The long strange trip

Ari's items & funds


Lost on Ruie:
1 hat
Polycarapace armour
Commdot
Filter mask
Camo cloak
Laser pistol
Stunner

Lost in GS salvage yard
Cloth (TL10) + Reflec armour


Stunner
Dagger
Electronics toolkit CR1000
Medium range comm
Casual suit w/w TL14 gel cloth (protec 9)


CR19000
CR17100 as of 162-1105

CR20000 credit on Oberlindes family

6 x High Passage, good on Oberlindes or allied carriers


Shopping with the Obilindies money!

Pg 160 Survival Kit, Personal (TL6) – Cr. 50
A small Backpack containing personal survival equipment

  • Small Knife
  • Fire starting equipment
  • Blanket/Poncho
  • 4 day’s rations
  • Water bottle
  • Compass
  • Light cord or string
  • water purification tablets
  • Survival Manual

Pg 161 Squirrel Suit (TL7) – Cr. 500
A nylon suit that gives the wearer a man-made Squirrel Suit (TL 7):
version of patagia (fl aps that allow gliding and limited ‘fl ight’), the
squirrel suit slows down a falling person’s descent by half and can
be used with Athletics (Coordination) to fl y horizontally while gliding
to the ground.

Rope, Advanced (TL 13) – Cr. 100
Based on the rapidly-restructuring protein coats of viruses, this rope is a bio-engineered colony of proteins and is incredibly strong. 10m of this rope-like material can hold up to
500 kilograms before breaking.

Sleeping Bag (TL 5) – Cr. 50
A warm, lightweight and somewhat waterproof Sleeping Bag (TL 5):
personal sleeping bag. Two or more can be fastened together to
make a larger enclosure.

Goggles/Shades (TL 9) – Cr. 200 (including the x10)
Sunglasses or full goggles designed to protect the eyes from damage by bright light. At TL 7, reactive lenses are available allowing the user to keep his shades on while moving
from dark to light conditions. At TL 9, shades can (for 10 times the
cost) include automatic protection against very bright light such as
lasers, nearby fl ares or nuclear detonations. The shades remain very
dark for a full minute after protecting the user in this way and must
be removed if the wearer wishes to be able to see anything.

Dive Suit (TL 6) – Cr. 60
A basic wet or dry diving suit designed to give a swimmer some protection from cold water.

Cold Weather Clothing, Advanced (TL 10) – Cr. 500
Using quick-drying, waterproof and super-insulating materials, advanced cold weather clothing protects against frigid weather (-20º Celsius or below). The suit is not heated but it is designed to allow temperature to be regulated by openings and partial removal.

Boots, Minefield (TL 8) – Cr. 50
Used by some troops where there is a risk
from small anti-personnel mines, ‘minefi eld boots’ give complete
protection against routine hazards like snakes and count as 4 points
of armour against small sharpened stakes (punji stakes) and antipersonnel mines. They off er no protection against combat hazards
unless the character is deliberately shot in the foot.

Protection 4 against damage to the foot

Mediscanner, Personal (TL 12) – Cr. 1000 (Will Wear on the belt)
: A small monitoring unit normally worn on the belt or upper arm. A personal mediscanner monitors a character’s life signs and data such as blood composition, blood sugar and body temperature. It warns when exhaustion or dehydration are becoming dangerous, gives information to the user or medical personnel about poisoning and other hazardous conditions and allows a quick diagnosis of many ailments. Using the information from a personal mediscanner provides a +2 DM on Medic skill rolls

Mediscanner, Portable (TL 12) – Cr. 2000
A general version of the personal mediscanner for use by fi eld medics. The device is not ptimised
for a single user, so takes up to 2 minutes to calibrate itself to each new subject. It gives the same data as the personal version (though slightly less detailed), providing a +1 DM on Medic skill rolls once it is calibrated. Most mediscanners are able to deal with all common species and add-on chips for other species are available at Cr. 500 each.

First Aid Kit, Improved (TL 5) – Cr. 125
A basic belt-carried kit containing clean bandages, safety pins and a small blade as well as a quantity of basic pharmaceuticals (antibiotics, painkillers and possibly alcohol to sterilize a wound).

Field Medical Kit (TL 6) – Cr. 500
A backpack-sized medical kit for use by a doctor or paramedic. The kit contains drugs, surgical supplies and diagnostic materials as well as very basic tools for surgery. Higher Tech Level kits cost more but off er a better range of treatment options and quality of care, increasing the odds of successful treatment. A field surgery kit is necessary for all but the most basic or desperate operations.

