Gear is all of the equipment your character owns and keeps on their person, from weapons and armor to clothing and electronics. You buy gear for your character with customization points during character creation (see Purchase Gear, p. 137) and in the game with Credit or Rep. Certain restricted, illegal, or hard-to-find items may require special efforts to obtain (see Acquiring Gear, p. 296). If you have access to a nanofabricator, you may be able to simply build gear, presuming you have the proper blueprints (see Nanofabrication, p. 284).

Even among the remaining capitalist economies, prices can vary drastically. To represent this, all gear falls into a cost category. Each category defines a range of costs, so the gamemaster can adjust the prices of individual items as appropriate to the situation. Each category also lists an average price for that category, which is used during character generation and any time the gamemaster wants to keep costs simple.

Expensive (min. 40000) Courier

This synthmorph was specifically designed to fly between the many moons and habitats in the Saturnian system. It is used by both couriers and smugglers throughout the outer system. This morph appears to be a roughly humanoid head and torso set on a conical base, with a total height of 1.5 meters, that makes it look rather like a four-armed chess piece.

High Covert Ops 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.

Low CR Gas

This potent incapacitating agent causes eye twitching and temporary blindness, severe coughing and breathing difficulty, skin irritation, and panic. Affected 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).

Expensive (min. 40000) Crafter

The crafter module is specialized for construction and fabrication.

Low Crash Suit

Designed for both industrial worksite 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.

Expensive (min. 40000) Crasher

An enhanced version of ruster morphs, crashers are rugged and durable designs capable of weathering a range of harsh environments. They are the ideal biomorph for gatecrashing assignments and are popular among first-in teams. Though pricey compared to other biomorph options, many gatecrashers traveling to less habitable and dangerous environments have found the investment worth it.

Expensive 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).

Crazypants Crasher Truck

A less expensive version of the GEV (EP p. 348), except it has no rockets for space flight.

Low Creepy

Creepies are small crawler bots that come in an eclectic variety of shapes and forms, from robosquirrels to insectoids to bizarre and artsy mechanical creatures. Creepies were originally designed as a sort of robotic pet, but they are commonly used as a general purpose household minion, like a more beloved servitor.

Expensive Critter

Critters are pods either genetically hacked together from various animal species or simply biosculpted to appear as such. Originally popular among hyperelites who preferred smarter and distinctive AI-operated pets, they were also sometimes deployed on a covert basis as bodyguards or spies disguised as smart animals.

Low 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.

Low 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 baton) to zap and restrain unruly prisoners.

Moderate 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 or a ghost-rider module must be used.

Low 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.

Low 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. 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.

Low Cybercortex

Similar but less sophisticated than a cyberbrain, a cybercortex is a limited artificial version of the neo-cortex for smart animals. A cybercortex is not sufficient to raise an animal to sapience, but it does boost the animal's ability to learn, comprehend instructions/commands, and reason. Apply a +10 modifier to Animal Handling Tests with this animal.

Moderate 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.

High Cyberlimb Plus

More extravagant cyberlimb models are also available, though they require more severe body alteration to accommodate. These limbs apply a +5 SOM bonus per limb (maximum +10). They may be replacement limbs or "extra" limbs anchored in the body's skeletal frame. These cyberlimbs may not be masked.

Moderate 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.

Expensive (min. 80000) Daitya

This huge, vaguely anthropomorphic synthmorph is designed for large construction projects and similar heavy industrial uses, such as moving large objects. At just under three-meters tall and with a mass of almost one ton, the daitya is essentially an industrial mech. Modified versions have occasionally been deployed for combat purposes.