acquire one new item that day; all of those items will be added to their hoard. Hoarders can force themselves to ignore this compulsion for a day by taking one point of stress damage. If they ever attempt to clean out their hoard voluntarily, or if the hoard is significantly reduced (by catastrophe or by hab maintenance workers forcibly removing it), the character takes (1d10 ÷ 2) + 2 SV.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(78,'Hoarder','With the limitations on living space and need for resource management in all but the wealthiest habs, most transhumans are used to living with a minimal number of personal possessions. The flexibility and multi-purpose nature of most objects and availability of information, entertainment, and communication over digital or VR services all allow this to work well, but hoarders have a psychological compulsion to keep things that they don''t need and serve no purpose. Particularly common among corvid uplifts and some Fall survivors that lost everything, characters with this trait have a hard time giving away or disposing of things. Unless their behavior is somehow managed, they will accumulate overwhelming collections of junk.

Each day, the character must make a WIL x 3 Test to keep their compulsion under control. If they fail, they will keep any objects they would normally throw away or recycle (food packaging, drink bulbs, broken or useless objects like dead ectos, ammunition clips, and the like) and must acquire one new item that day; all of those items will be added to their hoard. Hoarders can force themselves to ignore this compulsion for a day by taking one point of stress damage. If they ever attempt to clean out their hoard voluntarily, or if the hoard is significantly reduced (by catastrophe or by hab maintenance workers forcibly removing it), the character takes (1d10 / 2) + 2 SV.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(79,'Home Turf','This character knows a particular habitat like the back of their hand, paw, or tentacle, having grown up there or spent years familiarizing themselves. They receive an extra point of Moxie that may only be used for tests that apply to that habitat, such as navigating the best route, bypassing airlock controls, or hacking its infrastructure.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(80,'Hyper Linguist','The character has an intuitive understanding of linguistic structures that facilitates learning new languages easily. The character requires one-third the normal amount of time and experience to learn any language. The character can also learn any human language in one day simply by constant immersive exposure to it. Additionally, the character receives a +10 modifier when attempting to interpret languages they don''t know.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(81,'Identifiable Quirk','Transhumans may be able to switch bodies and\ntravel the entire solar system to start a new life, but some things can''t be left behind. The character has a unique behavioral quirk that makes identification easy, no matter the morph in which they are sleeved. Attempts to identify this character through Kinesics or similar skills gain a +10 bonus. This quirk could be a nervous twitch of the lips, distinct accent, noticeable laugh, or unusual gait. The character suffers a Òˆ’30 modifier to all Impersonation Tests against targets aware of the character''s quirk.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(81,'Identifiable Quirk','Transhumans may be able to switch bodies and\ntravel the entire solar system to start a new life, but some things can''t be left behind. The character has a unique behavioral quirk that makes identification easy, no matter the morph in which they are sleeved. Attempts to identify this character through Kinesics or similar skills gain a +10 bonus. This quirk could be a nervous twitch of the lips, distinct accent, noticeable laugh, or unusual gait. The character suffers a -30 modifier to all Impersonation Tests against targets aware of the character''s quirk.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(82,'Identity Crisis','The character''s ego has trouble adapting itself to\nthe changed look of a new morph--they are stuck with the mental image of their original body and simply do not grow accustomed to their new face(s). As a result, the character has difficulty identifying themselves in the mirror, photos, surveillance feeds, etc. They frequently forget the look and shape of their current morph, acting inappropriately, describing themselves by their original body, forgetting to duck when walking through doorways, etc. This is primar- ily a roleplaying trait, but the gamemaster may apply appropriate modifiers (usually -10) to tests affected by this inability to adapt.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(83,'Illiterate','The character knows how to speak but has difficulty reading or writing. Due to the entoptic-saturated and icon-driven nature of transhuman society, they are able to get by quite comfortably with this handi- cap. Reduce the character''s Language skills by half (round down) whenever reading or writing.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(84,'Immortality Blues','The character has lived so long--over 100 years--\nthey''re bored with life and now have difficulty motivating themselves. They were old when longevity treatments first became available, survived the Fall, and continue to soldier onward--though they find it increasingly harder to care, take interest in things around them, or fear final death. The character only receives half the Moxie and Rez Points award for completing motivational goals.

\nThis trait may not be purchased by characters with the infolife or uplift backgrounds.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(85,'Impaired Balance I','This trait is only available to neo-pigs.

\nThis uplift''s brain has not been fully adapted to the neo-pig''s bipedal stance and still suffers occasional difficulties with balance.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(86,'Impaired Balance II','This trait is only available to neo-pigs.

\nThis uplift''s brain has not been fully adapted to the neo-pig''s bipedal stance and still suffers occasional difficulties with balance.','NEG','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(87,'Impaired Balance III','This trait is only available to neo-pigs.

\nThis uplift''s brain has not been fully adapted to the neo-pig''s bipedal stance and still suffers occasional difficulties with balance.','NEG','EGO',30,3,'EVERY'); -INSERT INTO traits VALUES(88,'Impaired Hearing','This trait is only available to octomorphs.

\nThis morph lacks the transgenic hearing modifications of modern octomorph designs. The morph can only hear low sounds in the 400-1,000 Hertz range (as opposed to the 20-20,000 Hertz range enjoyed by most trans- humans) and hears poorly when not underwater.

\nApply a Òˆ’30 modifier to any hearing-based Perception Tests. At the gamemaster''s discretion, certain medium and high-frequency sounds may be inaudible as they are outside the morph''s range.\nThis lack of hearing may be compensated for with audio implants or microphones and mesh inserts.','NEG','MOR',5,1,'BIO'); -INSERT INTO traits VALUES(89,'Impaired Linguistics','This trait is only available to uplifts.

\nThis uplift''s particular brain structure has difficulty processing language. Tes some of their ability to speak, read, and comprehend things spoken by others when they suffer from stress. Each time the uplift suffers a trauma, they must make a Language Test at Òˆ’10 to speak (both verbal and via mesh inserts) or comprehend (reading or listening) anything above the most basic words and information. This test only needs to be made once for each language, but for each additional trauma suffered, the test must be made again, with an additional cumulative Òˆ’10 modifier. If the uplift loses their language abilities, they will recover them when that particular trauma is healed. In the meantime, they can only convey and understand basic, one-word, one-syllable concepts, such as "eat" or "run."','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(88,'Impaired Hearing','This trait is only available to octomorphs.

\nThis morph lacks the transgenic hearing modifications of modern octomorph designs. The morph can only hear low sounds in the 400-1,000 Hertz range (as opposed to the 20-20,000 Hertz range enjoyed by most trans- humans) and hears poorly when not underwater.

\nApply a -30 modifier to any hearing-based Perception Tests. At the gamemaster''s discretion, certain medium and high-frequency sounds may be inaudible as they are outside the morph''s range.\nThis lack of hearing may be compensated for with audio implants or microphones and mesh inserts.','NEG','MOR',5,1,'BIO'); +INSERT INTO traits VALUES(89,'Impaired Linguistics','This trait is only available to uplifts.

\nThis uplift''s particular brain structure has difficulty processing language. Tes some of their ability to speak, read, and comprehend things spoken by others when they suffer from stress. Each time the uplift suffers a trauma, they must make a Language Test at -10 to speak (both verbal and via mesh inserts) or comprehend (reading or listening) anything above the most basic words and information. This test only needs to be made once for each language, but for each additional trauma suffered, the test must be made again, with an additional cumulative -10 modifier. If the uplift loses their language abilities, they will recover them when that particular trauma is healed. In the meantime, they can only convey and understand basic, one-word, one-syllable concepts, such as "eat" or "run."','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(90,'Impaired Proprioception','This trait is only available to octomorphs and flying squid morphs.

