Camping, Expedition, and Survival Gear

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Basic Set

Backpack, Frame (TL1). Holds 100 lbs. of gear. $100, 10 lbs.
Backpack, Small (TL1). Holds 40 lbs. of gear. $60, 3 lbs.
Blanket (TL1). A warm sleeping blanket. $20, 4 lbs.
Bottle, Ceramic (TL1). Holds 1 quart of liquid (2 lbs. if water). $3, 1 lb.
Cable, Steel, 1.5" (TL5). Supports 3,700 lbs. Per 10 yards: $100, 17 lbs.
Camp Stove, Small (TL6). Uses 0.25 gallons kerosene per 4 hrs. $50, 2 lbs.
Candle, Tallow (TL1). Smoky! Lasts 12 hrs. $5, 1 lb.
Canteen (TL5). Holds 1 quart of liquid (2 lbs. if water). $10, 1 lb.
Cigarette Lighter (TL6). Lights fire. $10.
Climbing Gear (TL2). Hammer, spikes, carabiners. $20, 4 lbs.
Compass (TL6). +1 to Navigation skill. $50.
Cord, 3/16" (TL0). Supports 90 lbs. Per 10 yards: $1, 0.5 lb.
Fishhooks and Line (TL0). Basic gear for Fishing skill; needs a pole. $50.
Flashlight, Heavy (TL6). 30' beam. $20, 1 lb., 5 hrs.
Flashlight, Mini (TL7). 15' beam. $10, 0.25 lb., 1 hr.
Gasoline (TL6). Per gallon: $1.50, 6 lbs.
GPS Receiver (TL8). Satellite-updated; grants Absolute Direction (Requires Signal). $200, 3 lbs., 24 hrs.
Grapnel (TL5). Throw to ST×2 yards. Supports 300 lbs. $20, 2 lbs.
Group Basics (TL0). Basic equipment for Cooking and Survival skill for a group. Cook pot, rope, hatchet, etc., for 3-8 campers. $50, 20 lbs.
Iron Spike (Piton) (TL2). For climbing, spiking doors, etc. $1, 0.5 lb.
Kerosene (TL6). Per gallon: $1.50, 6 lbs.
Lantern (TL2). Burns for 24 hours on 1 pint of oil. $20, 2 lbs.
Life Jacket (TL6). Floats up to 350 lbs. $100, 6 lbs.
Matches (TL6). Start fires. Box of 50, waterproof. $1.50.
Oil (TL2). For lantern. Per pint: $2, 1 lb.
Parachute (TL6). Use with Parachuting skill. The wearer will fall at least 80 yards before it opens, and then descend at 5 yards/second. $1,000, 30 lbs.
Personal Basics (TL0). Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tinderbox or flint and steel, towel, etc., as TL permits. $5; 1 lb.
Piton. See Iron Spike, above.
Pole, 6' (TL0). For pitching tents, fishing, or prodding items. $5, 3 lbs.
Pole, 10' (TL0). For things you wouldn't touch with a 6' pole. $8, 5 lbs.
Pouch or Purse, Small (TL1). Holds 3 lbs. $10.
Rope, 3/8" (TL0). Supports 300 lbs. Per 10 yards: $5, 1.5 lbs.
Rope, 3/4" (TL1). Supports 1,100 lbs. Per 10 yards: $25, 5 lbs.
Scuba Gear (TL6). Basic equipment for Scuba skill: 2-hour underwater air tank, with regulator, facemask, etc. $1,500, 32 lbs. Also see Environmental Gear and Suits (Ultra-Tech).
Sleeping Bag (TL6). For normal conditions. $25, 7 lbs.
Sleeping Bag, Insulated (TL7). +3 HT to resist freezing. $100, 15 lbs.
Sleeping Fur (TL0). Warm unless wet. $50, 8 lbs.
Suitcase, Hard (TL5). Holds 100 lbs. DR 4, with key lock. $250, 8 lbs.
Tent, 1-Man (TL0). Includes ropes; no poles needed. $50, 5 lbs.
Tent, 2-Man (TL0). Includes ropes; requires one 6-foot pole. $80, 12 lbs.
Tent, 4-Man (TL0). Includes ropes; requires 2 poles. $150, 30 lbs.
Tent, 20-Man (TL1). Includes ropes; requires 16 poles. $300, 100 lbs.
Thermos Bottle (TL5). Keeps 1 pint hot (24 hrs.) or cold (72 hrs.). $10, 2 lbs.
Torch (TL0). Burns for 1 hr. $3, 1 lb.
Traveler's Rations (TL0). One meal of dried meat, cheese, etc. $2, 0.5 lb.
Water Purification Tablets (TL6). Bottle of 50. Purify 1 quart each. $5.
Wineskin (TL0). Holds 1 gallon of liquid (8 lbs. if water). $10, 0.25 lb.
Wristwatch (TL6). $20.

