Standard Personal Gear

As we increasingly run the risk in Æon Trinity of getting into more  and more dramatic shenanigans I thought I'd provide our players with an outline of the default personal expedition gear they will have.

Just as a point of clarity we are only defining personal gear as the Hybrid Transport assigned to the team has other "stuff"; drones, specific mission gear, emergency survival gear, Vacuum suits, medical kit etc but I'm not going to do a full inventory of that as it's tedious and frankly limiting.  As Storyguide I'd rather apply the "rule of cool" and "Yes, and..." principles and define specifics as we need (and as makes sense to the plot).

So what have they got? Well, unless a player specifies other personal gear that supersedes it each player has access to the following:

"Expedition clothing" - this is a overall/uniform/jumpsuit/survival garb (a variety of styles are available) with Taskforce and name badges.  It counts as Reinforced Clothing.

TYPE
BASE
POSITIVE & 0 TAGS
SIZE
TECH
FT
COST
Reinforced Clothing
Bulletproof & Impact Resistant
Active Camouflage 0, Composite 2, Environmental (temperature extremes only) 0, Innocuous 2, Soft 2
Medium
Hard
n/a

Everyone heading planet side is issued with a Filter mask: this allows a human to breathe the sulphuric atmosphere of Britannia.  To remain effective the filters will need changing at least every two hours, more frequently if an individual is particularly active. Tech: Hard, Size: Tiny, Cost: •

Everyone on the team also has an Ear Radio: This device allows a character to maintain hands-free, encrypted communication. Ear radios consist of a small earplug connected to miniature bone-conduction microphone. The microphone is extremely sensitive and can easily pick up whispers. Users can subvocalize coherently in a manner that’s inaudible to anyone nearby. Ear radios use complex frequency-switching algorithms and advanced encryption that make them far more difficult to intercept and decipher than ordinary minicomp calls (Increase the Difficulty of all attempts to intercept and decipher ear radio transmissions by +4). Only other ear radios set to the same profile can normally decrypt their messages. Most ear radios are used with minicomps, but many models can also be used independently, with a range of up to 20 km in areas with few wireless signals, like wilderness areas or deep space, and 5 km in dense urban areas. Ear radios can also be used to transmit data between users who link their minicomps into their ear radios. Tech: Hard, Size: Tiny, Cost: ••

If a character requests some form of personal defence or weapon they will be issued with a Sonic Pistol: These specialised non-lethal energy weapons emit focused sound beams capable of incapacitating targets. They are often employed alongside tasers by law enforcement.

Likewise survival knives are common issue as a tool and hence we have listed an Enamel Knife: A weapon almost as simple as a club, knives come in many forms, including blades of enamel, orbital steel, or old-fashioned collapsible knives. Unlike ranged weapons or larger melee weapons, knives are less restricted and more concealable. Enamel knives are exceptionally sharp blades grown via biotech. They do not show up on metal detectors.

TYPE
MODEL
EN
RANGE
DMG TYPE
TAGS
TECH
SIZE
FT
COST
Sonic Pistol
Aris Whistler
1
Close- Short
Sonic
Concealable, Optionally Non-Lethal 2, Ranged: close-short, Sonic
Hard
S
Enamel Knife
 -
1

Edged
Concealable, Grapple,
Melee, Piercing,
Throwing
Hard
S
0
In Æon Trinity the minicomp is the ubiquitous personal electronic device.  Combining mobile phone, laptop and entertainment unit everyone on a civilised human world has one and interacts with it both verbally and physically.  Unless we decide other wise we presume that every player character has the default consumer model (or a mechanically similar equivalent):

Wazukana 300E: The most popular minicomp on the market, made in a fetching neo-deco ovoid design and available in a variety of colours. Tech: Hard, Failsafe: 2, Cost: 0

It's also presumed that every character interfaces with their minicomp via a Heads-Up Display (HUD): Either contact lenses or goggles. Provides x2 magnification vision enhancement Tech: Hard, Cost: 0

Each minicomp has an Agent - this is both operating system and Personal Assistant. An Agent has a Mental and Social stat and a series of applications.  Players can tell their Agents to act independently as long as the Agent has an Application that covers what the player wishes them to do.  Alternatively they can assist a player character in any task relating to one of their Applications, providing 1 Enhancement when they do so.

Alpha Software Chris: Chris is one of the best agents on the open market and the default for any PC's minicomp. The projection’s appearance is fully customizable by the user. Chris is extremely responsive and good at understanding the user’s needs and wants. The default personality is slightly pushy but rapidly adapts to the user’s style and preferences. Cost: 0. Stats: Mental: 4, Social 4. Applications: Administration, Business, Design, Geography, Language Translation, Law, Mathematics, Online Research.

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