Equipment (Embers)

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Operator/Phreak Gear

Headphones 1
Wearable, head. Hacking does not make sound noticeable outside melee range. 2d hearing penalty to Senses.
Although a little bulky, a good pair of headphones can help an operator filter out the noises of the outside world, engage in monitoring audio feeds silently, or simply listen to music in private.
Mobile Prompt 4
Hacking tool. Allows for access to any station or mainframe via physical connection. Can contain programs to aid in hacking attempts.
The mobile prompt is broken down into its component mechanisms in order to stay compact and portable. The keyboard and monitor are separate, attached by cables to a power supply and memory storage unit that can remain in a backpack or attached to a belt. The keyboard also has a number of jack leads for connecting to systems and other prompts directly. These leads also allow the mobile prompt to leech power from systems it is connected to, in order to conserve battery life, or operate in reverse, letting operators repower "dead" systems for a brief time.
Portable Printer 2
Hacking tool. Allows for hard copies of data to be produced, black and white only.
Often, when an operator has collected information from a mainframe, physical copies are required. While larger stationary prompts can have printers for this purpose, the mobile prompt does not. However, an additional portable printer can be set up and used for low-quality black and white printing. While not as efficient, it certainly is more handy.

Programs

Cipher Slug 1
Program. Activated via a combat action. Reduces time to break encryption on data by 2 turns, to a minimum of 1.
When data is encrypted, it becomes much more difficult to access without the right key. However, traces of the key can be left hidden on the system, and the cipher slug is designed to accumulate those traces and piece together possible keys, thereby reducing the time needed to decrypt the data.
Counteragent 2
Program. Activated via a combat action. Locates and eliminates any virus on target server, taking 1 turn per additional virus.
Scouring a system of the malicious programs known as viruses is a difficult process, but made easier by the counteragent program, which locks on to specific code patterns present in almost all viruses, deactivating them. A particularly infested system can take a while to scrub clean, however.
Data Bomb 1
Virus. Activated via a combat action. Target server causes 2d bleed (information) when accessed.
When activated, the data bomb floods a prompt with garbage information, random letters and numbers, that overload the processes to the point of choking. A data bomb can even manage to completely disconnect unwary operators if they cannot shut it down in time.
Ghost Port 2
Program. +1d when countering security measures.
By faking the existence of an extra port, security programs can be confused, spending precious time trying to access an imaginary place, letting the operator bypass them and gain control over the server.
Network Toxin 2
Virus. Activated via a combat action. Target server cannot access any others, but can still be accessed.
Sometimes evading a system's administrator requires stopping them from seeing what you're even doing, which is where a dose of network toxin can come in handy. By scrambling the port data, the server cannot relay connections, effectively creating a dead end or road block in the network. It can be used to isolate subsystems for a time, so they can be changed or subverted without notice.
Parasite 2
Virus. Activated via a combat action. Target prompt causes -1d penalty to all actions.
Trying to access another operator's prompt is risky business, because the connection goes both ways. A good operator knows to do their best to close off that path as quickly as possible, but a great operator knows to infect the prompt before they do. The parasite virus steals memory and processor time, slowing down the prompt's capabilities, sometimes in such a subtle way that it's not readily apparent.
Password Cascade 2
Program. +1d when gaining access to a server.
Text can have hidden characters to denote things such as bold text, but these characters can also be used as wildcards. The password cascade program exploits these invisible characters to effectively cycle through possible passwords without getting locked out of the system.
Skeleton Lock 2
Program. Activated via a combat action. Target controlled server gains +2 defense.
By introducing an additional layer of security, the skeleton lock program makes it more difficult for unauthorised operators to gain access. Not impossible, as it depends on the existing security architecture, but it can turn reasonably secure servers into nigh-impenetrable data fortresses.
Spotlight 2
Program. Activated via a combat action. Reveals the presence of any operators on the target server.
The presence of an operator is only apparent by the tracks they leave on systems, such as altered files and settings. The spotlight program runs a realtime check of the current processes, which will highlight any operator currently present on the server. It will not, however, detect data being routed through servers: only if an operator is actively connected.
Zero Mask 2
Virus. Activated via a combat action. Conceals your presence on the target server.
Working without being noticed is of prime important to phreaks, and certain operators. The zero mask virus fools the system into thinking that the actions are all part of the normal, automated processes, thereby disguising the operator... at least as long as the virus is active.