Low-Tech

Portable Shelter

Nomads, pilgrims, soldiers, and traveling merchants commonly carry shelter with them. Portable items include both complete shelters and parts for sprucing up temporary dwellings.

Tents

Tents appear as early as TL0. Many are simply large pieces of hide or fabric separating inhabitants from the elements. However, specialized tents were developed to provide superior protection in particular environments.

A tent offers concealment but not cover DR – it's fragile, and destroying a pole will usually collapse it, trapping anyone who fails to escape (roll vs. DX) as though tangled in a large cloak. It takes one minute per 20 lbs. to put up or take down a tent. Large tents can be broken up into smaller bundles (as light as 20-30 lbs.

Bedouin Tent (TL1). A large residential tent made from breathable woolen cloth. Side walls are 5'-6' tall. The roof is flat or slightly peaked. Gives +1 to Survival (Desert) rolls. A 15'×15' tent (DR 0, HP 20): $340, 200 lbs.

Yurt (TL1). This is a round, collapsible wooden-lattice framework, including a domed top, covered by a heavy felt shell. Yurts are more durable than other tents (offering cover DR 1) and cannot be knocked down by a single blow to a support. Yurts insulated with tapestries and rugs, or additional layers of felt, grant +1 to Survival (Plains) – or to any Survival specialty, in a cold climate – but have double cost and 1.5 times weight. A 10'-diameter yurt (DR 1, HP 20): $480, 200 lbs. A 15'-diameter yurt (DR 1, HP 28): $1,200, 500 lbs.

Legionary Tent (TL2). Made from treated leather panels, this tent is more water- and wind-resistant than a cloth one. It covers a 10'×10' area (sleeps six to eight comfortably) and, at 6' in height, is tall enough for standing in the center. A legionary-style tent gives +1 to any Survival specialty. DR 1, HP 14. $225, 45 lbs.

Semi-Portable Housing Elements

TODO

High-Tech

Survival and Camping Gear

When the best-laid plans fall apart, proper survival kit can mean the difference between a bad day and your last day. The same gear can make a weekend camping trip a wonderful natural experience.

Shelters (TL1)

Whether retreating from an arctic wind or hiding from the blistering sun, man's thin skin requires shelter. Each item below notes a modifier to HT and HT-based Survival rolls to avoid FP loss in freezing weather; having no equipment gives -5. Quality bonuses are cumulative with these modifiers. As well, appropriate sleeping gear improves sleep quality, reducing the likelihood of FP loss and consequent penalties to DX, IQ, and self-control rolls (see Missed Sleep).

Blanket (TL1). The most likely sleeping gear up to World War I is a simple woolen blanket (or several blankets, in extreme cold). During the American Civil War, soldiers on both sides carried a blanket roll – with a rubberized gum blanket on the outside (a tarp, below), if they were lucky. Survival modifier: -2. $20, 4 lbs. LC4.

Sleeping Bag (TL5). In the 1850s, this means a fleece-lined rubberized blanket. Modern versions are made of waterproof yet breathable materials. Divide weight by 2 at TL6-7, by 4 at TL8. Survival modifier: 0 at TL5-7, +1 at TL8. $100, 8 lbs. LC4.

Tarp (TL5). A heavy canvas or rubberized ground sheet – also called a "gum blanket" or a "ground fly." Modern versions are made of waterproof polyurethane. Ultralight backpackers use one for a tent. Halve weight at TL8. Survival modifier: +1. $20, 3 lbs. LC4.

Tent, Shelter Half (TL5). The standard U.S. Army tent from the Civil War through the 1980s, this is a small "pup" tent – so called because it’s barely big enough for a dog! It consists of two separate sheets of treated canvas, the "shelter halves." Weight includes poles and rope, which are split between two soldiers. Survival modifier: +1. $75, 10 lbs. LC4.

Tent, Wall (TL5). A common tent for an officer or a trapper – something that Washington, Wellington, or Grant might have used for a field headquarters. It's big enough to sleep for six men. Survival modifier: +1. $350, 80 lbs. LC4.

Sleeping Bag, Heavy (TL6). A canvas-covered bag lined with sheepskin, which the 1902 Sears and Roebuck catalog called "the best bed ever invented for outdoor sleeping." Modern waterproof versions use synthetics and are much lighter: divide weight by 4 and multiply cost by 5 at TL8. Survival modifier: +3. $100, 15 lbs. LC4.

