Gear - all
  1. Objects

Gear - all

Value

Colour

Currency

A generic currency in the Origins universe allows for trade, the general currency is the Credit ¥ or commonly referred to as cred/s. It is found in 3 forms either electronically and accessible on a cred-stick, through PDA or in the from a cred chips.

Cred chips are found in coloured denominations. Cred chips are 35mm x 15mm x 2mm carbon ceramic, coloured chips. Each chip contains enough Californium 252 to actually place a real value to the chips.

1

White

5

Blue

20

Red

100

Green

500

Black

1000

Orange

10,000

Yellow

50,000

Purple

1,000,000

Black

 

Armour

AR

Modifiers

Cost

Lic

Combat Armour

5D6

-6 Pro

2500

R

Cyborg Plating

1D6*

-2 Pro per D6, +50kg per D6 to weight

500/D

R

Drop Suit

*/4D6

-6 Pro

10,000

R

Duramesh Armour

2D6

 

250

 

Enviro Suit

4D6

-8 Pro

5000

 

Hardened Space Suit

AR: 3D6 SP:60

-4 Pro

3500

R

Merc Outfit

3D6

-2 Pro

250

 

Microweave Clothing

1D6

Concealable

100

 

Portable Shield Generator

SP: 200

Cannot be moved once turned on. 6 hours per power cell.

10,000

R

Raider Armour

3D6

-4 Pro

150

 

Ranger Battle Armour

6D6

-4 Pro, +10%  small arms, +2 Bod

4500

R

Recon Armour

2D6+3

-4 Pro, +10% Stealth

1000

R

Security Armour

2D6+3

 

400

R

Space Suit

AR: 2D6 SP: 30

-2 Pro

2000

 

 

Microweave Clothing – Standard clothes made from high tech microweave fabrics, a little stiffer than normal cloth but hardly noticeable. Most space farers wear a microweave body sleeve. This does not stack with other armours.

Duramesh Armour – A triple layer microweave outfit, modified to better protect its owner in combat. While it has the name Duramesh armour, it appears as microweave with extra padding to protect vulnerable areas.

Security Armour – the military-grade Duramesh combat suit adds ceramic inserts into the chest, shoulders and groin of the wearer

Merc Outfit – The merc outfit comprises a long leather duramesh coat, worn over a t-shirt or a vest. The lower part of the armour consists of microweave combat fatigues and a pair of army boots.

Raider Armour – Worn by raiders, raider armour consists of recycled parts, a mix of leather, metal and ceramic plates.

Recon Armour – the recon armour is a vacuum-sealed duramesh jumpsuit covering the entire body it incorporates a sophisticated thermal shroud to better hide its wearer.

Combat Armour – the military-grade combat armour was designed to protect key sections of the human body from ballistic trauma with hard armoured plates made from complex polymers and ceramics, with a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material.

Ranger Battle Armour – The Ranger battle armour is a variant of combat armour incorporating a light exoframe. The matching Ranger battle helmet also has Lowlight vision. It is not enviro sealed.

Enviro Suit – Anti corrosive, fireproof, pressure resistant, cold resistant and fully sealed environmental suit. Originally designed for hazardous environments it has found great use in exploration. The same suit it also the base layer of the Drop Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.

Cyborg Plating – armoured plates that directly fit to the chassis of the wearer, they come in a variety of colours and patterns. This can be fitted to synthetics as well as Cyborgs.

Drop Suit – designed as Orbital Insertion Low Opening (OILO) suit for Special Forces, it has also found a place as an emergency escape system on board space craft that do not have room for escape pods. An ablative reflective layer burns off during re-entry and the lifters are spent for a single drop. The base layer is a full Enviro Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.

Space Suit – a standard space suit that provides protection from the rigours of space and its hazards. Is has 10 hours of air but can be supplemented by additional canisters. Hardened Space Suits are designed for military use, but are often found in the hands of Belters.

Portable Shield Generator – it’s portable! If it’s a large unwieldy, heavy device then this is the armour for you. Weighing around 100kg this device once turned on generates an Integrity/repulsion shield. It can absorb 200 points of damaged before it fails. It will also prevent anything apart from non-harmful light passing through whilst it has power running through it. A power cell will keep it going for up to 6 hours.