Cold Light Lantern (TL 6) – Cr. 20
A fuel cell powered version of the electric torch which will last three days with continuous use. Produces a wide cone of light up to 18 metres away with a radius of 6 metres at the end of the beam. Also capable of producing a tight beam of light up to 36 metres away with a 1 metre radius or be used to illuminate a 10 metre radius. Wt. 0.25 kg

Goggles, Light Intensifier (TL 7) – Cr. 500
These goggles allow clear, monochrome vision up to 18 metres in anything less than total dark. While some light is required to produce this eff ect, anything approaching normal daylight conditions severely degrades the clarity of the view and the range.

Tent-barracks (TL 8) Cr. 500
A large tent providing shelter for eight people
against the weather and environment. The pole structure requires one to six man hours to set up properly. Weight 10kg.

Tent-barracks , Pressurized (TL 10) Cr.5000
The TL 10 version of the tentbarracks
can be eff ectively pressurised using a chemical seal from
the inside. There is no airlock – the tent depressurises when it is
opened.

Laser Scalpel (TL 10): – Cr. 2000
A low-power but high-precision handheld laser “knife” the size of a pen, used for medical and other delicate cutting purposes. It carries an internal battery which could support up to 30 minutes of continued operation and it can be hooked up (by a flexible power cord) to an external power source for longer duration work or for recharging.

Climbing Kit, Advanced (TL 8) – Cr. 500
Includes a lightweight harness suitable for abseiling or rappelling, expanding mini-pitons for small rock crevices and more advanced versions of the accessories in the basic kit.

Duct Tape (TL 6) x 2 – Cr. 5 per 1
A strong, fabric-based, multi-purpose adhesive tape. Useful for hasty repair work as well as for restraining and gagging prisoners, among many other things.

Flare Launcher (TL 5) – Cr. 75
A simple pistol or tube type launcher for use with signalling or illuminating fl ares. Used as a weapon, a flare gun is highly inaccurate, imposing a –2 DM on all hit rolls and only does 1d6 damage, though it may set flammable objects on fire.

Flare, Illuminating (TL 5)x2 – Cr. 25 per 1
A small parachute fl Flare are designed to be fired from a launcher to illuminate an area. The fl are casts harsh, bright light for 1 minute before falling to the ground in a standard or dense atmosphere, half a minute in thin atmosphere. It may start fires if its the ground before burning out. A free-standing area illuminating flare costs Cr. 50 and burns for 2 hours.

Flare, Whistling (TL 5)x5 – Cr. 6 per 1
A brightly coloured flare built to emit a piercing whistle when drifting back to the ground after it has been fi red. This sound is not terribly pleasant but it can be heard for 2d6 miles in every direction and lasts for five minutes after being fired.

Pitons (TL 4) – Cr. 5
Metal spikes designed to be hammered into rock crevices to secure a rope for climbing.

Piton Hammer (TL 4) – Cr. 10
A small hammer used for hammering pitons into rock

Backpack (TL 7) – Cr. 45
A basic carrying bag with shoulder straps and external pockets. From TL 6, backpacks are more waterproof; enough to keep the contents dry during a brief immersion if properly sealed. At TL 7 and for Cr. 150, a “Bivvy Pack” is available, which includes a waterproof blanket and hood that fold out of the lining, allowing the emptied pack to be used as a sleeping bag or ready made bivouac.

Blade(Small Blade) (TL 2) – Cr. 45
There are two weapons routinely referred to by the title ‘Blade’. One is a* hybrid knife weapon with a straight, heavy,* single or double edged blade and a hand guard (essentially a shortsword). The second type is a large machete type weapon with a single curved edge and no point. There is no real diff erence in the performance of these types. Because of the bulk of the Blade, it is generally carried in a belt scabbard. Blades are as much survival tools as weapons and are often found in emergency kits, lifeboats and so on.
Damage = 2d6
Heft = 1
Mass = 1kg

Stiletto(TL 2) – Cr. 50
A stabbing knife designed for punching through armour and committing sudden murder. Stilettos have no edge but possess a very sharp point. Non-rigid armour (jack, cloth, mesh and the like) is not very eff ective against a stiletto, their armour value is halved (rounding down).
Damage = 1d6+2
Heft = -1
Mass = 0.5kg
Special = Armor reduced

Sword, Monoblade (TL 8) – Cr. 1000
A light one-handed sword with a polymer blade honed to a monomolecular edge by mechanisms in the scabbard.
Damage = 2d6+5
Heft = -2

Dagger (TL 1) – Cr. 10
The term ‘dagger’ is used to refer to any small bladed weapon designed primarily for combat. Various types exist, some intended for slashing, some for stabbing and some for both.
Damage = 1d6+2
Heft = 0

Total Credits spent = 12,485

Things I already have…

  • Vacc Suit TL14 (mass 4)
  • Breather mask
  • Artificial Gill
  • Medikit TL 12
  • Parrying dagger (mass 0.5 / Damage ? / Parrying value 1)

The credit I still have left = 4015

Still need to get Stun Gun

Still need to figure out what to get with the 20,000 1 item. maybe a small airplane or flyer of some other sort?