Blanket, Emergency (TL7). A fragile, metallized "space blanket" that reflects heat back toward the sleeper while repelling rain and wind. Survival modifier: -1. $5, 0.25 lb. LC4.

Tent, Dome (TL8). A modern, waterproof, expedition-grade tent for four men. It can withstand wind speeds beyond 50 mph. It takes about a minute to set up. A two-man version is half cost and 1/3 weight. Survival modifier: +2. $150, 12 lbs. LC4.

Tent, Personal (TL8). A bivouac ("bivy") tent just large enough for one person. It's water- and windproof, and sets up in about a minute. Survival modifier: +1. $100, 1 lb. LC4.

Cooking Gear (TL5)

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Fire Starters (TL5)

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Fishing and Trapping Kit (TL5)

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Rescue Signaling Devices (TL5)

Personal Rescue Beacon (TL7)

This is a radio beacon the size of a cigarette pack. It's tied into a global satellite network so that when the beacon is activated, rescue teams are notified. At TL7, the beacon is located via radio direction finders mounted in rescue vehicles, and it might take rescuers 6 hours or more to get a fix. At TL8, location is determined from GPS data broadcast by the beacon – which is much more reliable – and the time from activation to an alert at a rescue center is a mere 3-10 minutes. $1,000, 0.75 lb., S/24 hrs. LC4.

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Survival Kits (TL5)

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Water-Processing Equipment (TL6)

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Comforts (TL7)

A few comforts from home are always welcome on the trail!

Camp Shower (TL7). A one-gallon shower bag. An hour of direct sunlight can heat it to over 90°F. $20, 2 lbs. LC4.

Chemical Toilet (TL7). A plastic bucket with seat. Kills bacteria and odors. $30, 7 lbs. LC4.

Clothes Washer (TL8). A hand-cranked washer that cleans up to 5 lbs of clothes in 2 minutes. $50, 4 lbs. LC4.

Espresso Maker (TL8). Prepares one serving in about 3 minutes. $10, 2 lbs. LC4.

Bio-Tech

Biofilter Canteen (TL9)

A relatively simple biogadget, this uses a living directional osmotic film to purify water of anything short of toxic waste. It holds a quart of water, and filters it clean in 30 minutes. The canteen needs to be exposed to sunlight a few times a week, but the filter never needs replacing. $380, 1 lb. empty, 3 lbs. full. LC4.

Ultra-Tech

This section covers gear suited for "outdoor activities" like climbing, diving or orienteering, as well as general adventuring.

Lights

An ordinary light source can be more useful than the most sophisticated sensors!

Flashlights and Searchlights (TL9)

These can project an infrared, ultraviolet, or visible light beam, which is also tunable from a wide flashlight cone to a pencil-thin red or blue-green laser pointer (range is multiplied by 10). It can function as a blinding weapon in a pinch – see Dazzle Laser. The light eliminates darkness penalties out to its listed range. Use 75 times this distance for signaling range. Multiply all ranges by 2 at TL10, 5 at TL11, and 10 at TL12.

Penlight (TL9): This emits a five-yard beam. It may be helmet or belt-mounted, or attached to a firearm accessory rail. $3, 0.1 lbs., 2A/24 hr.
Mini Flashlight (TL9): This projects a 15-yard beam. May be helmet-mounted or attached to a firearm accessory rail. $10, 0.25 lbs., B/24 hr.
Heavy Flashlight (TL9): This projects a 50-yard beam, and can be used as a baton. $20, 1 lb., 2B/24 hr.
Searchlight (TL9): Heavy-duty searchlights are often mounted on vehicles or buildings. A searchlight projects a 2,000-yard beam. $500, 10 lbs., C/12 hr. LC4.

Glow Sticks (TL9)

These chemical lights glow when snapped and shaken; they don't require power cells. Each provides (TL-8) days of light illuminating a two-yard radius. They're available in different colors, white light, and infrared light. $2, 0.1 lb.

Firefly Swarm (TL10)

This is a swarm of glow-in-the-dark microbots. They can be ordered into small spaces for illumination, serve as mobile lamps, or provide a diffuse candle-like glow for romantic occasions. They can turn on or off, change colors or dim their lights on command, and glow in the infrared, ultraviolet, or visible spectrums. They can't provide the equivalent of full daylight (unless multiple swarms are stacked) but they are bright enough to read by. A firefly swarm is $100/square yard. LC4.

Navigation Instruments

Precise navigation is essential for explorers, travelers, and soldiers.