Services

Services

Meals (per meal)

 

Cost

·         Poor

Soylent

2

·         Common

Canned meat, tinned fruit, choco bar

5

·         Fresh Food

Beef, vegetables, fruit, pastries, bread

15+

Lodging (per day)

 

 

·         Poor

Basic room with bed, locker and shared facilities

20

·         Common

Secure room with basic facilities

60

·         Good

Luxury apt.

150+

Medical Care

 

 

·         Long term (per day)

Clinic

200

·         Medpac

Restores 50% of max health*

100

Bar & Vending Services

 

 

Drinks

 

 

·         Soda

330ml can

1

·         Water

1 litre

2

·         Boost+

Restores 10% of max Resolve

50

Beer

 

 

·         Poor

Weak and barely fizzy

2

·         Common

Cold beer

3

·         Good

Premium brand

5+

Wine

 

 

·         Poor

Tart and vinegary

3

·         Common

Red or white?

5

·         Good

A good year

10+

Liquors

 

 

·         Poor

Rotgut, slam, vod, firewater

2

·         Common

Rye, vodka, rum

3

·         Good

Single malt, filtered vodka

10+

 

 

 

Private services

 

 

Pleasure Girl/Guy per hour

 

100

Pole Dancers

 

Free

Private Dance

 

50*

Escort/hour

 

250*

*this is for an average service, this price can rise significantly.

 

Standard Gear

 

Cost

Air canister

10 hours of air

50

Backpack, large

80kg capacity

100

Backpack, small

40kg capacity

40

Binoculars

1 mile

150

Breathe Mask

Filters out toxic gasses and particulate matter

50

Burner

A simple disposable cell phone (Illegal)

50

Camera

Takes 5000 digital images or 1 hour of video

150

Canteen

1.5 litres

10

Climbing Gear

+10% to Athletics test when climbing

250

Cold weather outfit

Up to -50 degrees

80

Compass

North is this way

20

Data Pad

Hand held personal computer

400

Desert Survival suit

Up to +50C degrees centigrade, recycles body fluid for water

150

Drop Pack

A harness that generates a basic gravitic field to slows descent

500

Exo Frame

A basic exoframe that enables a user to lift BOD X 100kg

1500

Fake ID, advanced

A full artificial ID including bank details Citizen ID number, etc

10,000+

Fake ID, basic

A simple ID that will not stand up to scrutiny.

250

First Aid Kit

A basic kit with plasters, a triangular bandage, painkillers, etc

15

Flare

Fires a coloured flare 200 meters in the air

5

Flashlight

10 meter range, 5hrs per power cell

15

Flex Screen

An ultra-thin display screen in 25sq cm  interconnecting panels

100/panel

Glow Lamp

Creates a 30’ area light for up to 10 hours

30

Glow Rod

Illuminates a 5m area for 6 hours

10

Goggles

Protects eyes from particulate matter

35

Grapple Gun

A grapple with a 60m line (1 ton)

250

Hack Card

One use disposable +80% Computer * Skill (Illegal)

75

Handcuffs

Basic wrist restraints, -80% to escape

50

Medpac

Restores 50% of max Fatigue and Health

100

Musical Instrument

Keyboard, percussion, stringed or wind

100+

Null Collar

Nullifies an ESPers powers, worn around the neck

2000

PDA

Radio 1km range, Basic personal computer unit

250

Power Cell

Powers an electrical item

20

Ration Pack

Self-heating 3500cals and all the nutrients for 24hrs

10

Rope

20 meter length of coloured rope (1 ton)

75

Security Kit

+10% on Security check to bypass sensors, locks, etc

250

Sleeping bag

-30C to +20C comfort range

50

Stealth shroud

+20% stealth when stationary

500

Sunglasses

Basic UV protection in bright environment.

5+

Survival tent

Comes in 2, 4, 6 and 8 man

100/man

Tactical Visor

Night vision, thermal and anti-flash face plate

15,000

Tec Gauntlet

The most advanced tool kit available, +20% to related skills*

20,000

Tool kit, Basic

+10% to repair checks

200

Water Condenser

1ltr per day in temperate, 0.5 litre in arid conditions

65

 


 

Clothing \Outfits

Outfits usually include: undergarments, footwear, trousers or a skirt, t-shirt or shirt, sweater or a jacket. Microweave  armour upgrade +100

Basic Enviro Suit

An all in one over suit that can even fit over a security suit, giving protection from radiation, low pressure, -120C to 1200c temperature, acid resistant and toxin proof, provides 10 hours of air until an air canister is replaced.