Vehicles

Serengeti Twin-Engine Broadwheel Motorcycle 4
Vehicle, two-seater. 10 Endurance. Velocity: 8d Agility when moving.
A larger cycle than is commonly found in the inner cities, where size is at a premium, the Serengeti can accurately be called a monster. Large enough to comfortably carry two people, in addition to their luggage, its wheels are a little over two feet across, with tread designed for offroading in mind. Its dual engines still manage to give it the power it needs to accelerate quickly, and it handles beautifully, especially when kept in good condition.
Outback Flathead Engine All-Terrain Hot Rod 5
Vehicle, four-seater. 14 Endurance. Velocity: 6d Agility when moving. Bulky: Absorbs 3d damage from passengers.
With independent suspension and a four-wheel drive, the Outback Hot Rod is the definitive vehicle for use in the wilderness, although it handles reasonably well in urban conditions as well. The powerful flathead engine provides enough torque for the Outback to be useful beyond a means of transportation. While most Outback Hot Rods are decorated in flamboyant paint jobs, more subdued versions are available for those who do not wish to stand out.

Weapons

Explosives

Chameleon Heavy Smoke Grenade 3
Explosive weapon. Requires one combat action to prime, one combat action to place or throw. Causes 2d Senses penalty on detonation.
As well as a timer fuse, the Chameleon Heavy Smoke Grenade also has a color dial that can be set during priming. By containing the dye separately, each canister can be set to produce a distinct color of thick smoke, allowing for versatile use in tactical situations. The smoke itself is a thick potassium chlorate composition, with a coolant to ensure that it does not cause burns or rise too high too fast.
Ramhorn Concussive Stun Grenade 4
Explosive weapon. Requires one combat action to prime, one combat action to place or throw. Causes dazed on detonation.
Rather than destructive force, the Ramhorn Concussive Stun Grenade focuses on sound and light to act as a non-lethal crowd deterrent. When one detonates, the bright flash and deafening bang will affect anyone caught within the effective radius, rendering them confused and disorientated. They are designed not to cause permanent injuries, although they will if they detonate in direct contact with exposed skin, and so are a useful tool against rioters or even wild animals.
Scarab Armored Directional Mine 4
Explosive weapon. Requires one combat action to prime, one combat action to place or throw. Causes 12d hits on detonation.
So named because of their resemblance to the insect, Scarab Armored Directional Mines are a versatile explosive. Their "shell" contains and compacts the force of the explosion, focusing it in one direction: out through the "underbelly" of the mine. This sharp focus allows for controlled detonations, but the design makes their use as thrown weapons a little less feasible. Because of the weight of their armored shell, a thrown Scarab will invariably land belly-up, posing a serious risk to anyone and anything within the blast radius.

Melee

Cestus Weighted Gloves 3
Melee weapon. Counts as unarmed. 2d additional hits. Causes dazed on 4 hits or more.
Cestus gloves may seem to be ordinary gloves, but contain powdered steel sewn into special pouches covering the knuckles, the backs of the fingers and the back of the hand. Despite this distinctive feature, they are almost completely indistinguishable from an ordinary pair of gloves, allowing them to be worn in plain sight without suspicion. The weight of the metal powder adds mass and therefore kinetic energy to punches and other hand strikes, while protecting the hands from any damage that would be sustained by bare-knuckle blows.
Hunting Machete 3
Melee weapon. 1d additional hits. Causes 1d bleed on hit.
Typically used more as a tool than a weapon, for clearing away brush and so on, the machete is still a long blade that can do serious damage when used offensively. Because of its simplistic design, it is common among poorer citizens, especially those in outback areas, because of its durability and general purpose uses.
Infantry Sabre 4
Melee weapon. Parry: +1d when defending against melee attacks. 3d additional hits. Causes 1d bleed on hit.
Based off the historical swords from Cheterin, the infantry sabre is a modernised version of the best of ensiferi weaponry. It features a large, basket-shaped hilt mounting a straight, double-edged, thrusting blade designed for use by troops on foot, as is ensiferi tradition. Although swordfighting has been in decline in the Empire since the development of gunpowder weaponry, many still keep the old traditions alive.
Peacekeeper Nightstick 4
Melee weapon. Parry: +1d when defending against melee attacks. 3d additional hits. Causes dazed on 4 hits or more.
The nightstick is the traditional weapon of the bluecoat, a nonlethal side-handle baton useful for subduing violent suspects. Typically made of reinforced wood, although there are metallic options available, the nightstick is a versatile and effective weapon that can provide defense as well as offense.
Urban Combat Knife 4
Melee weapon. 1d additional hits. Can be hidden from view when not equipped. +4d additional hits on surprised targets. Causes 1d bleed on hit.
Although there are numerous models of urban combat knife, they all share the same characteristics of being lightweight and compact, making for a perfect backup weapon. In addition, they serve well as a versatile tool, making certain models common amongst hunters and rural settlers.