\n Baseline cephalopods lack a sense of proprioception in their arms and tentacles, meaning they only know where their limbs are by looking at them. Though a standard proprioceptive sense was added to most octomorph and flying squid models, a number of germlines lack the proper neural structure.\nA morph with this trait suffers a -10 modifier on Fray Tests to avoid attacks or get out of the way and gains no benefits from the Ambidextrous trait.','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(91,'Implant rejection I','This morph does not accept implants well. ','NEG','MOR',5,1,'BIO'); INSERT INTO traits VALUES(92,'Implant rejection II','This morph does not accept implants well. The morph cannot accept implants of any kind.','NEG','MOR',15,2,'BIO'); @@ -6136,15 +6136,15 @@ INSERT INTO traits VALUES(93,'Improved Imm. Sys. Morph I','The morph''s immune s INSERT INTO traits VALUES(94,'Improved Imm. Sys. Morph II','The morph''s immune system is robust and more resistant to diseases, drugs, and toxins--even more than basic biomods. Apply a +20 modifier whenever making a test to resist infection or the effects of a toxin or drug.','POS','MOR',20,2,'BIO'); INSERT INTO traits VALUES(95,'Incompetent','The character is completely incapable of performing a particular chosen active skill, no matter any training they may receive.
They may not buy this skill during character creation or later advancement, and the modifier for defaulting to the linked aptitude of this particular skill is -10. This may not be used for exotic weapon skills, and should be used for a skill that could be of use to the character.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(96,'Indenture Holder','The character currently owns the indenture contract of another ego. The person subject to indenture could be anyone from a Fall infugee to a criminal working off the damages of an assault charge. The indenture itself could have been voluntarily arranged with the character, awarded by a court, or the character could have bought it through IndEX (TH, p. 162). The terms and conditions that will end the indenture should be clearly determined as a set credit amount, levels of favors expended, or provision of specific services. It is recommended that the contractual services are reasonably likely to be completed within 6 months. Players and gamemasters should collaborate to establish the relationship the character has with the indenture and the exact skills and reputations of the NPC. Gamemasters should be very careful that this trait is not abused, and remember that, as the indenture holder, the character also has some responsibilities to the NPC. Physical harm, mental trauma, and illegal activities could negate the terms of indenture and may have serious repercussions for the character. Should the character treat their indenture well, they could become a trusted ally, but ill treatment could make them into an enemy (p. 149, EP).','POS','EGO',30,1,'EVERY'); -INSERT INTO traits VALUES(97,'Information Control','This character has a knack for diligence and caution in their daily living, online, and social networking interactions, reducing the amount of extraneous or sensitive information about themselves that leaks out in the public eye. Apply a Òˆ’10 modifier to any Research Tests to gather information on the character or track them online (see Scanning, Tracking, and Monitoring, p. 251, EP) and any Networking Tests to ascertain the character''s networking interactions (see Keeping It Quiet, p. 288, EP).','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(97,'Information Control','This character has a knack for diligence and caution in their daily living, online, and social networking interactions, reducing the amount of extraneous or sensitive information about themselves that leaks out in the public eye. Apply a -10 modifier to any Research Tests to gather information on the character or track them online (see Scanning, Tracking, and Monitoring, p. 251, EP) and any Networking Tests to ascertain the character''s networking interactions (see Keeping It Quiet, p. 288, EP).','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(98,'Innocuous','In an age when exotic appearances and good looks\nare commonplace, the morph''s look is surprisingly bland and undistinguished, in that cookie cutter sort of way. The character''s physical looks are so mundane that others have a hard time picking them out of a crowd, describing their appearance, or otherwise remembering physical details. Apply a -10 modifier to all tests made to spot, describe, or remember the character. This modifier does not apply to psi or mesh searches.','POS','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(99,'Intense Relationship','Many characters retain close relationships with family,\nfriends, and lovers. Sometimes, however, the interpersonal connection in these relationships becomes so intense as to be a detriment. The character is emotionally dependent on their relationship with a particular NPC to the point that being separated from the NPC is taxing. Each week the character goes without meaningful communication with the NPC, they suffer 1 point of stress. If cut off for more than two weeks, they also suffer a Òˆ’10 modifier to all Task Actions until they are able to reconnect, as they are too distracted to focus. The character also suffers double the stress from witnessing the NPC being hurt or killed.\nBasic operational security dictates that the character cannot tell the NPC anything about Firewall nor can they communicate with the NPC during a Firewall mission. Characters breaking these rules put the lives of their friends and family at risk. Gamemasters should have enemies of Firewall use friends and family against characters who break these rules.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(99,'Intense Relationship','Many characters retain close relationships with family,\nfriends, and lovers. Sometimes, however, the interpersonal connection in these relationships becomes so intense as to be a detriment. The character is emotionally dependent on their relationship with a particular NPC to the point that being separated from the NPC is taxing. Each week the character goes without meaningful communication with the NPC, they suffer 1 point of stress. If cut off for more than two weeks, they also suffer a -10 modifier to all Task Actions until they are able to reconnect, as they are too distracted to focus. The character also suffers double the stress from witnessing the NPC being hurt or killed.\nBasic operational security dictates that the character cannot tell the NPC anything about Firewall nor can they communicate with the NPC during a Firewall mission. Characters breaking these rules put the lives of their friends and family at risk. Gamemasters should have enemies of Firewall use friends and family against characters who break these rules.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(100,'Intuitive Cracker I','When it comes to brute-force hacking, this character has an intuitive sense for finding and deploying the right exploit tool for the job. Reduce the base timeframe for brute-force hacking (p. 257, EP) by 20% per level. Since brute-forcing a system is normally a Task Action with a 20 Action Turn timeframe, at Level 1 this timeframe is reduced to 16 Action Turns and at Level 2 it is reduced to 12 Action Turns. As usual, every 10 points of MoS on the Infosec Test may reduce this another 10%; these and other reductions (such as from Speed and extra actions; TH p. 96) are added together before they are applied to the timeframe.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(101,'Intuitive Cracker II','When it comes to brute-force hacking, this character has an intuitive sense for finding and deploying the right exploit tool for the job. Reduce the base timeframe for brute-force hacking (p. 257, EP) by 20% per level. Since brute-forcing a system is normally a Task Action with a 20 Action Turn timeframe, at Level 1 this timeframe is reduced to 16 Action Turns and at Level 2 it is reduced to 12 Action Turns. As usual, every 10 points of MoS on the Infosec Test may reduce this another 10%; these and other reductions (such as from Speed and extra actions; TH p. 96) are added together before they are applied to the timeframe.','POS','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(102,'Killer Instinct','This trait is only available to uplifts, and is most\ncommon in those from octopus or orca gene stock.

\nDuring uplift the most predatory aspect of the char- acter''s psyche was left largely intact, and this has left them comfortable with bloodletting. The character does not take stress from committing extreme violence in situations they feel are justified and necessary, and they receive a +30 modifier on Stress Tests when witnessing extreme violence committed by others.','POS','EGO',15,1,'EVERY'); -INSERT INTO traits VALUES(103,'Lacks Manipulators','This morph lacks hands or other limbs with a fine\nmanipulation capability. It is a common trait with quadrupeds (as well as certain smart animals). A morph with this trait may not be able to manipulate objects at all or may only be able to do so with a very limited capacity. Some morphs can hold small-sized or smaller tools, weapons, and other objects between their paws or in their mouths, for example, but unless these items have been specifically designed to operate with this morphology, the character will suffer a Òˆ’30 modifier to use or may not be able to use them at all (gamemaster discretion). Objects that don''t require physical manipu- lation, such as tools controlled by wireless commands, may be used normally. Some morphs with this trait-- particularly quadrupeds--may be unable to hold an object between their paws and move at the same time or may require a SOM x 3 Test to retain their balance while standing upright to hold something.','NEG','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(104,'Large Size','The morph is significantly larger than a normal transhuman, which has its advantages and disadvantages. The character counts as a large target in combat, granting all enemies a +10 bonus on attack rolls against the character. Their mass works against them; double the damage from falling or collisions after armor is applied. The character gains the reach advantage (p. 204, EP) against standard-size targets (double this against small targets) and can also wield two-handed weapons in one hand without penalty.

\nAt the gamemaster''s discretion, the character may suffer a Òˆ’20 modifier when handling small items, assuming they come equipped with no fine manipu- lators. Naturally, they may also have difficulty with armor, clothing, and other gear manufactured for smaller morphs, as well as the cramped confines of many habitats.\nThis trait applies to morphs that are inherently large. To apply it to existing morphs with a smaller baseline, use the Enlarged Size trait (p. 83,TH).','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(105,'Lemon','This trait is only available for synthetic morphs.
\nThis particular morph has some unfixable flaws. Once per game session (preferably at a time that will maximize drama or hilarity), the gamemaster can call for the character to make a MOX Γƒβ€” 10 Test (using their current Moxie score). If the character fails, the morph immediately suffers 1 wound resulting from some mechanical failure, electrical glitch, or other breakdown. This wound may be repaired as normal.','NEG','MOR',10,1,'SYNTH'); +INSERT INTO traits VALUES(103,'Lacks Manipulators','This morph lacks hands or other limbs with a fine\nmanipulation capability. It is a common trait with quadrupeds (as well as certain smart animals). A morph with this trait may not be able to manipulate objects at all or may only be able to do so with a very limited capacity. Some morphs can hold small-sized or smaller tools, weapons, and other objects between their paws or in their mouths, for example, but unless these items have been specifically designed to operate with this morphology, the character will suffer a -30 modifier to use or may not be able to use them at all (gamemaster discretion). Objects that don''t require physical manipu- lation, such as tools controlled by wireless commands, may be used normally. Some morphs with this trait-- particularly quadrupeds--may be unable to hold an object between their paws and move at the same time or may require a SOM x 3 Test to retain their balance while standing upright to hold something.','NEG','MOR',10,1,'EVERY'); +INSERT INTO traits VALUES(104,'Large Size','The morph is significantly larger than a normal transhuman, which has its advantages and disadvantages. The character counts as a large target in combat, granting all enemies a +10 bonus on attack rolls against the character. Their mass works against them; double the damage from falling or collisions after armor is applied. The character gains the reach advantage (p. 204, EP) against standard-size targets (double this against small targets) and can also wield two-handed weapons in one hand without penalty.

\nAt the gamemaster''s discretion, the character may suffer a -20 modifier when handling small items, assuming they come equipped with no fine manipu- lators. Naturally, they may also have difficulty with armor, clothing, and other gear manufactured for smaller morphs, as well as the cramped confines of many habitats.\nThis trait applies to morphs that are inherently large. To apply it to existing morphs with a smaller baseline, use the Enlarged Size trait (p. 83,TH).','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(105,'Lemon','This trait is only available for synthetic morphs.
\nThis particular morph has some unfixable flaws. Once per game session (preferably at a time that will maximize drama or hilarity), the gamemaster can call for the character to make a MOX x 10 Test (using their current Moxie score). If the character fails, the morph immediately suffers 1 wound resulting from some mechanical failure, electrical glitch, or other breakdown. This wound may be repaired as normal.','NEG','MOR',10,1,'SYNTH'); INSERT INTO traits VALUES(106,'Limber I','The morph is especially flexible and supple, capable of\ngraceful contortions and interesting positions. The character can smoke with their toes, do the splits, and squeeze into small, cramped spaces. It provides a +10 modifier to escaping from bonds, fitting into narrow confines, and other acts relying on contortion or flexibility. This trait is only available to biomorphs.','POS','MOR',10,1,'BIO'); INSERT INTO traits VALUES(107,'Limber II','The morph is especially flexible and supple, capable of\ngraceful contortions and interesting positions.The character can smoke with their toes, do the splits, and squeeze into small, cramped spaces and they are double-jointed escape artists.It provides a +20 modifier to escaping from bonds, fitting into narrow confines, and other acts relying on contortion or flexibility. This trait is only available to biomorphs.','POS','MOR',20,2,'BIO'); INSERT INTO traits VALUES(108,'Lost Fork','A fork of the character has gone missing without a\ntrace. The fork was legal and in compliance with all relevant laws and standards--then it vanished. The version that disappeared was an alpha fork, a complete recent copy of the character''s ego that possesses sensitive knowledge about all aspects of the character''s life. Players and gamemasters should discuss this trait before using it in their game and address the following questions: When did the disappearance occur? Why was the fork created? What was the fork doing just before the disappearance? What leads, if any, does the player possess at the start of the game?\nThis trait is often taken in combination with the Edited Memories, Enemy, and/or On the Run traits.','NEG','EGO',5,1,'EVERY'); @@ -6154,11 +6154,11 @@ INSERT INTO traits VALUES(111,'Low-Gravity Adaptation','The morph is adapted to INSERT INTO traits VALUES(112,'Machine Intuition','This trait is only available to AGIs.

