[
  {
    "name": "Artificial Gill",
    "tech_age": "Early Space",
    "cost": 4000,
    "description": "This device allows unlimited underwater activity on worlds with otherwise breathable atmospheres."
  },
  {
    "name": "Auto Doc",
    "tech_age": "Early Interstellar",
    "cost": 10000,
    "description": "A large device normally carried in a vehicle or space craft, the Auto Doc uses advanced AI and sensors to heal almost any disease, poison, or injury. The Auto Doc provides a +1D advantage on any Triage rolls or any roll to resist poisons or diseases. It can serve as a qualified nurse or doctor for the purposes of supervising healing from Wounds."
  },
  {
    "name": "Autokitchen",
    "tech_age": "Early Interstellar",
    "cost": 10000,
    "description": "An automated kitchen which can store and prepare meals. The standard kitchen can prepare 25 meals from internal supplies. The mass of the kitchen is 100 kg. Resupply costs depend on the quality of ingredients desired and can be determined using the Cost-of-Living table above."
  },
  {
    "name": "Autokitchen, Emergency",
    "tech_age": "Early Interstellar",
    "cost": 5000,
    "description": "A smaller and much more restrictive version of an autokitchen, this emergency kitchen provides no-frills survival food for 10 meals. This unit weighs 5kg, or two items of Encumbrance."
  },
  {
    "name": "Backpack",
    "tech_age": "Early Primitive",
    "cost": 10,
    "description": "A backpack does not count as an item for encumbrance when worn. The items in the backpack still count towards encumbrance. It takes one Action to remove an item from a backpack while in combat."
  },
  {
    "name": "Binoculars",
    "tech_age": "Early Mechanical",
    "cost": 50,
    "description": "A standard piece of survival and exploration equipment. At the Early Mechanical Age, they are ruggedized for extended wilderness use, and come equipped with a compass and scaled optics. Beyond the Late Atomic Age, hand-held binoculars become integrated into high-tech optical sensors like the Night Visor."
  },
  {
    "name": "Bioscanner",
    "tech_age": "Early Interstellar",
    "cost": 5000,
    "description": "This handheld device provides data on an organic body’s composition, chemistry, physiology, and life signs. A Knowledge roll is required to properly interpret the data."
  },
  {
    "name": "Breather Mask",
    "tech_age": "Late Mechanical",
    "cost": 100,
    "description": "A dual-purpose gas/filter mask apparatus that condenses thin atmospheres for comfortable breathing. It also filters out tainted atmospheres and provides protection against airborne toxins. Attachments for oxygen bottles make the Breather useful for operating in oxygen-poor or poisonous atmospheres."
  },
  {
    "name": "Chameleon Suit",
    "tech_age": "Late Interstellar",
    "cost": 2500,
    "description": "This full body suit can shift its color patterns to blend in with the surroundings. It does not make a wearer invisible, but at medium and long ranges the wearer will be almost impossible to see and gains +2D to Stealth tests. It includes infra-red cloaking. The same technology can be applied to an Encased Armor Suit for an additional cost of 10000 Credits."
  },
  {
    "name": "Cold Weather Clothing",
    "tech_age": "Early Primitive",
    "cost": 50,
    "description": "These protect against inclement weather. When wearing Cold Weather Clothing, characters can survive in Arctic environments without taking any damage. The Early Interstellar Age version costs 800 Credits and does not count as an item for encumbrance. Note that surviving in a harsher environment, like one that is far colder than a typical arctic climate, may require additional protection, like a space suit."
  },
  {
    "name": "Compass",
    "tech_age": "Early Mechanical",
    "cost": 10,
    "description": "This is a standard piece of equipment in all wilderness survival kits. By the Early Space Age, they incorporate gyroscopic and electronic features that make them usable on any world, given a few minutes of calibration."
  },
  {
    "name": "Desert Suit",
    "tech_age": "Later Space",
    "cost": 1000,
    "description": "An all-in-one suit that traps the bodies moisture and recycles it as drinking water. It includes a hood, breather mask, and goggles."
  },
  {
    "name": "Disguise Kit",
    "tech_age": "Early Mechanical",
    "cost": 500,
    "description": "This kit consists of highly personalized collections of makeup, clothing, wigs, and other accouterments that allow a skilled user to not be recognized, or even pass as someone else. At more advanced Tech Ages, Disguise Kits may include 3-D printed latex masks (Late Atomic Age), retina scanner spoofers (Early Space Age), or even holographic enhancements designed to spoof facial recognition algorithms (Early Interstellar Age). Increase the kit’s price by 100% for each of these listed features."
  },
  {
    "name": "Emergency Beacon",
    "tech_age": "Early Space",
    "cost": 1000,
    "description": "A portable device that can be activated and will transmit an emergency signal up to a 1000 km. The device has an internal battery that will last for 48 hours. Most vehicles at Late Space Age and above include one automatically, but this portable version can be easily carried along with other survival supplies."