Ranged

Goliath Heavy Calibre Revolver 5
Ranged weapon. Ignores 2d defense when target rolls Strength to absorb damage. 5d additional hits.
The Goliath Revolver is the largest single-hand pistol produced by the York Patent Firearms Manufacturing Company, weighing 52 ounces with a 9-inch barrel, and taking .60 caliber bullets that provide incredible stopping power. It was designed for self-defense on the frontier worlds of the Empire, providing protection against dangerous animals, but has seen adoption by security agencies and, with special permits, private citizens.
Helix Paired Twin Pistols 4
Ranged weapon. Cumbersome: requires 2d Agility minimum. 4d additional hits.
While there are many light handguns, only the Helix Paired Twin Pistols from the Kirkwood Small Arms Factory are specifically designed to be used together. One is specifically left-handed, the other is specifically right-handed, to ensure the best ambidextrous use. A rather uncommon choice in firearms, the Helix set nevertheless sees use.
Kingfisher Scoped Marksman Rifle 4
Ranged weapon. Can be deployed: no long range penalty. 6d additional hits. -2d additional hits when not deployed.
The bolt-action Kingfisher Rifle, produced by the Domino Arms Company for the last thirty years, is still unmatched in its efficiency as a marksman's weapon. Keenly accurate, even over 500 yards out, it is the gun of choice amongst big game hunters, but also kept in supply by security companies and the Peacekeepers for emergency situations.
Leatherwing Silent Pistol 3
Ranged weapon. Attacks do not make sound noticeable outside melee range. 1d additional hits. Can be hidden from view when not equipped.
The Leatherwing is a small, light calibre handgun from the Kirkwood Small Arms Factory, with its patented suppressor as its most distinguishing feature. This compact little pistol makes next to no noise when fired, with a masked muzzle flash, rendering its use almost indistinguishable. While not as physically powerful as other handguns, due to the limitations of its design, it is still quite deadly in its own way.
Moray Gas-Powered Harpoon Gun 4
Ranged weapon. Works underwater. Cannot be used at long range except underwater. Cumbersome: requires 2d Agility minimum. 2d additional hits. Causes 2d bleed on hit.
Another speciality weapon from Foster & Baxter, the Moray Gas-Powered Harpoon Gun is a somewhat bulky weapon that fires streamlined stainless steel harpoons through a twin-chamber gas propulsion system. While not as effective as gunpowder weapons, it nevertheless has one major advantage in that it not only works well underwater, but more effectively as well, allowing for a greater range while submerged.
Polecat Repeating Carbine 5
Ranged weapon. Can be deployed: any target hit is pinned until undeployed. 3d additional hits.
A favourite amongst huntsmen and servicemen alike, the Polecat Carbine from the Domino Arms Company is one of the finest short-barrelled machine rifles available. It is light, compact, and has a satisfactory rate of fire in short, powerful bursts.
Salamander Pyrotechnic Shotgun 4
Ranged weapon. Heavy: requires 2d Strength minimum. 3d additional hits. Causes 3d bleed (fire) on hit. Cannot be used at long range.
The Foster & Baxter Salamander uses zirconium-based pyrotechnic rounds of unique design that causes the gun to emit a jet of flame. More potent than the usual pyrotechnic rounds, Salamander shells are short-ranged but very efficient, burning at high temperatures. Because of its volatile ammunition, it is slower to fire, and effectively harmless outside its limited range. However, it can also double as a flare in emergencies.
Trident Triple-Barrelled Shotgun 5
Ranged weapon. Heavy: requires 2d Strength minimum. 6d additional hits. Causes dazed on 5 hits or more.
Produced by the York Patent Firearms Manufacturing Company, the Trident Shotgun has three eight gauge barrels, all of which are fired simultaneously, meaning that rarely is more than one shot required to do the job. Because of its design, it is one of the heaviest guns ever made, and the recoil has been known to break bones when incorrectly handled. It was highly popular amongst settlers during the high days of Empire, and also has many devotees among the criminal underworld.