\nThe AGI is so attuned to dealing with machines that it has an intuitive knack for discovering the actual source of electronic or programming problems. Apply a +10 modifier to Interfacing, Hardware, or Programming Tests that involve diagnosing a technical problem or repairing it.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(113,'Major Addiction Ego','The character is addicted to a drug, stimulus (XP), or activity (mesh use) to a degree that impacts the character''s physical or mental health. Players and gamemasters should work together to agree on addictions that are appropriate for their game.','NEG','EGO',20,1,'EVERY'); INSERT INTO traits VALUES(114,'Major Addiction Morph','The morph is addicted to a drug, stimulus (XP), or activity (mesh use) to a degree that impacts the character''s physical or mental health. Players and gamemasters should work together to agree on addictions that are appropriate for their game.','NEG','MOR',20,1,'EVERY'); -INSERT INTO traits VALUES(115,'Malleable Mind I','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a Òˆ’10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(116,'Malleable Mind II','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a Òˆ’10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',20,2,'EVERY'); -INSERT INTO traits VALUES(117,'Malleable Mind III','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a Òˆ’10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',30,3,'EVERY'); +INSERT INTO traits VALUES(115,'Malleable Mind I','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a -10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(116,'Malleable Mind II','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a -10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',20,2,'EVERY'); +INSERT INTO traits VALUES(117,'Malleable Mind III','Either through a natural quirk or psychosurgical conditioning, the character''s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a -10 modifier per level to the character''s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involun- tary psychosurgery.','POS','EGO',30,3,'EVERY'); INSERT INTO traits VALUES(118,'Math Wiz','The character can perform any feat of calculation, including the most complex and advanced mathematics, instantly and with great precision, with the same ease an unmodified human can add 2 + 3. The character can calculate odds, find correlations in numerical data, and perform similar tasks with great ease. Apply a +30 modifier on tests involving math calculations.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(119,'Memory Artifact','This particular morph has an anomalous neural structure. As a result, sometimes not all aspects of an ego are properly erased after it has been uploaded and the mind is customarily wiped. This morph has memories from a previous ego that continue to resurface. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain memories will manifest in the current occupant''s mind. This memories are likely to be from emotionally charged or otherwise memorable events in a previous ego''s life. The first time the latent memories activate, the ego suffers (1d10 ÷ 2) SV. Additional incidents of memory recall may or may not inflict stress, depending on the memory in question (traumatic ones certainly will), how drastically the memories conflict with the character''s personality, and whether or not the character is aware of the source of these memories. The character naturally integrates these memories in with their own, making them a long-term or possibly permanent change that can only be removed with psychotherapy. These memories may of course be useful for plot purposes, as they may include sensitive data, secrets hidden from the public, or information the previous ego does not want spread. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week unless they increase the test frequency from weekly to daily.','NEG','MOR',5,1,'EVERY'); +INSERT INTO traits VALUES(119,'Memory Artifact','This particular morph has an anomalous neural structure. As a result, sometimes not all aspects of an ego are properly erased after it has been uploaded and the mind is customarily wiped. This morph has memories from a previous ego that continue to resurface. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain memories will manifest in the current occupant''s mind. This memories are likely to be from emotionally charged or otherwise memorable events in a previous ego''s life. The first time the latent memories activate, the ego suffers (1d10 / 2) SV. Additional incidents of memory recall may or may not inflict stress, depending on the memory in question (traumatic ones certainly will), how drastically the memories conflict with the character''s personality, and whether or not the character is aware of the source of these memories. The character naturally integrates these memories in with their own, making them a long-term or possibly permanent change that can only be removed with psychotherapy. These memories may of course be useful for plot purposes, as they may include sensitive data, secrets hidden from the public, or information the previous ego does not want spread. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week unless they increase the test frequency from weekly to daily.','NEG','MOR',5,1,'EVERY'); INSERT INTO traits VALUES(120,'Mental Disorder','You have a psychological disorder from a previous\ntraumatic experience in your life. Choose one of the disorders listed on p. 211 of the Eclipse Phase book.','NEG','EGO',20,1,'EVERY'); INSERT INTO traits VALUES(121,'Mild Allergy','The morph is allergic to a specific chosen allergen\n(dust, dander, plant pollen, certain chemicals) and suffers mild discomfort when exposed to it (eye irritation, sneezing, difficult breathing). ','NEG','MOR',5,1,'BIO'); INSERT INTO traits VALUES(122,'Minion - Partner','The character has a personal employee, assistant,\nintern, or other form of retainer on hand to help them out. This could range from a hired bodyguard to a personal secretary to a solo socialite entourage. The relationship also does not need to be hierarchical; the character could have a partner or other collaborator.

This minion / partner should be developed in conjunction between the player and gamemaster and fully drawn up using the character creation rules, with their role and motivations spelled out. While most minions are in it for the money, and most partners share an interest or goal with the character, this NPC might also be motivated by loyalty, friendship, personal career interest, fandom, or to repay a debt or obligation.

For the most part, the player should be allowed to run this NPC as a secondary character. The minion/ partner is an NPC, however, and the gamemaster may take control of the NPC at any time. The relationship must be maintained, else the minion / partner will part ways with the character. The character should occasionally have to address the minion''s or partner''s own needs, which can be exploited for roleplaying and plot purposes.','POS','EGO',30,1,'EVERY'); @@ -6173,32 +6173,32 @@ INSERT INTO traits VALUES(130,'Morph Fever Resistance','This trait is only av INSERT INTO traits VALUES(131,'Morphing Disorder I','Adapting to new morphs is particularly challenging for this character.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(132,'Morphing Disorder II','Adapting to new morphs is particularly challenging for this character.','NEG','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(133,'Morphing Disorder III','Adapting to new morphs is particularly challenging for this character.','NEG','EGO',30,3,'EVERY'); -INSERT INTO traits VALUES(134,'Murder Simulator Addict','Thousands of hours spent in various simulspace combat games have sharpened the character''s aim and reflexes--or they''ve simply spent an inordinate amount of time at the range practicing headshots. When making called shots in ranged combat to target an opponent''s head, this character does not suffer the usual Òˆ’10 called shot modifier. They still suffer the Òˆ’10 modifier for other called shots, however.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(134,'Murder Simulator Addict','Thousands of hours spent in various simulspace combat games have sharpened the character''s aim and reflexes--or they''ve simply spent an inordinate amount of time at the range practicing headshots. When making called shots in ranged combat to target an opponent''s head, this character does not suffer the usual -10 called shot modifier. They still suffer the -10 modifier for other called shots, however.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(135,'Natural Immunity','The morph has a natural immunity to a specific drug, disease, or toxin. When afflicted with that specific chemical, poison, or pathogen, the character remains unaffected. This immunity may not be applied to nanodrugs or nanotoxins and at the gamemaster''s discretion may not be applied to other specific agents. This trait is only available to biomorphs.','POS','MOR',10,1,'BIO'); INSERT INTO traits VALUES(136,'Neural Damage','The character has suffered some type of neurological damage that simply cannot be cured. The affliction is now part of the character''s ego and remains with them even when remorphing. This damage may have been inherited, it may have resulted from a poorly designed morph or implant, or it may have been inflicted by one of the TITAN nanoviruses that targeted neural systems during the Fall. The gamemaster and player should agree on a specific disorder appropriate to their game. Some possibilities are: Partial aphasia, Color blindness,Amusica, Synaesthesia, Logorrhoea, Loss of face recognition, Loss of depth perception, Repetitive behavior, Mood swings, The inability to shift attention quickly. The gamemaster may decide to inflict modifiers resulting from this affliction as appropriate.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(137,'Neurochemical Imbalance','Something about this morph''s neurochemistry (or\nits neurochemical simulators, in the case of pods and synthmorphs) is unbalanced. Egos that sleeve into this morph struggle with a strong, almost overwhelming emotion: sadness, despair, frustration, loneliness, manic intensity, anxiety, euphoria, and so on. The strength of this emotion may ebb and wane, but it is omnipresent enough to have a consistent impact on the character''s mood and personality. This imposed emotion does not affect the character''s abilities, but it should be taken into effect for roleplaying purposes. The emotion may be quelled with endocrine control implants (but not emotional dampers) or temporarily overcome via a Psychosurgery Test (for biomorphs) or Hardware: Robotics Test (for synthmorphs). Specific drugs may also reduce the effect, based on the particular aptitude affected. Despite these efforts, the emotion will return in 1d10 days.','NEG','MOR',5,1,'EVERY'); INSERT INTO traits VALUES(138,'No cortical stack','The morph lacks the cortical stack that is common\nto morphs of its type. This means the character cannot be resleeved from the cortical stack if the character dies, they can only be resleeved from a standard backup.

\n This trait is not available for flats.','NEG','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(139,'Non-Human Biochemistry','Biomorphs (including pods) with this trait are developed from non-human (but still mammalian) species or have been genetically modified enough that they are substantially different from humans. Though they are often medically similar to humans, there may be notable differences, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-human morphs are developed without aller- gies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a Òˆ’10 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to Òˆ’20 or Òˆ’30 and/or adjust the timeframe based on the character''s condition and resources available to the medical staff.\nNon-anthropomorphic morphs with this trait count as exotic and inflict Òˆ’30 modifiers to Alienation and Integration Tests (p. 272, EP). This trait is only avail- able to morphs created from non-human biochemistries.','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(140,'Non-Mammalian Biochemistry','This trait is only available to morphs created from non-mammalian biochemistries.