1000

Body Sleeve

A full skin tight body suit worn mostly by habitat and ship crew

50

Casual

For people who have no fashion sense, most people

100+

Designer

The latest fashion

300+

Fatigues

Full mili-spec combat clothing in appropriate colours

150+

Smart

Formal business suit, tuxedo, dress

150+

Sporting

Outfits by sport type. Don’t go dressed for skiing when golfing

100+

Street

The urban look, practical but fashionable

100+

Vend-IT

A very basic set of clothing found in Vend-IT machines

20

Cowboy Hat

Wide brimmed hat for the frontiersman.

50

Peak Hat

Keeps the sun out of your eyes and there’s always the logo.

10

Formal Hat

Going to a wedding or need military dress uniform?

X3

Fashion Hat

Flat caps, beanie hats, bandanas, etc.

X2

For winter clothes X by 1.5 but stay warm when it’s frosty.

 

 

Weapon Accessories

 

Holster - hip

Obvious and easily accessible

30

Holster - ankle

Concealed only light pistols can be holstered

30

Holster – back

Concealed in the small of the back can take both light and medium pistols

30

Holster - underarm

Concealed Light and medium pistols

80

Illuminator

A small weapon mounted LED flashlight

20

Laser Sight

A weapon mounted red or green dot +10% within 30’

150

Scope

Increases range by 50% but only useable for single shot mode

500

Speed Loader

Reload revolvers and Hand Cannons and Shotguns quickly

30

Suppressor

Sound reducing, passive skill of Stealth 75%

300

 

Transport

 

Bus

3 credits +1 per mile

Taxi

10 credits +5 per mile

Mass Transit

20 credits + 5 per 10 miles (X2 business class, X3 1st class)

International Flight

100 credits per 1000 miles (X2 business class, X3 1st class)

Orbital transit

1000 credits (X2 business class, X3 1st class)

Interplanetary

2500 inner zone, 10,000 outer zone (X2 business class, X3 1st class)

Extrasolar cabin

20,000 per month per LY (X2 business class, X3 1st class)

Extrasolar stasis

2000 per LY

 

RipGate

10,000 credits per ship per use

 

 

 


 

Chems

Chems are used in numerous ways but all the ones below are used for non-abuse use.

Chems

Effect

Cost

AntiD

This powerful serum removes the effects of one type of disease from the body.

1200

Chill

A mild sedative that causes a euphoric state, highly addictive.

25

Medpac

A nanite infused serum that restores Health to the subject, 50% of max health restored.

100

Re-An

This potent drug can restore life to a recently deceased subject, the subject has a number of minutes equal to half their Body or Spirit score whichever is the higher.

10,000

Rev

Reduces fatigue by one level however the subject suffers a -20% penalty to all Mind and Aptitude tests per use. For 8 hours

250

Sub

Makes the victim extremely susceptible to persuasion and interrogation tests, -20% penalty to concentration skills tests. For 1 hour.

600

Torp

A very powerful anaesthetic that renders the subject completely unconscious. For 1 hour.

500

Zoom

The subject gains a +20% perception skill boost, gains +2 to initiative and +10’ to movement, however suffers a -20% to all Mind and Aptitude tests. For 1 hour.

250


MeatVat
Utilising cloning technology and modifying bovine genes, scientists have produced a self-growing, sealed meat producing technology. The meat is lean and tasty and as long as the MeatVat is powered will continuously produce high quality beef.

 

Hydroponics Recycling Life Support System (HRLSS)

With the difficulties of space and extreme environment an alternative system was developed to help provide, food, waste disposal, water recycling and breathable air in closed environments. This multistage system not only cleans carbon dioxide by filtering it through a hydroponics garden, it provides food in the form of vegetable matter, fish and shellfish as well as waste filtering. There is also a pleasant visual element to the fish storage areas. Talipa are the most commonly found fish as are prawn and mussels.

