Gear

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 Ego Bridge

Ego bridges are vat devices used for uploading and downloading minds. See Backups and Uploading, and Resleeving.

Expensive 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.

Expensive Egocasting

This is the use of a farcaster to transmit an ego/infomorph. Farcasting is not cheap, and the cost is impacted by factors such as distance to receiver station and priority service (paying extra to get bumped ahead in line).

Low 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 they paid attention to.

Low Electrical Sense

The character can sense electric fields. Within 5 meters, the character can instantly tell if an electrical device is on or off and can see the precise location of electrical wiring behind a wall or inside a device. This sense gives the character a +10 modifier on any test involving analyzing, repairing, or modifying electrical equipment.

Moderate Electrogravitic Net

Also called a safety net, this fail-safe system uses electric fields to counter gravity when falling. While the system is not able to actually levitate heavy objects, it will slow down a fall enough that the user can land safely if the gravitational force is not too high (the fall height is not greater than 50 meters in 1G).

High Electromagnetic Pulse Grenade

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Micromissile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Minimissile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

High Electromagnetic Pulse Missile

EMP munitions fire off a strong electromagnetic pulse when they detonate. Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts.

Low Electronic Rope

The fibers in this rope can be controlled electronically, making it move in a snake-like fashion, stiffen up, and even wrap around objects. Typically comes in a 50-meter length capable of supporting 250 kg.

Expensive (min. 35000) Elite

Designed for performers, celebrities, and individuals who work with such people, this eidolon allows users to be more charismatic and persuasive, while also providing with them the ability to think on their feet by speeding up their thoughts in order to give themselves more time to consider their responses.

Moderate Emergency Backup

This plug-in automatically broadcasts a copy of the infomorph's ego through the mesh to a predetermined secure storage site every 48 hours. This interval may be voluntarily modified, keeping in mind that ego broadcasts tend to be intentionally limited as a precaution against interception/forknapping and that such transmissions hog bandwidth.

Moderate Emergency Bubble

Commonly used as a last resort "life raft" on spaceships, an emergency bubble is made of advanced smart materials and comes in a portable package that can be quickly inflated (1 Action Turn) around the user, usually inside an airlock. The bubble has a 5-meter diameter and can comfortably accommodate 4 people.

Moderate Emergency Distress Beacon

This small but powerful transmitter is powered by a nuclear battery and will broadcast any programmed distress call for years. Though portable and medium-sized, this beacon has a range of 500 km in urban areas and 5,000 km elsewhere.

Expensive Emergency Farcaster

Only characters with cortical stacks can possess this augmentation. The morph has an implanted quantum farcaster linked to a highly secure storage facility. The high cost of this implant also covers the cost of this storage. Using standard radio and quantum encryption, the farcaster broadcasts full backups of the character's ego (pulled from the cortical stack) once every 48 hours.

Trivial Emergency Rations

Sometimes all technology fails. Even the best makers and life support systems can break down or be disabled by hostile actions. Since alien plants and animals are almost universally inedible, some gatecrashers carry along a supply of compressed emergency rations.

Low Emotional Dampers

This low-cost alternative to endocrine control allows the user to voluntarily damp their morph's emotional responses and various non-verbal cues like pupil dilation, eye movement, or vocal tone. Using this augmentation allows the user to lie and conceal their emotions in such as way as to fool the keenest observer; apply a +30 modifier to Deception and Impersonation Tests.

Low Encryption Software

Crypto software generates key pairs, encrypts messages using public keys, and decrypts with secret keys.

High Endocrine Control

This augmentation modifies the morph's endocrine system, giving the character fine control over their hormone output. This allows the character to completely control their appetite and emotions and to regulate pain. They receive a +30 modifier against the effects of hunger, fear, and any forms of emotional manipulation, such as the Drive Emotion sleight.