\nBiomorphs (including pods) with this trait are developed from non-mammalian biologies. The state of medicine for these morphs is often not quite as advanced as it is for humans, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-mammalian morphs are developed without allergies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a Òˆ’20 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to Òˆ’30 and/or adjust the timeframe based on the resources available to the medical staff.\nMorphs with this trait count as exotic and inflict Òˆ’30 modifiers to Alienation and Integration Tests (p. 272, EP). ','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(141,'Not a team player','This character is socially awkward, self-centered,\nor has such low self esteem that they simply do not work well others. The character does not benefit from teamwork bonuses when others try to aid them, and if they attempt to aid someone else (whether voluntarily or forced), they will apply a Òˆ’10 modifier to the test rather than aiding with a +10.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(139,'Non-Human Biochemistry','Biomorphs (including pods) with this trait are developed from non-human (but still mammalian) species or have been genetically modified enough that they are substantially different from humans. Though they are often medically similar to humans, there may be notable differences, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-human morphs are developed without aller- gies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a -10 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to -20 or -30 and/or adjust the timeframe based on the character''s condition and resources available to the medical staff.\nNon-anthropomorphic morphs with this trait count as exotic and inflict -30 modifiers to Alienation and Integration Tests (p. 272, EP). This trait is only avail- able to morphs created from non-human biochemistries.','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(140,'Non-Mammalian Biochemistry','This trait is only available to morphs created from non-mammalian biochemistries.

\nBiomorphs (including pods) with this trait are developed from non-mammalian biologies. The state of medicine for these morphs is often not quite as advanced as it is for humans, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-mammalian morphs are developed without allergies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a -20 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to -30 and/or adjust the timeframe based on the resources available to the medical staff.\nMorphs with this trait count as exotic and inflict -30 modifiers to Alienation and Integration Tests (p. 272, EP). ','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(141,'Not a team player','This character is socially awkward, self-centered,\nor has such low self esteem that they simply do not work well others. The character does not benefit from teamwork bonuses when others try to aid them, and if they attempt to aid someone else (whether voluntarily or forced), they will apply a -10 modifier to the test rather than aiding with a +10.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(142,'Oblivious','The character is particularly oblivious to events around them or anything other than what their attention is focused on. ','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(143,'On the run','The character is wanted by the authorities of a particular habitat/station or faction, who continue to actively search for the character. They either committed a crime or somehow displeased someone in power. The character deals with that faction in question at their own risk and may occasionally be forced to deal with bounty hunters.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(144,'Overwhelmed by emotions','This trait is only available to AGIs.

\nThe character has a particularly difficult time adjusting to hormonal urges and emotions when sleeved in biomorphs. The character suffers a Òˆ’10 modifier when resisting any form of emotional manipulation, including Intimidation and most Persuasion Tests. Additionally the character suffers a Òˆ’10 modifier to Stress Tests involving emotions, fear, or pain. At the gamemaster''s discretion, certain intense emotions or rushes may temporarily overwhelm the character; if they fail a WIL x 3 Test, they are disoriented and must spend a Complex Action to regain their wits. Gamemasters should not allow this trait for characters that are unlikely to ever sleeve into biomorphs--or should at least occasionally put them in situations that force them into one. Endocrine control does not completely mitigate these effects, though some of the modifiers may cancel out.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(144,'Overwhelmed by emotions','This trait is only available to AGIs.

\nThe character has a particularly difficult time adjusting to hormonal urges and emotions when sleeved in biomorphs. The character suffers a -10 modifier when resisting any form of emotional manipulation, including Intimidation and most Persuasion Tests. Additionally the character suffers a -10 modifier to Stress Tests involving emotions, fear, or pain. At the gamemaster''s discretion, certain intense emotions or rushes may temporarily overwhelm the character; if they fail a WIL x 3 Test, they are disoriented and must spend a Complex Action to regain their wits. Gamemasters should not allow this trait for characters that are unlikely to ever sleeve into biomorphs--or should at least occasionally put them in situations that force them into one. Endocrine control does not completely mitigate these effects, though some of the modifiers may cancel out.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(145,'Pain Tolerance ego I','The character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Level 1 allows them to ignore the -10 modifier from 1 wound. ','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(146,'Pain Tolerance ego II','The character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Level 1 allows them to ignore the -10 modifier from 2 wound. ','POS','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(147,'Pain Tolerance morph I','The character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Allows them to ignore the -10 modifier from 1 wound.','POS','MOR',10,1,'BIO'); INSERT INTO traits VALUES(148,'Pain Tolerance morph II','The character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Allows them to ignore the -10 modifier from 2 wound.','POS','MOR',20,2,'BIO'); INSERT INTO traits VALUES(149,'Patron','The character has an influential person in their life who can be relied on for occasional support. This could be a wealthy hyperelite family member, a high-ranking triad boss, or an anarchist networker with an unbeatable reputation. When called upon, this patron can pull strings on the character''s behalf, supply resources, introduce them to people they need to know, and bail them out of trouble. The player and gamemaster should work together to define exactly who this NPC is and what their relationship with the player character is. Specifically, the question of why this patron is supporting the character should be answered (familial obligation? childhood buddies? the character saved their life once?). Gamemasters should be careful that this trait does not get abused. The patron should be an occasional help (probably no more than once per game session at most) but is not always at the character''s beck-and-call. If the character asks for too much, too often, they should find the patron''s support drying up. Additionally, the character may need to take action to maintain the relationship, such as undertaking a mission on the patron''s behalf. In fact, the character may only have their patronage because they are on-call or of use to the NPC in some way.','POS','EGO',30,1,'EVERY'); INSERT INTO traits VALUES(150,'Personal Connection','The character has some sort of personal connection\nthat often allows them to get one particular category of goods or services at a discount in most major habitats. Perhaps an old friend owns a body bank corp, their family is in the shipping business, they won a lifetime membership discount for a common retail chain, or someone in a criminal cartel owes them a life-long obligation. The player chooses one particular type of goods or services, such as morphs, cargo shipping, weapons, robots, software, implants, and so on. The character can usually acquire these goods or services at one cost category cheaper. This does not apply to Expensive goods. The player may use this trait as often as they wish, but the gamemaster may rule that is simply not available in certain settlements--their connection may not have a presence there or may be too strained for resources to offer the discount. Also at the gamemaster''s discretion, if the character takes actions that would substantially compromise the relationship that enables this discount, they may be temporarily unable to use this trait or may even lose it for good. This trait does not reduce the cost of goods and services acquired during character creation, nor may it be taken in conjunction with the Tenure trait.','POS','EGO',15,1,'EVERY'); -INSERT INTO traits VALUES(151,'Personality Artifact','Minor but occasionally intrusive echoes of previous egos that have inhabited the morph still remain as mental artifacts. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain character traits manifest in the current occupant''s mind, causing personality or behavior modification. Roll on the Personality Artifact table and apply the result; the effect lasts for (1d10 ÷ 2) days. With a successful INT x 3 Test, the character will recognize the manifesting behavior as foreign and suffer (1d10 ÷ 2) SV. Additional incidents may or may not inflict stress, depending on the change in question, how drastically the changes conflict with the character''s personality, and whether or not the character is aware of the source of these memories. These personality changes are not permanent and will not transfer with the character''s ego when they resleeve. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week, unless they increase the test frequency from weekly to daily.','NEG','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(152,'Phobia Disorder','Phobias are a minor type of mental anxiety disorder based on an irrational fear of a particular situation or thing. Phobic characters will go to great lengths to avoid their particular fear--they must make a WIL x 3 Test to even stay within proximity, otherwise they will flee the area. If forced into close proximity with their fear, they will suffer 1 SV per hour and take a Òˆ’10 modifier to all of their actions. If they are trapped in close proximity to the source of their fear, they will suffer (1d10 ÷ 2) SV per hour and take a Òˆ’30 modifier to all actions. Luckily, phobias are easier to treat than other disorders. The base timeframe for psychotherapy treatment of a phobia is 20 hours.

\nPhobia disorders may be inflicted on characters that suffer too many traumas in place of other mental disorders. Gamemasters should keep in mind, however, that phobias are easier to treat; though the possibility of taking more mental stress from the phobia may offset this. At the gamemaster''s discretion, temporary phobias can be used as derangements inflicted with mental trauma (p. 209, EP). In these situations, the phobia should be linked to the particular source of trauma. For example, a character who suffers a trauma from remembering their death after vacuum exposure might pick up a derangement phobia of vacuum environments.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(151,'Personality Artifact','Minor but occasionally intrusive echoes of previous egos that have inhabited the morph still remain as mental artifacts. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain character traits manifest in the current occupant''s mind, causing personality or behavior modification. Roll on the Personality Artifact table and apply the result; the effect lasts for (1d10 / 2) days. With a successful INT x 3 Test, the character will recognize the manifesting behavior as foreign and suffer (1d10 / 2) SV. Additional incidents may or may not inflict stress, depending on the change in question, how drastically the changes conflict with the character''s personality, and whether or not the character is aware of the source of these memories. These personality changes are not permanent and will not transfer with the character''s ego when they resleeve. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week, unless they increase the test frequency from weekly to daily.','NEG','MOR',10,1,'EVERY'); +INSERT INTO traits VALUES(152,'Phobia Disorder','Phobias are a minor type of mental anxiety disorder based on an irrational fear of a particular situation or thing. Phobic characters will go to great lengths to avoid their particular fear--they must make a WIL x 3 Test to even stay within proximity, otherwise they will flee the area. If forced into close proximity with their fear, they will suffer 1 SV per hour and take a -10 modifier to all of their actions. If they are trapped in close proximity to the source of their fear, they will suffer (1d10 / 2) SV per hour and take a -30 modifier to all actions. Luckily, phobias are easier to treat than other disorders. The base timeframe for psychotherapy treatment of a phobia is 20 hours.