 

Autodoc™

This self-contained emergency medical gurney provides everything a patient needs to make a full recovery, it contains a basic medical droid, can repair almost any wound with its cloning MeatVat technology, it can even restore the recently deceased. The only thing it cannot do is repair inorganic material and install implants or replace limbs. However it can place a subject into stasis until further and better medical assistance can be made available.

Autodocs are also used for long term stasis on long distance space travel and can also be used as emergency lifepods.


 

Weapons

 

 

Arms Manufacturers

By default and the most common Earth weapons are manufactured by General Arms. However there are other manufacturers that offer alternatives. Whilst not dissimilar to GA they do have differences that are reflected in a cost multiplier.

Mercurial – high accuracy (+10% to hit), X2 cost multiplier.

Sixthsmith – increased magazine capacity (+25%), X1.5 cost multiplier.

Hammer Arms – increased damage (+1D6 damage), X3 cost multiplier.

Mane – the main competitor to GA.

 

A full clip of Ammo cost 10% of the cost of the base weapon.

 

Weapon Link adapter doubles the cost of the base weapon.

 

Type

Damage

Range

Acc

Clip

ROF

Wt

Cost

Revolver, Lt

3D6

30

+5%

6

S

0.5

350

Revolver, Md

4D6

40

0

6

S

0.9

425

Revolver, Hvy

5D6

40

-5%

5

S

1.4

575

Hand Cannon

6D6

60

-10%

4

S

2

800

Auto Pistol, Lt

3D6

30

+5%

16

S

0.5

300

Auto Pistol, Md

4D6

40

0

12

S

0.9

450

Auto Pistol, Hvy

5D6

40

-5%

8

S

1.4

600

Energy Pistol

6D6

100

+10%

10

S

1.6

1200

SMG, Lt

3D6/5D6

80

+10%

30

S/B/A

2

600

SMG, Hvy

4D6/6D6

80

+5%

30

S/B/A

3

900

Carbine

5D6

250

+5%

10

S

3

450

Shotgun

1D4+1X10

30

+15%

6

S

4.8

200

Rifle

1D4X10

400

+5%

5

S

4.2

600

Assault Rifle

6D6/1D4+1X10

400

+5%

30

S/B/A

3.5

1100

Sniper Rifle

1D4+2X10

800

+10%

5

S

10

1500

Energy Rifle

1D4X10

600

0

25

S

6.5

2250

Gauss Rifle

5D6/1D4X10

400

+5%

100

B*/A*

4

2500

Linear Rifle

1D4X10/1D4+2X10

5/400

-5%

15

S/B

5.2

3250

Rail gun

1D4+1X10/1D6+1X10

600

0

300

B*/A*

23

5000

Plasma Ejector

1D6+1X10

200

-10%

3

S

26

8000

Variable Laser

1D4+2X10

1000

+10%

10

S

10.5

3500

Tech Bow

*

*

+10%

10

S

4

1000

Composite Bow

*

*

0

*

1

2

150

Crossbow

*

*

0

*

1

3

150

Standard

5D6

60

0

1

-

-

3

HI-EX

1D4X10

50

-5%

1

-

-

15

Grapple

4D6

60

-10%

1

-

-

10

Flash

1D6

50

0

1

-

-

5

 

Type

Damage

Range

Acc

 

 

Wt

Cost

Stun Baton

4D6 Stun

M

0/-10%

 

 

0.5

70

Knife

3D6

M

0/-10%

 

 

0.5

10

Vibroknife

4D6

M

0/-10%

 

 

0.5

110

Energy Blade*

5D6

M

+5%/-10%

 

 

0.8

2000

Vibro Axe

6D6

M

-5%/-15%

 

 

3.5

450

Vibro Sword

6D6

M

0

 

 

2

300

Energy Sword*

1D4X10

M

0

 

 

2.1

3500

*AP: halves AV

 

Ballistic Ammunition – is caseless solid propellant, ceramic alloy tipped rounds.

 

8mm Short, SMG Lt, Lt Pistol

10mm Short, Hvy SMG, Pistol Md

12mm Short, Pistol Hvy

22mm Short, Hand cannons

6mm Long, Carbine,

8mm Long, Rifle, Assault Rifle

12mm Long, Sniper Rifle

 

Gauss Rifle – A recoilless electromagnetic linear accelerator rifle hurls high velocity flechette rounds.