  },
  {
    "name": "Exoskeleton",
    "tech_age": "Early Space",
    "cost": 20000,
    "description": "This marvel of robotics grants wearers +2D to athletics-related Physical checks. It also allows the wearer to jump up to 2m vertically or 5m horizontally. Soldiers wearing exoskeletons may march their normal cross-country speed while tiring at half the rate. The exoskeleton’s batteries are good for 48 hours of activity before requiring replacement. At higher tech levels, exoskeletons are often replaced by cybernetics."
  },
  {
    "name": "Field Radio",
    "tech_age": "Late Mechanical",
    "cost": 100,
    "description": "A radio transmitter and receiver with a 100 km range. At the Late Mechanical Age is counts as 2 items of Encumbrance, reduced to 1 item at Early Atomic, and 0 encumbrance at the Late Atomic Age."
  },
  {
    "name": "Field Rations",
    "tech_age": "Late Primitive",
    "cost": 5,
    "description": "These are foodstuffs specially prepared to stay edible for 6 months. Each ration counts as a single item for encumbrance. Early Space Age field rations are much lighter: 25 field rations count as one item, and they last for 6 decades."
  },
  {
    "name": "Glidesuit",
    "tech_age": "Early Space",
    "cost": 500,
    "description": "A form-fitting suit that includes adjustable wings that allow the wearer to glide. Flapping provides limited flight. The Glidesuit reduces a person’s falling rate in half. Roll Physical to avoid injury when landing. Wearers use their Physical skill to make complex maneuvers."
  },
  {
    "name": "Handcuffs",
    "tech_age": "Early Mechanical",
    "cost": 50,
    "description": "An item commonly used by bounty hunters and law enforcement officers. Escaping properly applied handcuffs requires a Physical roll at -3D. Palming the key and keeping it hidden until the right time is a standard Stealth roll."
  },
  {
    "name": "Hotsuit",
    "tech_age": "Early Space",
    "cost": 200,
    "description": "A reflective suit designed to protect the wearer from temperatures up to 100 degrees centigrade. The suit is clumsy and imposes a -1D disadvantage on all physical activity while wearing it. At Early Interstellar Age, the suit is form-fitting and is not clumsy to wear and does not count as an item of encumbrance."
  },
  {
    "name": "Intelligent Rooms",
    "tech_age": "Late Space",
    "cost": "Double Cost",
    "description": "Fully integrated rooms, houses, or apartments with voice activated commands controlling lighting, heating, and general appearance controlled by an Independent robotic brain. Smartwalls provide 3-D entertainment. At Early Interstellar Age, Low Simulated AI rooms are expected even at the subsistence quality of living and are included in the listed prices."
  },
  {
    "name": "LED Flashlight",
    "tech_age": "Late Atomic",
    "cost": 5,
    "description": "A hand-held, rubberized, sturdy light source with a variable light aperture. The 2m cone of light has a range of 50m, but it can be adjusted to illuminate a 5m radius. Smaller, more expensive (20 Credits) versions can be mounted on weapons or clipped to armor. A Late Atomic Age LED Flashlight’s battery will last for 24 hours. By Early Interstellar Age, the battery will last for a decade of continual use."
  },
  {
    "name": "Lockpicks",
    "tech_age": "Late Primitive",
    "cost": 50,
    "description": "A collection of specialized tools for opening locks, in a handy carrying pouch. Attempting to pick a lock without lockpicks penalizes the attempt by -2D."
  },
  {
    "name": "Map Box",
    "tech_age": "Late Space",
    "cost": 3000,
    "description": "Designed for wilderness exploration, this self-contained nav-computer system provides scalable maps of a world’s surface based on known data and any additional data obtained by the exploration team. Most inhabited worlds have detailed map drives which can be inserted and provide up to street-level details of any explored area and high-level maps of the entire surface. Map boxes count as 2 items of Encumbrance. At Early Interstellar, it is 1 item."
  },
  {
    "name": "Medkit",
    "tech_age": "Early Mechanical",
    "cost": 100,
    "description": "This is standard issue in all survival kits and can be found in ship’s lockers across known space. Medkits contain all the necessary equipment and compounds to deal with minor trauma and easily treatable emergencies."
  },
  {
    "name": "Medkit, Advanced",
    "tech_age": "Early Space",
    "cost": 1000,
    "description": "Containing advanced scanners and additional medications, the advanced version of the medical kit provides a +1D advantage when rolling on the Triage table."
  },
  {
    "name": "Multiscanner",
    "tech_age": "Late Space",
    "cost": 2500,
    "description": "This hand-held sensor suite is a combination of several functions: it can detect radiation, electromagnetic emissions, metals, and a limited set of chemicals and biological compounds. It can also perform standard blood tests. A Knowledge roll is required to make real use of the data, but basic analysis is possible with the use of on-board software."