\nPhobia disorders may be inflicted on characters that suffer too many traumas in place of other mental disorders. Gamemasters should keep in mind, however, that phobias are easier to treat; though the possibility of taking more mental stress from the phobia may offset this. At the gamemaster''s discretion, temporary phobias can be used as derangements inflicted with mental trauma (p. 209, EP). In these situations, the phobia should be linked to the particular source of trauma. For example, a character who suffers a trauma from remembering their death after vacuum exposure might pick up a derangement phobia of vacuum environments.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(153,'Phoenix I','Transhumans who die and resleeve frequently are nicknamed "phoenixes." Death holds little sway over these daring characters, so the trauma of lost continuity has lost much of its sting. The character gains a +20 bonus on Continuity Tests at Level 1, and a +30 bonus at Level 2.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(154,'Phoenix II','Transhumans who die and resleeve frequently are nicknamed "phoenixes." Death holds little sway over these daring characters, so the trauma of lost continuity has lost much of its sting. The character gains a +20 bonus on Continuity Tests at Level 1, and a +30 bonus at Level 2.','POS','EGO',20,2,'EVERY'); INSERT INTO traits VALUES(155,'Planned Obsolescence','The morph is a hypercorp model that\nrequires periodic GSP (Genetic Service Pack) therapy. For every three months of game time, the character must spend credits equal to 10% the cost of the morph on GSP "upgrades." If they fail to do so, the morph''s SOM is reduced by 5 until the character gets their GSP therapy. These penalties are cumulative over time (at 6 months, 9 months, etc.), but getting GSP therapy once removes all penalties. The character suffers no SOM loss if the majority of a given 3 month period was spent in hibernation, in a healing vat, or in some other form of metabolic suspension. The SOM reduction is due to low level neural degradation, minor tumors, joint pain, and other problems that crop up and express later as hypercorp genetic designers working on tight budgets and tighter deadlines race to release morph models with extra value-added features. While theoretically over many years this trait would lead to the early death of the morph, in game terms the morph stops accruing penalties when its SOM is reduced to 5. The character regains their normal SOM score if they resleeve. This trait is only available to biomorphs (including uplifts and pods).','NEG','MOR',5,1,'BIO'); -INSERT INTO traits VALUES(156,'Poorly Socialized','This trait is most common among AGIs and uplifts, but can be taken by anyone. The character''s early life experience left them poorly prepared for interacting with the general public, and they come off as boorish, distant, or strange until they get to know someone well. Due to the difficult nature of the character''s behavior, they suffer a Òˆ’10 modifier on all Social Skill Tests whenever the character is interacting with another character for the first time only.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(156,'Poorly Socialized','This trait is most common among AGIs and uplifts, but can be taken by anyone. The character''s early life experience left them poorly prepared for interacting with the general public, and they come off as boorish, distant, or strange until they get to know someone well. Due to the difficult nature of the character''s behavior, they suffer a -10 modifier on all Social Skill Tests whenever the character is interacting with another character for the first time only.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(157,'Potent Mind','This trait is only available to characters that also have the Psi trait and the Psychic Stab sleight.

The character''s mind is especially invasive and damaging when used against others. Inflict an extra 1d10 DV when using the Psychic Stab sleight.','POS','EGO',5,1,'EVERY'); INSERT INTO traits VALUES(158,'Predator','This trait is only available to uplifts, and is most common in those from octopus or orca gene stock.

The uplift retains the thrill of the hunt from its preda- tory ancestry. The character receives a +10 modifier on Infiltration Tests when stalking a target and a +10 bonus on the first attack against a surprised opponent.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(159,'Proprietary tech','This trait is only available to synthmorphs.

\nThis morph was built to non-standard specifications, so that normal tools and software do not properly work on this morph. This is a conscious design decision by the manufacturer of the morph and is often used as a means of control. By limiting access to repair and modifications, the morph is dependent on the manufacturer. Highly skilled technicians can work around these barriers, but it impedes work. Standard repair and diagnostic tools like repair spray and fixer nanoswarms do not work on this morph, except for manufacturer-approved brands. Characters with Hardware: Robotics can repair or modify the morph but at a Òˆ’20 modifier.','NEG','MOR',10,1,'SYNTH'); +INSERT INTO traits VALUES(159,'Proprietary tech','This trait is only available to synthmorphs.

\nThis morph was built to non-standard specifications, so that normal tools and software do not properly work on this morph. This is a conscious design decision by the manufacturer of the morph and is often used as a means of control. By limiting access to repair and modifications, the morph is dependent on the manufacturer. Highly skilled technicians can work around these barriers, but it impedes work. Standard repair and diagnostic tools like repair spray and fixer nanoswarms do not work on this morph, except for manufacturer-approved brands. Characters with Hardware: Robotics can repair or modify the morph but at a -20 modifier.','NEG','MOR',10,1,'SYNTH'); INSERT INTO traits VALUES(160,'Psi Chameleon Ego','The character''s mental state is naturally resistant to\npsi sensing. Apply a -10 modifier to any attempts to locate or detect the character via psi sleights.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(161,'Psi Chameleon Morph','The character''s mental state is naturally resistant to\npsi sensing. Apply a -10 modifier to any attempts to locate or detect the character via psi sleights.','POS','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(162,'Psi Defense Ego I','The character''s mind is inherently resistant to mental attacks. Apply a +10 modifier to all defense tests made against psi attacks.','POS','EGO',10,1,'EVERY'); @@ -6218,18 +6218,18 @@ INSERT INTO traits VALUES(175,'Right at home','The character chooses one type of INSERT INTO traits VALUES(176,'Second Skin','If your character background or faction enforces a restriction on your starting morph (for example, uplifts must start with an uplift morph), this trait allows you to ignore that restriction and purchase a starting morph of your choice.','POS','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(177,'Severe Allergy (Common)','The morph''s biochemistry suffers a severe allergic reaction (anaphylaxis) when it comes into contact (touched, inhaled, or ingested) with a specific allergen. The allergen is common (dust, dander, plant pollen, certain foods, latex). The player and gamemaster should agree on an allergen that fits the game.','NEG','MOR',20,1,'BIO'); INSERT INTO traits VALUES(178,'Severe Allergy (Uncommon)','The morph''s biochemistry suffers a severe allergic reaction (anaphylaxis) when it comes into contact (touched, inhaled, or ingested) with a specific allergen. The allergen is uncommon (certain drugs, insect stings). The player and gamemaster should agree on an allergen that fits the game. ','NEG','MOR',10,1,'BIO'); -INSERT INTO traits VALUES(179,'Shut-in','This character is a social hermit or went through a period of self-imposed isolation, limiting the amount of interactions they have via online social networks. Because the character is out of touch, their ability to network with others is impaired. Apply a Òˆ’10 modifier to Networking Tests.','NEG','EGO',15,1,'EVERY'); +INSERT INTO traits VALUES(179,'Shut-in','This character is a social hermit or went through a period of self-imposed isolation, limiting the amount of interactions they have via online social networks. Because the character is out of touch, their ability to network with others is impaired. Apply a -10 modifier to Networking Tests.','NEG','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(180,'Situational Awareness','The character is very good at maintaining continuous partial awareness of the goings-on in their immediate environment. In game terms, they do not suffer the Distracted modifier on Perception Tests to notice things even when their attention is focused elsewhere or when making Quick Perception Tests during combat.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(181,'Skill Artifact I','The morph has latent skills stored in muscle memory or as higher-level data that refuses to be erased. This is especially common for exotic or alien morphs. At level 1, the morph has a single Active skill at a rating of 30 (plus aptitude) or a single Knowledge\nskill at 40 (plus aptitude). Level 2 adds a second skill. This new skill suppresses the ego''s pre-existing rating in that skill, similar to a skillware system. These skills cannot be changed or turned off as long as the ego is sleeved in that morph. This does not reduce the number of skills that can be used as part of a skillware system. This trait may not be bought more than once.','POS','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(182,'Skill Artifact II','The morph has latent skills stored in muscle memory or as higher-level data that refuses to be erased. This is especially common for exotic or alien morphs. At level 1, the morph has a single Active skill at a rating of 30 (plus aptitude) or a single Knowledge\nskill at 40 (plus aptitude). Level 2 adds a second skill. This new skill suppresses the ego''s pre-existing rating in that skill, similar to a skillware system. These skills cannot be changed or turned off as long as the ego is sleeved in that morph. This does not reduce the number of skills that can be used as part of a skillware system. This trait may not be bought more than once.','POS','MOR',20,2,'EVERY'); INSERT INTO traits VALUES(183,'Slow Learner','New skills are not easy for this character to pick up.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(184,'Small Size','The morph is significantly smaller than a normal transhuman, roughly child-sized. The character counts as a small target in combat; apply a Òˆ’10 modifier to attacks against the character. Standard-size opponents have a reach advantage against the character and large and very large opponents will have double this advantage. The character may also, at the gamemaster''s discretion, suffer a Òˆ’20 modifier when handling medium-sized gear or two-handed weapons that have not been modified for their size. They may also have difficulty with armor, gear, and so on manufactured for larger morphs. Small morphs have an aptitude maximum for SOM of 25.

\nThis trait applies to morphs that are inherently small. To apply it to existing morphs with a larger baseline, use the Reduced Size trait (p. 93,TH).','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(184,'Small Size','The morph is significantly smaller than a normal transhuman, roughly child-sized. The character counts as a small target in combat; apply a -10 modifier to attacks against the character. Standard-size opponents have a reach advantage against the character and large and very large opponents will have double this advantage. The character may also, at the gamemaster''s discretion, suffer a -20 modifier when handling medium-sized gear or two-handed weapons that have not been modified for their size. They may also have difficulty with armor, gear, and so on manufactured for larger morphs. Small morphs have an aptitude maximum for SOM of 25.

\nThis trait applies to morphs that are inherently small. To apply it to existing morphs with a larger baseline, use the Reduced Size trait (p. 93,TH).','POS','MOR',0,1,'EVERY'); INSERT INTO traits VALUES(185,'Social Animal','This trait is only available to hominid and cetacean\nuplifts.