 

 

Rail Gun - A rapid fire electromagnetic projectile launcher comprising of a pair of parallel conduction rails.

 

Linear Rifle - Multistage linear motor rifle - 8mm fin stabilized armour piercing discarding sabot round. Chemically propelled, linear accelerated, cryo flushed weapon system. That can fire in a limited burst capacity or single shot. The distinctive electrical crackle and cryo flush along the linear accelerator give the weapon a very distinctive signature once fired. The rounds break apart into a burst covering a 3 metre area once past short range.

 

Plasma Ejector - A magnetically compressed gas ionizing superheated projector utilizing an ejectable gas cartridge system.

 

Hand Cannon – this massive calibre ballistic weapon finds popularity with Law Enforcement as well as the Merc fraternity, illegal in most places without a Licence. It fires a 22mm round and has a very distinctive “bark” when fired.

 

Variable Laser - A charged coherent beam weapon utilizing variable focus targeting. Utilizing a targeting laser to focus on a target, the beam is then fired delivering a brief but intense burst of light.

Tech Bow – This is a mechanised self drawing inline verticle crossbow with target assist. Made from ultra light composites, it is almost totally silent. As the trigger is depressed the string is drawn and held until ready to fire.

 

Energy Pistol/Rifle – the most advanced weaponry in humanities arsenal, a Power Cell gives the weapon 10 shots before being depleted. The weapon fires a stream of charged particles that creates a visible bloom as it travels to its target. Two Power Cells are required to power an Energy Rifle.

 

Heavy Weapons

Type

Damage

Range

Acc

Clip

ROF

Wt

Cost

MachineGun

6D6/1D4+2X10

800

0

200

B*/A*

10kg

2100

Minigun

1D4+2X10

400

0

500

50

40kg

2250

Impact Rifle*

1D6+2X10

1000

+10%

6

1

15kg

5000

Grenade Launcher

See grenades

600

-5%

4

1

7kg

1200

Rocket Launcher

2D4+1X10

400

-55

4

1

7kg

1500

Mortar

2D+16X10

1000

-10%

1

1

12kg

2500

Missile Launcher

3D6+1X10

2000

+20%

1

1

11kg

5000

Hvy Plasma Ejector

2D6+1X10

100

-10%

3

1

25kg

16000

Sentry Turret**

1D6+2X10

500

80%

2000

10/30

200kg

30000

* Armour Piercing halves AR

** An immobile turret fitted with a Type I cyberbrain.

 

Grenades

Type

Damage

AOE

Wt

Cost

EMP

3D6+1D6+1X10***

10

0.2

100

Flechette

1D4+1X10*

5/15

0.2

50

HIEX Airburst

1D4+1X10

10

0.2

80

AP

6D6**

5/10

0.2

80

Sonic Non-lethal

6D6 Stun

10

0.2

30

Singularity

2D6+1X10

10

0.2

100,000 (Illegal)

* AR is doubled

** AR is halved

*** +2D6 damage to non-organic systems

 

 

 

 

 

 

 

 

 

 


 


Helion Republic Gear

 

Type

Damage

Range

Acc

Clip

ROF

Wt

Cost

Rocket Pistol*

1D4+1X10

200

-10%/+10%

4

1/0.5

1.9kg

900

Bolt Pistol

5D6

40

+10%

6

1

1.4kg

550

Plasma Pistol

6D6

50

0%

8

1

1.6kg

1000

Plasma Rifle

1D4+1X10

500

0%

20

1

7kg

1400

HMG

1D6+1X10

500

0%

100

10

40Kg

2300

Swarm Launcher

4D6X10**

400

+20%

4*

1

10.2kg

6000

* Rocket Pistols has 2 modes of fire Dumb which has a -10% to hit and Smart +10% to hit but slower ROF due to targeting.