  },
  {
    "name": "Night Visor",
    "tech_age": "Late Atomic",
    "cost": 300,
    "description": "This stylish set of eye wear combines low-light and infra-red vision goggles into one handy device. Safety features prevent blindness if the light level suddenly changes. Wearing a Night Visor eliminates the disadvantages of working in dim light and reduces the penalty for total darkness to -1D."
  },
  {
    "name": "OmniComm",
    "tech_age": "Early Space",
    "cost": 50,
    "description": "Today’s smartphones will eventually evolve into the OmniComm, which handles all your telecom needs in one device, with holographic augmented reality capability. The OmniComm can automatically integrate with whatever telecommunication networks are present on a given world. Batteries last for a few days in the Early Space Age. By Early Interstellar, batteries will last for months, if not years."
  },
  {
    "name": "OmniComp",
    "tech_age": "Early Space",
    "cost": 250,
    "description": "A hand-held, light-weight computer which evolved from both the laptop and the tablet computer. It functions much like an OmniComm but is intended for more advanced content production and computing tasks. Early Space Age batteries for these devices last for a few days; Early Interstellar Age batteries last for months between recharging."
  },
  {
    "name": "Omnitool",
    "tech_age": "Late Space",
    "cost": 500,
    "description": "An auto-adjusting, auto-fitting repair tool. The Omnitool will fit exactly to any kind of bolt, screw or fastening device, it doubles as wire-cutters, small hacksaw, flashlight, and a myriad of other tools. All this is packed into one item’s worth of encumbrance!"
  },
  {
    "name": "Oxygen Tank",
    "tech_age": "Late Mechanical",
    "cost": 100,
    "description": "An oxygen tank that can be attached to a space suit or breather mask to provide 90 minutes of breathable air. Each tank is 2 items of encumbrance. At the Late Space Age, the tanks are only 1 item of encumbrance."
  },
  {
    "name": "Personal Reentry Capsule",
    "tech_age": "Late Space",
    "cost": 15000,
    "description": "Used as a last-ditch survival tool, the personal capsule allows for reentry into an atmosphere and a relatively safe landing on a world’s surface. The capsule includes a primitive autopilot and a small reentry thruster to make a soft landing. The occupant has no control over the capsule. The autopilot will attempt to land on flat, dry land if possible. All uses must make a Physical check at +1D to avoid 2d6 damage upon landing."
  },
  {
    "name": "Personal HUD",
    "tech_age": "Early Interstellar",
    "cost": 1500,
    "description": "A personal Heads-Up-Display (HUD) can be fitted to any pair of goggles or a helmet visor. At the Late Interstellar Age, it can be fitted as a contact lens. The HUD interfaces with an OmniComp displaying information and messages. The HUD can also be synched to any Smart Gun system (see the Weapons Accessories section)."
  },
  {
    "name": "Portable Fusion Generator",
    "tech_age": "Early Interstellar",
    "cost": 20000,
    "description": "A marvel of interstellar technology, and a crucial piece of equipment for colonies across the galaxy. Fusion generators are also very useful for mercenary outfits that rely on energy weapons. These generators are small (20kg, roughly 2 Encumbrance), rugged, and designed to last for decades."
  },
  {
    "name": "Portable Generators",
    "tech_age": "Late Mechanical",
    "cost": 1000,
    "description": "A ubiquitous device still used across the galaxy to generate electricity far away from central power grids. Most runoff refined hydrocarbons that can be sourced locally. This one is 15kg and consumes 4 liters of fuel per hour. Higher tech level versions are smaller and more fuel efficient."
  },
  {
    "name": "Prefab Space Base",
    "tech_age": "Early Space",
    "cost": 50000,
    "description": "This is a pressurized, modular, temporary structure that is capable of housing 6 persons. It has a single airlock and requires 12 person-hours to assemble. Life support lasts for 24 hours without a portable generator to power atmoscrubbers."
  },
  {
    "name": "Pressure Tent",
    "tech_age": "Early Space",
    "cost": 5000,
    "description": "This basic survival shelter lacks an airlock and must be depressurized to enter or leave; it can house up to 2 people and requires an external oxygen tank."
  },
  {
    "name": "Radiation Detector",
    "tech_age": "Early Atomic",
    "cost": 150,
    "description": "A matchbox sized device that displays radiation levels in a 10m radius. It also indicates the type of radiation if that is important. The detector can also serve as an alarm, chiming loudly when radiation levels are dangerous to humans. This feature can be shut off."
  },
  {
    "name": "Responsive Clothes",
    "tech_age": "Late Space",
    "cost": 200,
    "description": "Clothing that can adapt to a wearer, fitting them perfectly. The clothing is self-cleaning and can change color and pattern within limits. Not quite one-size-fits-all, but almost."