The species of origin for these uplifts naturally forms tightly bonded social groups, and that characteristic has been enhanced along with their intelligence. Whenever characters with this background are around family or close associates, they feel a strong sense of security and purpose that grants a +10 bonus on all Stress Tests.','POS','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(186,'Social butterfly','This character is a promiscuous abuser of online social networks. Because they go out of their way to make new connections and interact with people, they find it slightly easier to get what they need. Apply a +10 modifier to Networking Tests.','POS','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(187,'Social stigma ego','An unfortunate aspect of the character background means that they suffer from a stigma in certain social situations. They may be sleeved in a morph viewed with repugnance, be a survivor of the infamous Lost generation, or may be an AGI in a post-Fall society plagued by fear of artificial intelligence.
In social situations where the character nature is known to someone who view that nature with distaste, fear, or repugnance, they suffer a -10 to -30 modifier (gamemaster''s discretion) to social skill tests.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(188,'Social stigma morph','An unfortunate aspect of the character background means that they suffer from a stigma in certain social situations. They may be sleeved in a morph viewed with repugnance, be a survivor of the infamous Lost generation, or may be an AGI in a post-Fall society plagued by fear of artificial intelligence.\nIn social situations where the character nature is known to someone who view that nature with distaste, fear, or repugnance, they suffer a -10 to -30 modifier (gamemaster''s discretion) to social skill tests.','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(189,'Socially Graceless','Something about the character makes them a walking social disaster. While the character can be charming and confident, they forget basic social etiquette, overlook customs and rules, miss social cues, and overstep their bounds. Once per game session, the gamemaster can treat one social interaction (preferably where a Social Skill Test by the character was involved) as a critical failure. Usually this results in someone being offended, becoming hostile, or refusing to work with the character. Protocol may not be used to wipe away this social gaffe, nor may Moxie negate it.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(190,'Solitary','This trait is only available to neo-octopi uplifts.

\nLike its pre-sapient kin, this uplift prefers solitude and has not been fully socialized. As a result, they can only tolerate 2 hours of direct interaction (physical or virtual) with others before they need a break and some alone time (at least 2 hours). If forced into a situation where they must interact or exist in close proximity to others for more than 2 hours, they suffer a cumulative Òˆ’10 modifier to all Social Skill Tests per 2-hour period, up to a maximum of Òˆ’30. After 6 hours, they must a WIL x 3 Test to keep their composure and not react towards those around them with aggression, hostility, or even violence.

\nThis trait is usually taken in conjunction with the Hardening (Isolation) trait.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(190,'Solitary','This trait is only available to neo-octopi uplifts.

\nLike its pre-sapient kin, this uplift prefers solitude and has not been fully socialized. As a result, they can only tolerate 2 hours of direct interaction (physical or virtual) with others before they need a break and some alone time (at least 2 hours). If forced into a situation where they must interact or exist in close proximity to others for more than 2 hours, they suffer a cumulative -10 modifier to all Social Skill Tests per 2-hour period, up to a maximum of -30. After 6 hours, they must a WIL x 3 Test to keep their composure and not react towards those around them with aggression, hostility, or even violence.

\nThis trait is usually taken in conjunction with the Hardening (Isolation) trait.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(191,'Spacecraft','Buying a personal spacecraft is far beyond the means of most characters. This trait, however, puts a spacecraft in the character''s hands, with certain conditions. This trait may only be taken with game-master approval and it is best only considered for campaigns where regular space travel is likely to be a major element.

Somehow, the character is responsible for a bulk carrier, GEV, LLOTV, scum barge, SLOTV, or standard transport. How and why this occurred-- and what strings are attached--should be worked out between the player and gamemaster. The character could be an employed pilot or captain, placed in charge of a hypercorp-owned vessel. Perhaps they are borrowing a ship belonging to a criminal cartel, hyperelite dynasty, or anarchist collective. Maybe they built the ship on their own, but placed themselves permanently in the debt of an esoteric brinker group or smuggling crew to get the materials they needed. The ship may even be stolen, with a bounty out for its recapture.

Whatever the circumstances, the character should occasionally be obligated to meet or avoid the needs and demands of the ships'' rightful owners, its passengers, and its crew. For example, the character may have salvaged a derelict vessel and converted it into a refugee barge during the Fall, but must now deal with the scum squatters that have effectively taken it over. Operating a ship also comes with a host of logistical issues, from acquiring reaction mass to making deals for passengers and cargo to somehow funding an inexhaustible list of critical repairs. Keeping the ship operational could become a campaign unto itself.','POS','EGO',30,1,'EVERY'); INSERT INTO traits VALUES(192,'Stalker','A voyeur obsessively stalks this character''s actions\nonline. The gamemaster and player should work out details of the stalker together, and the gamemaster should use the stalker as a plot element to create occa- sional nuisances and challenges. The stalker could, for example, be a fan who over-appreciates the charac- ter''s work and pesters them or a unknown entity that follows the character''s actions religiously and posts the details to an online log.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(193,'Stolen Identity','Someone stole this character''s identity and took advantage of their name, reputation, background--the works. Though this happened in the past, the situ- ation was never fully resolved and the character is plagued with collateral difficulties from the theft. The gamemaster and player should work out details of the incident together, and the gamemaster should use this to occasionally hinder the character or create complica- tions. For example, the character may have to deal with criminal charges against them in one habitat, angry thugs looking for payback on another, and so on.','NEG','EGO',10,1,'EVERY'); @@ -6237,31 +6237,31 @@ INSERT INTO traits VALUES(194,'Striking Looks I','In an age where biosculpting i INSERT INTO traits VALUES(195,'Striking Looks II','In an age where biosculpting is easy, good looks are\nboth cheap and commonplace. This morph, however, possesses a physical look that can only be described as striking and unusual, but also somehow alluring and fascinating--even the gorgeous and chiseled glitterati take notice. On social skill tests where the character''s beauty may affect the outcome, they receive a +20 modifier. This modifier is ineffective against xenomorphs or those with the infolife or uplift backgrounds. This trait is only avail- able to biomorphs.
\nThe one drawback to this trait is that the character is more easily noticed and remembered.','POS','MOR',20,2,'BIO'); INSERT INTO traits VALUES(196,'Submissive','This trait is only available to uplifts.

\n This character retains a tendency to submit to displays of dominance, inherited from their pre-sapient forebears. The character suffers a -20 modifier in Opposed Tests against Intimidation from NPCs with perceived social status.','NEG','EGO',5,1,'EVERY'); INSERT INTO traits VALUES(197,'Subverted Mind','Similar to the Modified Behavior trait (p. 150, EP),\nthe character has been conditioned by behavioral control psychosurgery--in this case, an expunged or enforced behavior. The character is unaware of this mind editing, however, as the procedure also included an awareness block (p. 170, TH). This means the character could be a secret spy, courier, or saboteur, possibly even regularly engaging in behavior of which they are completely unaware. Alternatively, they could simply be an enemy''s secret ace in the hole, a trump card to exploit when the time is right. Keep in mind that, due to the awareness block, even when the character''s hidden programming becomes apparent to others, they will be cognitively incapable of recognizing it themselves, which is certain to be an incredibly stressful experience all around.','NEG','EGO',30,1,'EVERY'); -INSERT INTO traits VALUES(198,'Tacnet Sniper','If they have eyes on the target through an ally''s tacnet link, the character can make indirect fire attacks with only a Òˆ’10 modifier rather than the usual Òˆ’30. This only applies if the character uses tacnet, not through any other means.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(198,'Tacnet Sniper','If they have eyes on the target through an ally''s tacnet link, the character can make indirect fire attacks with only a -10 modifier rather than the usual -30. This only applies if the character uses tacnet, not through any other means.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(199,'Temperature Intolerance (Warm)','The morph is adapted for extreme cold and has difficulty dissipating body heat in temperatures tolerated by normal transhumans. When exposed to vacuum or temperatures above 5 C for more than 10 minutes, the character suffers a -10 modifier to all actions. At 10 C, increase the modifier to -20. At temperatures above 25 C, the character may suffer 1d10 DV per hour exposed from overheating, at the gamemaster''s discretion. These effects can be nullified by wearing a vacsuit, the application of some sort of cooling system, or returning to a suitably cold environment.','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(200,'Tenure','The character holds a tenured professorship at a university such as Titan Autonomous University or the University of Mars. This position gives them privileged access to the university''s resources, funds, and grad assistants. The character receives a +20 bonus on Networking Tests involving the university and its staff. Additionally, favors such as goods, services, and information acquired via those university network connections are one favor level lower. These bonuses do not extend outside the university''s influence. The tenured character will, of course, be expected to occasionally produce research results or other findings or pieces of work to validate their exploitation of university resources.','POS','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(201,'Timid','This character frightens easily. ','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(202,'Tough I','Your morph is resilient than others of its type and can take more physical abuse. Increase their Durability by +5.','POS','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(203,'Tough II','Your morph is resilient than others of its type and can take more physical abuse. Increase their Durability by +10.','POS','MOR',20,2,'EVERY'); INSERT INTO traits VALUES(204,'Tough III','Your morph is resilient than others of its type and can take more physical abuse. Increase their Durability by +15.','POS','MOR',30,3,'EVERY'); -INSERT INTO traits VALUES(205,'Trauma Tolerance I','This character has a higher threshold for handling traumatic experiences and is better at ignoring the effects of stress on their abilities and concentration. Level 1 allows them to ignore the Òˆ’10 modifier from 1 trauma. Level 2 allows them to ignore the Òˆ’10 modifiers from 2 traumas. Initiative modifiers still apply. In both cases, the character is also not immediately inflicted with any derangements as a result of these traumas. Any additional traumas affect the character as normal; postponed derange- ments don''t count for the purpose of raising derangement effects, but they do count towards determining when a disorder is applied. Blocking out traumatically stressful experiences is a temporary measure, however, as the experience still lingers and festers in the dark recesses of the character''s mind. A short period of time later (1d10 ÷ 2 hours, round down), the character''s facade of mental fortitude will crack and the Òˆ’10 trauma modifier(s) and derangement(s) will kick in at one level higher. A character who ignored a trauma that would have inflicted a minor derangement, for example, will a few hours later be struck by a moderate derangement.','POS','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(206,'Trauma Tolerance II','This character has a higher threshold for handling traumatic experiences and is better at ignoring the effects of stress on their abilities and concentration. Level 1 allows them to ignore the Òˆ’10 modifier from 1 trauma. Level 2 allows them to ignore the Òˆ’10 modifiers from 2 traumas. Initiative modifiers still apply. In both cases, the character is also not immediately inflicted with any derangements as a result of these traumas. Any additional traumas affect the character as normal; postponed derange- ments don''t count for the purpose of raising derangement effects, but they do count towards determining when a disorder is applied. Blocking out traumatically stressful experiences is a temporary measure, however, as the experience still lingers and festers in the dark recesses of the character''s mind. A short period of time later (1d10 ÷ 2 hours, round down), the character''s facade of mental fortitude will crack and the Òˆ’10 trauma modifier(s) and derangement(s) will kick in at one level higher. A character who ignored a trauma that would have inflicted a minor derangement, for example, will a few hours later be struck by a moderate derangement.','POS','EGO',20,2,'EVERY'); -INSERT INTO traits VALUES(207,'Trusting Heart','The character has a tendency to trust others far too quickly and is devastated when betrayed. Stress loss from betrayal is doubled and the character suffers a Òˆ’10 modifier when using Kinesics in Opposed Tests against Deception or Impersonation skills.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(205,'Trauma Tolerance I','This character has a higher threshold for handling traumatic experiences and is better at ignoring the effects of stress on their abilities and concentration. Level 1 allows them to ignore the -10 modifier from 1 trauma. Level 2 allows them to ignore the -10 modifiers from 2 traumas. Initiative modifiers still apply. In both cases, the character is also not immediately inflicted with any derangements as a result of these traumas. Any additional traumas affect the character as normal; postponed derange- ments don''t count for the purpose of raising derangement effects, but they do count towards determining when a disorder is applied. Blocking out traumatically stressful experiences is a temporary measure, however, as the experience still lingers and festers in the dark recesses of the character''s mind. A short period of time later (1d10 / 2 hours, round down), the character''s facade of mental fortitude will crack and the -10 trauma modifier(s) and derangement(s) will kick in at one level higher. A character who ignored a trauma that would have inflicted a minor derangement, for example, will a few hours later be struck by a moderate derangement.','POS','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(206,'Trauma Tolerance II','This character has a higher threshold for handling traumatic experiences and is better at ignoring the effects of stress on their abilities and concentration. Level 1 allows them to ignore the -10 modifier from 1 trauma. Level 2 allows them to ignore the -10 modifiers from 2 traumas. Initiative modifiers still apply. In both cases, the character is also not immediately inflicted with any derangements as a result of these traumas. Any additional traumas affect the character as normal; postponed derange- ments don''t count for the purpose of raising derangement effects, but they do count towards determining when a disorder is applied. Blocking out traumatically stressful experiences is a temporary measure, however, as the experience still lingers and festers in the dark recesses of the character''s mind. A short period of time later (1d10 / 2 hours, round down), the character''s facade of mental fortitude will crack and the -10 trauma modifier(s) and derangement(s) will kick in at one level higher. A character who ignored a trauma that would have inflicted a minor derangement, for example, will a few hours later be struck by a moderate derangement.','POS','EGO',20,2,'EVERY'); +INSERT INTO traits VALUES(207,'Trusting Heart','The character has a tendency to trust others far too quickly and is devastated when betrayed. Stress loss from betrayal is doubled and the character suffers a -10 modifier when using Kinesics in Opposed Tests against Deception or Impersonation skills.','NEG','EGO',10,1,'EVERY'); INSERT INTO traits VALUES(208,'Unattractive I','In a time when good looks are easily purchased, this morph is conspicuously ugly. As unattractiveness is increasingly associated with being poor, backward, or genetically defective, responses to a lack of good looks range from distaste to horror.\n