Wearables

Adaptable Boots 2
Wearable, feet. Soles can retract to allow for exposure of bare feet.
Although the idea of footwear that can be altered to reveal the sole of the feet seems to be a strange concept, it is relatively common amongst teega and teuthids, who both require their feet to be free to fully exploit their natural abilities. Even some of the Zan are known to wear pairs of adaptable boots, in order to exploit their feet's natural grip, which can be useful when shifting heavy loads.
Bandolier Boots 4
Wearable, feet. Contains a small set of general-purpose tools concealed within the soles.
Not a trade name, bandolier boots is the slang term for footwear that has been modified to stash whatever implements the wearer has deemed to be appropriate to their line of work. Lockpicks, pocket knives, the possibilities are only limited by what the wearer is willing to hide within the hollowed-out soles of their boots.
Chelonia Guarding Vambraces 3
Wearable, arms. Block: +1d when defending against melee attacks. Heavy: requires 2d Strength minimum.
Based off battle armor from ancient Zulimar, Chelonia Guarding Vambraces are made from the shell of the Gargatuan Sea-Turtle, a fully grown adult of which can weigh up to eight tons. The shell is tough and durable, though quite weighty, but when used correctly can help shield the wearer against blows and even blades. Proper training in hand-to-hand combat is required to make the best use of them, however.
Hour-Cycle Rebreather Kit 3
Wearable, head. Allows for comfortable respiration underwater for one hour. Requires fifteen minutes of no use to recharge.
The hour-cycle rebreather kit strains oxygen from water in order to allow the wearer to breathe semi-comfortably, not accounting for polluted water or extreme temperatures. It also keeps the whole front half of the head covered to ensure clear vision and no water in the ears or nose. While it is lightweight because of its design, it also has a limited operating span, requiring a prolonged drying period to reset.
Model Eight Protective Filter Mask 2
Wearable, head. The wearer cannot be affected by noxious gases and other pollutants. Works underwater, but does not allow the wearer to breathe underwater.
Protecting the wearer from inhaling pollutants and toxic substances, the Model Eight Protective Filter Mask finds use in all manner of occupations, from the mining industry to the Peacekeepers. This latest iteration works comfortably in and out of the water, replacing the early 7A and 7W models, for the benefit of teuthids.
Rifle Holster Harness 1
Wearable, torso and waist. Allows for easy carrying of up to two large firearms, leaving the hands free. Heavy: requires 2d Strength minimum.
While handguns can be stored in pocket-sized holsters, carrying more than one bulky firearm such as a shotgun or a rifle can be troublesome, especially in situations where speed of access is key. The rifle holster harness is an adjustable fit that allows for the easy carrying of larger weapons while keeping the arms free and the weapons still close to hand.
Sharkscale Protective Harness 5
Wearable, torso. Block: +2d when defending against melee or ranged attacks. Cumbersome: requires 2d Agility minimum.
Zulimar sharks are fierce and efficient predators, unchanged over long eons, and pound-for-pound their skin is one of the toughest substances found in the natural world. Though still a little restrictive, sharkscale leather is more pliable and more lightweight than current artificial alternatives, making it the only material used for body armor.
Sharp-Focus Lensing Goggles 2
Wearable, head. Reduces long range penalty to Senses to a maximum of 1d.
A more modern variant of the field glasses, a set of lensing goggles act like a pair of binoculars that sit comfortably on the face, with each set of lenses able to be adjusted independently, allowing for crystal clear vision across long distances. Although their use in combat situations is not recommended, due to the wearer being liable to become disorientated by their enhanced vision when in motion, they are still good for reconnaissance and hobbies like bird-watching.
Toolbelt 2
Wearable, waist. Contains a large set of general-purpose tools. Heavy: requires 2d Strength minimum.
Most of the tools necessary to fix mechanical and electronic equipment can be held within one slightly heavy belt. These tools can also be used to disable the same things they can re-enable, allowing for someone to sabotage a generator or fix an automobile without needing more than a little know-how and ingenuity.