  },
  {
    "name": "Rope",
    "tech_age": "Early Primitive",
    "cost": 5,
    "description": "At the Early Primitive Age, rope can hold 50kg. By the Late Atomic Age, the rope is fully synthetic, and can support 500kg of mass before breaking. Roughly 100m of rope is the equivalent of one encumbrance item."
  },
  {
    "name": "Rope, Advanced",
    "tech_age": "Early Interstellar",
    "cost": 10,
    "description": "This synthetic rope is incredibly light and strong. 10m of this rope can support 1000 kg before breaking."
  },
  {
    "name": "Sensor Gloves",
    "tech_age": "Late Interstellar",
    "cost": 4000,
    "description": "Thin gloves that incorporate sensitive tactile, pressure, chemical, and bioscanner sensors. They can interface with an OmniComp and provide detailed information about weight, mass, composition, even recent users. They can sense residual heat and chemical signatures for up to an hour after the object was used. The gloves provide a +1D advantage on checks for information where they would apply."
  },
  {
    "name": "Sentry Gun",
    "tech_age": "Late Space",
    "cost": 750,
    "description": "This security system consists of a weapons tripod mounted with a processor and sensor array. It can be fitted with a support weapon. The operator sets the sentry’s gun’s parameters for when and who it opens fire on. It has a Combat skill of 1."
  },
  {
    "name": "Sleeping Bag",
    "tech_age": "Late Primitive",
    "cost": 30,
    "description": "A cloth or synthetic padded bag for one person. It provides insulation while sleeping. In the Early Atomic Age, cold weather bags are available. Regular sleeping bags are effective to zero degrees centigrade, while cold weather bags, costing 50 Credits, are insulated to negative 30 degrees centigrade."
  },
  {
    "name": "Smart Clothes",
    "tech_age": "Early Interstellar",
    "cost": 500,
    "description": "Responsive clothes that incorporate microelectronics providing the equivalent of an Omnicomp and allowing images and messages to be displayed on the clothing if desired."
  },
  {
    "name": "Super Adhesive",
    "tech_age": "Late Atomic",
    "cost": 20,
    "description": "A powerful adhesive that bonds two materials together and dries in one combat round (6 seconds). The adhesive bond is limited by the strength of the weaker of the two objects. 20 Credits buys a small tube that can cover 1 square meter of surface."
  },
  {
    "name": "Survival Kit",
    "tech_age": "Early Atomic",
    "cost": 50,
    "description": "A standard-issue item in most aircraft, explorer vehicles, and spacecraft across known space. The survival kit’s contents vary over Tech Age but consist mainly of the basic supplies to keep a small group of humans alive, fed, and healthy for a few weeks. A kit usually contains thermal tarps, LED flashlights, fire starters, water filter and decontamination pills, magnesium flares, and a radio/flash rescue beacon. They count as one item for Encumbrance."
  },
  {
    "name": "Technical Toolkit",
    "tech_age": "Early Atomic",
    "cost": 300,
    "description": "This toolkit is fully equipped to handle almost any technical job that doesn’t require a full workshop. As the Tech Ages increase, many of the tools become self-modifying smart omnitools that can reconfigure depending on what the tech needs. This greatly reduces the bulk of the toolkit: Space Age Tool Kits are 2 Encumbrance points, while all but the largest Interstellar kits are 1 Encumbrance point."
  },
  {
    "name": "Thruster Pack",
    "tech_age": "Early Space",
    "cost": 5000,
    "description": "This wearable harness allows maneuvering in zero-G conditions at normal movement rates. Characters and objects moving by thruster pack are still subject to the laws of motion."
  },
  {
    "name": "Trauma Tab",
    "tech_age": "Late Space",
    "cost": 500,
    "description": "A single-use medical application that automatically allows a character who has suffered a Wound to continue to fight. However, the strain adds a -1D penalty to the Wound Triage table roll after the fight. At Late Interstellar age, this penalty is dropped."
  },
  {
    "name": "Water Purification Tablets",
    "tech_age": "Late Atomic",
    "cost": 10,
    "description": "A pack of 50 tablets that are standard issue in survival kits. Each tablet can sterilize up to 1L of water and make it fit for drinking."
  },
  {
    "name": "Welder, Laser",
    "tech_age": "Early Space",
    "cost": 3000,
    "description": "This portable workshop tool uses a focused laser beam to perform cutting and welding operations. It can cut through a reinforced bulkhead in 1d6 starship combat rounds (6-36 minutes). Roll Technology to reduce the time to one starship combat round (6 minutes). As a weapon, the laser welder is inaccurate and clumsy, but extremely dangerous: it does 4D (or AV 3D) damage with a range of Close and has energy for 5 attacks. When used as a weapon, the laser welder gains the Fire Weapon Aspect."
  }
]