\nThis modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds. This modifier may be purchased for uplift morphs, but at half the bonus, and it is only effective against characters with that specific uplift background (i.e., neo- avians, neo-hominids, etc.).','NEG','MOR',10,1,'BIO'); INSERT INTO traits VALUES(209,'Unattractive II','In a time when good looks are easily purchased, this morph is conspicuously ugly. As unattractiveness is increasingly associated with being poor, backward, or genetically defective, responses to a lack of good looks range from distaste to horror.\n

\nThis modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds. This modifier may be purchased for uplift morphs, but at half the bonus, and it is only effective against characters with that specific uplift background (i.e., neo- avians, neo-hominids, etc.).','NEG','MOR',20,2,'BIO'); INSERT INTO traits VALUES(210,'Unattractive III','In a time when good looks are easily purchased, this morph is conspicuously ugly. As unattractiveness is increasingly associated with being poor, backward, or genetically defective, responses to a lack of good looks range from distaste to horror.\n

\nThis modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds. This modifier may be purchased for uplift morphs, but at half the bonus, and it is only effective against characters with that specific uplift background (i.e., neo- avians, neo-hominids, etc.).','NEG','MOR',30,3,'BIO'); INSERT INTO traits VALUES(211,'Uncanny Valley morph','There is a point where synthetic human looks become\nuncannily realistic and human-seeming, but they remain just different enough that their looks seem creepy or even repulsive--a phenomenon called the "uncanny valley." Morphs whose looks fall into this range suffer a -10 modifier on social skill tests when dealing with humans. This modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds.','NEG','MOR',10,1,'EVERY'); -INSERT INTO traits VALUES(212,'uncontrollable urge Ego','The ego or morph has an overwhelming primal drive that is not properly filtered by the brain, such as the urge for hunting, hiding food, mating, marking territory, driving off competitors (or, for the rare synthmorph, cleaning, serving, or shutting down when not in use), and so on. When presented with triggering stimuli, the character must pass a WIL x 3 Test to resist acting out the compulsion immediately. While resisting the compulsion, the character suffers a Òˆ’10 to all actions. Uncontrollable drives are poorly received in most circles. This trait is most common among uplifts.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(213,'Uncontrollable urge Morph','The ego or morph has an overwhelming primal drive that is not properly filtered by the brain, such as the urge for hunting, hiding food, mating, marking territory, driving off competitors (or, for the rare synthmorph, cleaning, serving, or shutting down when not in use), and so on. When presented with triggering stimuli, the character must pass a WIL x 3 Test to resist acting out the compulsion immediately. While resisting the compulsion, the character suffers a Òˆ’10 to all actions. Uncontrollable drives are poorly received in most circles. This trait is most common among uplifts.','NEG','MOR',10,1,'EVERY'); +INSERT INTO traits VALUES(212,'uncontrollable urge Ego','The ego or morph has an overwhelming primal drive that is not properly filtered by the brain, such as the urge for hunting, hiding food, mating, marking territory, driving off competitors (or, for the rare synthmorph, cleaning, serving, or shutting down when not in use), and so on. When presented with triggering stimuli, the character must pass a WIL x 3 Test to resist acting out the compulsion immediately. While resisting the compulsion, the character suffers a -10 to all actions. Uncontrollable drives are poorly received in most circles. This trait is most common among uplifts.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(213,'Uncontrollable urge Morph','The ego or morph has an overwhelming primal drive that is not properly filtered by the brain, such as the urge for hunting, hiding food, mating, marking territory, driving off competitors (or, for the rare synthmorph, cleaning, serving, or shutting down when not in use), and so on. When presented with triggering stimuli, the character must pass a WIL x 3 Test to resist acting out the compulsion immediately. While resisting the compulsion, the character suffers a -10 to all actions. Uncontrollable drives are poorly received in most circles. This trait is most common among uplifts.','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(214,'Unfit I','The morph is either not optimized for health and/or just in bad shape. ','NEG','MOR',10,1,'EVERY'); INSERT INTO traits VALUES(215,'Unfit II','The morph is either not optimized for health and/or just in bad shape.','NEG','MOR',20,2,'EVERY'); -INSERT INTO traits VALUES(216,'Unique Look','The morph is engineered to stand out in a society with sophisticated cloning and fabrication technology. The exact nature of the unique look varies based on the morph. Some employ proprietary technology secured by DRM in order to prevent others from copying the exact look of the morph. Others are secured by reputation alone--the look of an infamous triad crime boss would never be copied for fear of retribution. Whatever the reason, no one will mistake this morph for someone else. Any attempt to impersonate a morph with this trait suffers a Òˆ’30 penalty. Characters with this trait tend to cause extremely positive or negative reactions in social situations. Characters with this trait may gain a positive modifier of up to +30 in certain Social Skill Tests or suffer up to a Òˆ’30 penalty on Social Skill Tests, depending on the circumstance. In general, morphs with the Unique Look trait are strongly associated with a particular element of transhuman society, so characters with this trait will become de facto representatives of that element of society and others will treat them accordingly.','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(217,'Untarnished Reputation','Through fame, a lifetime of achievement, or some\nlucky quirk, the character''s reputation in one particular social network is very difficult to assail. Choose one reputation network. Any test to attack the character''s reputation in that network suffers a Òˆ’30 modifier, and any rep losses in that network are automatically halved. This does not apply if the character burns their own rep.','POS','EGO',15,1,'EVERY'); +INSERT INTO traits VALUES(216,'Unique Look','The morph is engineered to stand out in a society with sophisticated cloning and fabrication technology. The exact nature of the unique look varies based on the morph. Some employ proprietary technology secured by DRM in order to prevent others from copying the exact look of the morph. Others are secured by reputation alone--the look of an infamous triad crime boss would never be copied for fear of retribution. Whatever the reason, no one will mistake this morph for someone else. Any attempt to impersonate a morph with this trait suffers a -30 penalty. Characters with this trait tend to cause extremely positive or negative reactions in social situations. Characters with this trait may gain a positive modifier of up to +30 in certain Social Skill Tests or suffer up to a -30 penalty on Social Skill Tests, depending on the circumstance. In general, morphs with the Unique Look trait are strongly associated with a particular element of transhuman society, so characters with this trait will become de facto representatives of that element of society and others will treat them accordingly.','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(217,'Untarnished Reputation','Through fame, a lifetime of achievement, or some\nlucky quirk, the character''s reputation in one particular social network is very difficult to assail. Choose one reputation network. Any test to attack the character''s reputation in that network suffers a -30 modifier, and any rep losses in that network are automatically halved. This does not apply if the character burns their own rep.','POS','EGO',15,1,'EVERY'); INSERT INTO traits VALUES(218,'Very Large Size','The morph is huge in size, bigger than many vehicles. It counts as a very large target in combat, providing opponents with a +20 modifier to hit. Their mass works against them; triple the damage from falling or collisions after armor is applied. The\nmorph gains the reach advantage (p. 204, EP) against large-sized targets; double this bonus against medium and small targets. It can wield two-handed weapons in one hand, but suffers a -20 modifier with medium-sized objects and cannot use small items or smaller, unless they come equipped with fine manipulators. Very large morphs are too big to wear standard clothing and armor and do not fit within the confines of cramped habitats.','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(219,'Very Small Size','The bot or creature is roughly mouse- or insect-sized.\nIt counts as a very small target in combat; apply a Òˆ’30 modifier to attacks against it. Halve the damage from falling or collisions after armor is applied. Small- size opponents have a reach advantage against it and larger opponents will have double this advantage. The bot/critter suffers a Òˆ’20 modifier when handling small-sized gear and cannot use any gear that is larger. It cannolt use standard clothing or armor and is too small to fit a cyberbrain. Very small bots and animals have an aptitude maximum for SOM of 5. This trait only applies to bots and creatures that are inherently very small small.','POS','MOR',0,1,'EVERY'); -INSERT INTO traits VALUES(220,'Vr Vertigo','The character experiences intense vertigo and nausea when interfacing with any type of virtual reality, XP, or simulspace. Augmented reality has no effect, but VR inflicts a -30 modifier to all of the char- acter''s actions. Prolonged use of VR (gamemaster''s discretion) may actually incapacitate the character should they fail a WIL Γƒβ€” 2 Test.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(221,'Wait, that was you ?','This character was the unfortunate star of a viral meme that swept through the solar system''s mesh networks--provoking anger, disgust, or mockery towards them. To this day, strangers who access the character''s social profile are likely to connect them to that meme, coloring their perception of the character. Once per game session, the gamemaster may decide that a stranger with whom the character is inter- acting and who has access to the character''s online public profile makes the connection. The character suffers a one-time Òˆ’20 modifier to any social skill or Networking Test with that stranger.','NEG','EGO',10,1,'EVERY'); -INSERT INTO traits VALUES(222,'Weak Grip','This trait is only available to neo-avian and neo-pig morphs.