Misc. Additional

Climbing Gear 2
Miscellaneous gear. Reduces climbing penalties by 3d, to a minimum of 1d.
A good set of pitons, some strong rope, and even a pair of crampons can make scaling any vertical face a lot easier, even if only one of the aforementioned items is strictly necessary. Many such kits are sold at general goods stores, especially those on the old frontier, where they were vital.
Laboratory Field Kit 3
Miscellaneous gear. +3d when performing scientific analysis.
For those times when the march of progress cannot wait until the sample are back at the laboratory, the clever scientist brings the laboratory to the samples. A standard laboratory field kit may not be as fully-equipped as a proper laboratory, but it's certainly better than relying upon bare hands and the naked eye. Not only does it have telescoping legs that can provide a level surface on any terrain, but also a selection of testing equipment and storage drawers for keeping samples safe.
Mineshaft Signal Flares 1
Miscellaneous gear. Provides a large amount of dim light.
Originally developed for use in the mining industry, to ensure that miners had a quick and cheap source of light, signal flares have found other uses over the years. Motorists usually have a couple in case of night-time emergencies, Peacekeepers use special blue-coloured ones to warn away civilians from crime scenes, and both amateur and professional explorers always have a few to hand just in case. Though they burn out after an hour or so, the colourful light they produce can be seen from a very long way away.
Ophidian Medical Kit 4
Miscellaneous gear. +3d when fixing up wounds.
Constantly refined by the Pondersloth Medical College, the Ophidian Medical Kit is the definitive tool for any doctor, surgeon, nurse, or other healing professional. Containing bandages, antiseptics, surgical thread, antibiotics, and numerous other medical aids, the Ophidian is a portable repository of almost everything required for emergency care. It is said that while knowing first aid may save a life, having an Ophidian Medical Kit to hand definitely will save a life.
Pocket Torch 1
Miscellaneous gear. Provides a limited amount of bright light.
When working in the dark, a pocket torch is a requirement. Whether at night or underground, a pocket torch is a handy supply of light that lasts for up to two hours. Most modern models have a gearwheel recharge system, allowing the owner to hand-crank the batteries back to full power, or place the torch into a special mechanical recharger that can turn the gearwheel at a much higher RPM, recharging in seconds rather than minutes. For some unknown reason, torches on board Empyrean vessels will never lose charge, even if left on for days.
Prybar 1
Miscellaneous gear. 1 guaranteed success when engaging in acts of Strength that require leverage. +2d additional hits when used as an improvised weapon.
A decent length of steel that can help a good pair of arms to lift heavy debris or open crates with ease. Not to mention bust locks, which is why most criminal gangs always have one close to hand. Due to its solid and heavy nature, it can also be used for more violent solutions.
Shortwave Hand Radio 2
Miscellaneous gear. Hand-held, portable, two-way radio transceiver.
Radio has proven useful in many aspects of day-to-day life, and one of the most important is the creation of the shortwave hand radio, often referred to as a "walkie talkies" or just "radios" for short. These devices allow for communication over distance without the need for telepiary lines, although what is being transmitted cannot be encoded in any way, so the use of codewords is often required for Peacekeeper work. A radio only requires one hand to hold and operate, using a push-to-talk button system that allows one radio to broadcast while all others tuned to the same frequency receive.
Sparrowhawk Compact Camera 2
Miscellaneous gear. Photographic camera that can record pictures in digital format.
Though the telepiary is primarily a text-and-sound medium, visual streams do exist, and have become increasingly common. Not only can networks now allow the remote monitoring of security cameras, but that technology has now spread to the latest marvel in consumer goods: the Sparrowhawk Compact Camera. Using unique electronic memory, it can store up to two dozen photographs as data, allowing them to be viewed on telepiary prompts or even transferred to storage mainframes.
Termite Listening Devices 4
Miscellaneous gear. Tiny receiver that broadcasts on a shortwave frequency.
Not as small as their namesake, but potentially as irritating, a single Termite Listening Device is a miniature piece of electronics about the size of the average thumb that picks up the audio around it and transmits it on a shortwave radio frequency. Originally intended for use in scientific surveillance, uses in other areas soon became apparent, even though the frequency they broadcast on is not scrambled or shielded in any way.
Wayfinder Imperial Compass 1
Miscellaneous gear. 1 guaranteed success when navigating on-world.
Differences in magnetic fields across the many worlds of the Empire necessitated the creation of the Wayfinder, a compass that adjusts itself depending on the planet's poles to always give an accurate reading to within half a degree. However it is inaccurate to a fault on Empyreans, where the needle will slowly revolve counter-clockwise for eighty-nine minutes, before briefly reversing direction for seven minutes and ten seconds.