** 1D6X10 per missile can either be fired singularly or in 4’s.

 

Armour

AR

Modifiers

Cost

Officers Coat

2D6

-

300

Tac Armour

3D6

-2 Pro, IR Goggles, Breath Mask

200

Combat Armour

5D6

-6 Pro, IR Goggles, Breath Mask

700

Battle Suit

6D6

-4 Pro, +10%  hvy weapons, +2 Bod

1800

 

Rocket Pistol – A heavy weight sidearm that fires micro missiles at its target. The missiles can be fired in 1 of 2 modes.

 

Bolt Pistol – A heavy sidearm that is adapted from an industrial grade tool, it fires 5mm x 25mm titanium carbide alloy bolts. It uses compressed air which is built into the magazine and is very quiet and considered suppressed.

 

Plasma Pistol – firing a super-hot steam of plasma at its target this weapon leaves horrific burns on its target. Ammo is a canister of liquid Sulphur Hexafluoride SF6 that when released is charged by the weapons ignition chamber and creates the distinctive white blue colour of the plasma. The sound of the discharge is loud and creates a lot of light.

 

Plasma Rifle – this is a heavy rifle version of the pistol.

 

Heavy Machine Gun – an underslung weapon with 4 barrels that spin creating a distinctive whirr, firing a small ballistic round the HMG has become the iconic weapon of HR Shock Troopers.

 

Swarm Launcher – a shoulder mounted weapon firing a heavier type of missiles found in the rocket pistol the swarm launcher can fire a barrage of micro missiles at its target.

Cerulean Gear

Cerulean weapons and armour are made of advanced poly carbonates with ceramic alloy components, making them extremely durable. The armour can also be worn by human females.

 

Type

Damage

Range

Acc

Clip

ROF

Wt

Cost

Volt Pistol “Stinger”

4D6

50

+10%

20

1

1kg

1000

Volt SMG 

4D6/6D6

100

+10%

60

1/3/10

2Kg

2000

Volt Rifle

6D6/1D4X10

500

+10%

60

1/3/10

3kg

4000

 

 

 

Volt weapons fire lethal electrostatically charged pellets using similar technology to a linear rifle with virtually no recoil.

 

Cerulean Armour is a multi-stage layering affair; the base is always a Body Sleeve with the appropriate modular upgrade added on depending on the role required.

 

Armour

AR

Modifiers

Cost

Body Sleeve Armour

2D6

Concealable

300

Combat Plating

+3D6

-6 Pro

+500

HEV Shell

+2D6

-8 Pro

+700

Exo Frame

+4D6

-4 Pro, +10%  small arms, +2 Bod

+1500

Vacc

-

-2 Pro

+1000

Stealth

+3

-4 Pro, +10% Stealth

+1000

 

 

 


 

Oopon Gear

 

Oopon Weapons are some of the most advanced energy weapons known; they are awkward for other races to use and unless you are Oopon a -10% penalty to using occurs.

 

Type

Damage

Range

Acc

Clip

ROF

Wt

Cost

Energy Pistol

5D6+1

100

+10%

15

S

1.6

1200

Energy Rifle

1d4x10/1D4X10+1

600

0

35

S/B

6.5

2250

Energy Blade*

5D6+1

M

+5%/-10%

-

-

0.8

2000

Energy Sword*

1D4X10+1

M

0/0

-

-

2.1

3500

Plasma Ejector

1D6+1X10

200

-10%

5

1

26

8000

Hvy Plasma Ejector

2D6+1X10

100

-10%

5

1

25kg

16000

 

 

Oopon Armour tends to be a distinctive white with coloured panels denoting role and rank. It cannot be worn by non-oopon

 

Armour

AR

Modifiers

Cost

Security Armour

2D6+3

-

300

Combat Armour

5D6

-6 Pro

600

Enviro Armour

4D6

-8 Pro

700

Vacc Suit

AR: 2D6 SP: 30

-2 Pro

1000

 

 

 

Sobek Gear

 

The Sobek favour Union weaponry, GA makes oversized grips to fit any union weaponry to make it more comfortable for prolonged use.

 

Sobek armour is also just an adaptation of Union spec equipment designed to fit the bulky form of a Sobek and protect its extremities.

 

Sobek tend to prefer heavy weaponry and Vibro Axes.

 

 

Sanguine Gear

 

The Sanguine have Union analogues but it has a very distinctive gothic style and is usually muted and dark in colour.