Global Positioning System (GPS) Receiver (TL9)

At TL9+, this is a built-in feature of many gadgets rather than a separate device. If a planet has an orbital navigation satellite network, the GPS system links the user to it, enabling him to always know his exact position if he consults a properly-scaled map. It is accurate to about 5 yards. The system can also store the coordinates of a location it has visited (called a "way point"). It can then direct the user to that way point or transmit the data via communicator to other GPS systems. With a computer, it can show the user's position on a moving-map display.

Inertial Navigation (TL9)

These devices indicate the direction and distance traveled from any preset point on a planetary surface. It can be set for the location at which the user is physically present, or for any other coordinates (make a Navigation roll if the precise coordinates are uncertain). An inertial navigation system lets the user always know which way is north. He can retrace any path he has followed within the past month, no matter how faint or confusing. It does not work in environments such as interstellar space, but it does work underground, underwater, and on other planets.

Inertial Compass (TL9-12): This palm-sized inertial navigation system includes a tiny computer, a GPS (above), and a video screen. If digital maps are available, the compass can superimpose the user’s position and path on the map and display it on its screen. The compass can also connect to an HUD. It gives a +3 bonus to Navigation (Air, Land, and Sea). Price and weight depend on TL:
TL9: $120, 0.2 lbs., A/200 hr.
TL10: $60, 0.1 lbs., A/200 hr.
TL11: $30, 0.05 lbs., A/200 hr.
TL12: $15, 0.025 lbs., A/200 hr.

Inertial Navigation System (TL9)

An extremely precise system. It has the capabilities of an inertial compass, but adds a +TL/2 (quality) bonus to Navigation (Air, Land, and Sea). $5,000, 20 lbs., B/100 hr. LC4.

Containers and Load-Bearing Equipment

These are used to carry equipment or cargo, and to keep it safe in hostile environments.

Hovercart (TL9)

A flat round cart, two feet in diameter, that floats quietly on an air cushion generated by a ducted fan. It can be towed or pushed at the pusher's Move. Hovercarts are often seen around air and spaceports, used for moving cargo and luggage; other versions serve as baby carriages and shopping carts. They can carry 500 pounds over smooth ground or water, and make a humming sound audible to a normal Hearing roll at 30 yards. Voice-controlled robot versions with Move 4 are available at double cost. $300, 4 lbs., C/12 hr. LC4.

Pressure Box (TL9-12)

This pressurized container is used for carrying fragile items or pets through vacuum or hostile environments. Its internal dimensions are 2 × 1 × 1 feet. It includes a 12-hour air tank and its own life-support pack that regulates the environment. It provides a room-temperature environment from -459°F to +200°F, as well as DR 10 and radiation PF 5. The modular walls can link together to form a larger container from several boxes. Sealing or unsealing the pressure box takes six seconds; linking boxes together takes 10 seconds per box at TL9-10, two seconds at TL11-12.

TL9: $900, 10 lbs., 2C/2 day. LC4.
TL10: $600, 7 lbs., 2C/1 wk. LC4.
TL11: $450, 5 lbs., C/2 wk. LC4.
TL12: $300, 2.5 lbs., C/6 wk. LC4.

Contragrav Modules (TL11-12^)

Also called "sky hooks," contragrav modules are flat, saucer-shaped disks with rings and brackets for attaching loads. They generate a contragravity lift field that can support up to 1,000 pounds. They can be set to stay suspended in the air, or ordered to float up or down at five yards per second. They may also be pushed along or towed.

TL11^: $100,000, 15 lbs., D/1 hr. LC4.
TL12^: $25,000, 7.5 lbs., D/3 hr. LC4.

Gravpack (TL11^)

This backpack is made out of reflex ballistic fabric, and includes a contragrav generator that screens the interior of the pack from the local gravitational pull. Weight carried in the pack is not counted toward encumbrance – it's treated like the Payload advantage. The pack can cancel up to 120 pounds of weight.

Due to its bulk, only one gravpack can be worn at a time. Furthermore, while weight is canceled, mass is not; with the generator activated, the user will be at -1 DX per 40 pounds carried until he gets used to dealing with the load's inertia without its weight. If the same mass is worn in a pack for more than a day, the penalty can be ignored. $15,000, 15 lbs., C/12 hr. LC4.

Survival and Camping Gear

Ultra-tech technology doesn't just make exploration easier or more comfortable. It can open up new frontiers for adventurers.

Envirobag (TL9-12)

This is an insulated, heated sleeping bag designed for extremes of temperature. It has the same performance as a Heat Suit. It can also be sealed and hooked up to air tanks.

TL9: $160, 3 lbs., C/24 hr.
TL10: $80, 2 lbs., C/72 hr.
TL11: $40, 1.5 lbs., C/10 days.
TL12: $20, 1 lb., C/2 weeks.