\nThe physiology of this particular morph is flawed in that the opposable digits on the hands are not fully formed or operational. A character in this morph loses their damage bonus in melee attacks and suffers a Òˆ’10 modifier on subdual tests (p. 204, EP) and any other tests involving their grip, hand strength, or ability to hold on.','NEG','MOR',10,1,'BIO'); +INSERT INTO traits VALUES(219,'Very Small Size','The bot or creature is roughly mouse- or insect-sized.\nIt counts as a very small target in combat; apply a -30 modifier to attacks against it. Halve the damage from falling or collisions after armor is applied. Small- size opponents have a reach advantage against it and larger opponents will have double this advantage. The bot/critter suffers a -20 modifier when handling small-sized gear and cannot use any gear that is larger. It cannolt use standard clothing or armor and is too small to fit a cyberbrain. Very small bots and animals have an aptitude maximum for SOM of 5. This trait only applies to bots and creatures that are inherently very small small.','POS','MOR',0,1,'EVERY'); +INSERT INTO traits VALUES(220,'Vr Vertigo','The character experiences intense vertigo and nausea when interfacing with any type of virtual reality, XP, or simulspace. Augmented reality has no effect, but VR inflicts a -30 modifier to all of the char- acter''s actions. Prolonged use of VR (gamemaster''s discretion) may actually incapacitate the character should they fail a WIL x 2 Test.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(221,'Wait, that was you ?','This character was the unfortunate star of a viral meme that swept through the solar system''s mesh networks--provoking anger, disgust, or mockery towards them. To this day, strangers who access the character''s social profile are likely to connect them to that meme, coloring their perception of the character. Once per game session, the gamemaster may decide that a stranger with whom the character is inter- acting and who has access to the character''s online public profile makes the connection. The character suffers a one-time -20 modifier to any social skill or Networking Test with that stranger.','NEG','EGO',10,1,'EVERY'); +INSERT INTO traits VALUES(222,'Weak Grip','This trait is only available to neo-avian and neo-pig morphs.

\nThe physiology of this particular morph is flawed in that the opposable digits on the hands are not fully formed or operational. A character in this morph loses their damage bonus in melee attacks and suffers a -10 modifier on subdual tests (p. 204, EP) and any other tests involving their grip, hand strength, or ability to hold on.','NEG','MOR',10,1,'BIO'); INSERT INTO traits VALUES(223,'Weak Immune System I','The morph''s immune system is susceptible to diseases, drugs, and toxins. ','NEG','MOR',10,1,'BIO'); INSERT INTO traits VALUES(224,'Weak Immune System II','The morph''s immune system is susceptible to diseases, drugs, and toxins. ','NEG','MOR',20,2,'BIO'); INSERT INTO traits VALUES(225,'Whole Body Apoptosis','This morph has been genetically programmed to suffer a sudden and lethal massive cellular failure at some point in the future, usually within a given 10 year period, though it is possible to target a specific date, give or take a few months. This modification is favored by bioconservatives that wish to live healthy and die quickly and "naturally." The cellular failure takes about 10 minutes to complete, giving the character time to stop what they are doing, send any final messages, or commit any other final acts. This trait may only be applied to biomorphs (including pods). Apoptosis may not be initiated voluntarily.','NEG','MOR',0,1,'BIO'); diff --git a/resources/js/app.js b/resources/js/app.js index 6b9e39a..7e2a4ba 100644 --- a/resources/js/app.js +++ b/resources/js/app.js @@ -7,6 +7,9 @@ require('jquery-ui/ui/widgets/tooltip'); //UiKit require('uikit'); +//Theme +require('./theme').init(); + //Background slide show require('./background').init(); @@ -53,6 +56,7 @@ const app = createApp({ }); app.component('about', require('./components/modals/About').default); +app.component('settings-modal', require('./components/modals/Settings').default); app.component('validation', require('./components/modals/ValidationCheck').default); app.component('load-dialog', require('./components/modals/LoadDialog').default); app.component('new-character-modal', require('./components/modals/NewCharacterModal').default); diff --git a/resources/js/background.js b/resources/js/background.js index 3d5d9c4..8e7c6bc 100644 --- a/resources/js/background.js +++ b/resources/js/background.js @@ -6,10 +6,13 @@ require('vegas'); //See here for more options: http://vegas.jaysalvat.com/documentation/settings/ -let backgroundSlides = [ +const localSlides = [ {src: '/img/bg/bg1.jpg'}, {src: '/img/bg/bg2.jpg'}, {src: '/img/bg/bg3.jpg'}, +]; + +const remoteSlides = [ //These are all free (at least non-commercial) use images or images in the public domain {src: 'https://upload.wikimedia.org/wikipedia/commons/d/d6/San_Francisco_International_Airport_at_night.jpg'}, //Andrew Choy from Santa Clara, California (Creative Commons Attribution-Share Alike 2.0 Generic) {src: 'https://upload.wikimedia.org/wikipedia/commons/6/62/Starsinthesky.jpg'}, //Credit ESA (This is me giving credit, per the license) @@ -22,22 +25,60 @@ let backgroundSlides = [ {src: 'https://upload.wikimedia.org/wikipedia/commons/b/b4/The_Sun_by_the_Atmospheric_Imaging_Assembly_of_NASA%27s_Solar_Dynamics_Observatory_-_20100819.jpg'} //Credit NASA ]; -//Do not show the (data heavy) background images if on mobile -let isMobile = (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(navigator.userAgent.toLowerCase())); -if (isMobile) { - backgroundSlides = [{}] -} +const STORAGE_KEYS = { + enabled: 'epcc.background.enabled', + remoteEnabled: 'epcc.background.remoteEnabled', +}; -import overlay from 'vegas/src/overlays/08.png'; +const isMobile = (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(navigator.userAgent.toLowerCase())); -export const init = () => { +const readBoolSetting = (key, fallback) => { + try { + const value = localStorage.getItem(key); + if (value === null) { + return fallback; + } + return value === 'true'; + } catch (error) { + return fallback; + } +}; + +const buildBackgroundSlides = () => { + const backgroundsEnabled = readBoolSetting(STORAGE_KEYS.enabled, true); + if (!backgroundsEnabled) { + return [{}]; + } + + const remoteDefault = !isMobile; + const remoteEnabled = readBoolSetting(STORAGE_KEYS.remoteEnabled, remoteDefault); + if (!remoteEnabled) { + return localSlides; + } + + return localSlides.concat(remoteSlides); +}; + +const applyBackgroundSettings = () => { + const slides = buildBackgroundSlides(); + try { + window.jQuery('body').vegas('destroy'); + } catch (error) { + // Ignore destroy errors if vegas was never initialized. + } window.jQuery('body').vegas({ timer: false, shuffle: true, delay: 60000, - // overlay: require('url-loader?emitFile=false!../../../../public/images/vendor/vegas/src/overlays/08.png'), - // overlay: '', overlay: overlay, - slides: backgroundSlides + slides: slides }); -}; \ No newline at end of file +} + +import overlay from 'vegas/src/overlays/08.png'; + +window.applyBackgroundSettings = applyBackgroundSettings; + +export const init = () => { + applyBackgroundSettings(); +}; diff --git a/resources/js/components/MainMenu.vue b/resources/js/components/MainMenu.vue index fb21a44..75de463 100644 --- a/resources/js/components/MainMenu.vue +++ b/resources/js/components/MainMenu.vue @@ -37,9 +37,10 @@ New - + diff --git a/resources/js/components/modals/LoadDialog.vue b/resources/js/components/modals/LoadDialog.vue index 520ec45..c3d0a03 100644 --- a/resources/js/components/modals/LoadDialog.vue +++ b/resources/js/components/modals/LoadDialog.vue @@ -1,6 +1,6 @@