Filtration Canteen (TL9)

This canteen holds a quart of water. It removes impurities, salts, microbes, and poisons. It can filter salt water, but not raw sewage or toxic waste. On its own, it adds a +1 (quality) bonus to Survival skill when living off the land; it's also included in survival kits.

One quart can be purified in 30 minutes (TL9), 10 minutes (TL10), three minutes (TL11) or instantly (TL12). The filter must be replaced every 100 quarts at TL9, or 1,000 quarts at TL10; a color change signals when it's time to change. An "exhausted" filter still has a few quarts of capacity, but only the GM knows how many. At TL11-12, the filter is permanent. The canteen is $180, 1 lb. (empty) or 3 lbs. (full). LC4.

Gripboots (TL9)

This smart climbing footwear is amazingly tough, but still provides tactile feedback about the rock conditions to the wearer. In addition, the boot can change shape for a better grip, and can grow crampons or a forward-placed spike on command. Add +1 per die to the damage the wearer inflicts with a kick. Gripboots give a +1 equipment modifier to Climbing, or +2 on ice. Combat statistics are identical to assault boots. $500, 2 lbs. LC4.

Modular Cage (TL9)

This kit allows the user to assemble any size or shape of cage, with a maximum volume of 10 cubic yards. Assembling a cage takes three minutes per cubic yard of volume; several cages may be combined to build a larger one. Traps skill is required to build anything but a simple cubical cage, or to assemble a cage quickly in half the time. Cage bars are 1/2" in diameter. DR depends on TL: 70 (TL9), 100 (TL10), 150 (TL11) or 200 (TL12).$1,000, 200 lbs. LC4.

Modular Environmental Cage (TL9)

This is similar to a modular cage, but it takes three times as long to put together. Once assembled the cage is sealed and, if connected to an external air and power supply, can duplicate and maintain nearly any planetary environment (except for gravity). A 6" airlock allows access for feeding. $10,000, 400 lbs. LC4.

Pressure Tent (Personal) (TL9)

This airtight tent is strong enough to be inflated to one atmosphere in a vacuum. The metallized fabric incorporates minor (PF 2) radiation protection, but users planning a long stay in a vacuum or trace atmosphere are advised to place the tent in a sheltered location (such as a cave) to provide protection from solar and cosmic radiation. The tent's air tanks hold man-days of air equal to the tent's capacity. Entering or leaving through the one-man lock takes one minute. The tent has DR 10 (TL9), DR 15 (TL10), DR 20 (TL11) or DR 30 (TL12).

One-Man Tent (TL9): $1,500, 60 lbs. LC4.
Three-Man Tent (TL9): $3,000, 100 lbs. [8LC4]].
Eight-Man Tent (TL9): $15,000, 200 lbs. LC4.

Double the endurance at TL10+.

Rocket Piton (TL9)

A pistol-grip launcher which fires a rocket-propelled, explosive-set piton. It can shoot an attached line up to 200 yards. A successful Climbing roll (made by the GM) means the piton is securely lodged and will support weight; a critical failure means the firer only thinks it is! Roll vs. DX-4 to hit if used as a weapon. It inflicts 1d+2 impaling damage, with Acc 2, range 70/200, RoF 1, Bulk -3, Rcl 2, Shots 1(5). $40, 2 lbs. Reloads are $1, 0.5 lb. per shot. LC4.

Smart Pitons (TL9)

A piton is a spike with a ring on it, through which a rope can be run. High-tech pitons adjust to the shape of the crack they're in, and report on their status via an integral microcommunicator. They come free on command. While a piton will report if it is obviously loose, it cannot check its own stability under load, so the climber must also do a manual check. Used properly, they give +1 to Climbing skill. 10 pitons: $100, 1 lb. LC4.

Spider Cage (TL9)

Biological survey teams and trappers favor this capture device. It has a starfish-like shape consisting of a floor base surrounded by a few dozen jointed arms. Stepping on the base triggers a pressure sensor, causing the hinged bars to spring up and bend forward at high speed to form a roofed cage. If the victim is not surprised, a successful Dodge roll allows jumping away in time. The padded bars cause minimal injury, but the closing cage will do 1d-2 crushing damage if the victim is larger than the area of the trap.

A spider cage uses bars of padded memory metal with DR 20. The separation between the bars is 2" wide. It also features a door on the side (some of the bars swing out in unison) with a conventional electronic and mechanical lock. It adds a +2 (quality) bonus to Survival skill rolls made for trapping creatures. $2,000 and 10 lbs. for a cage capable of trapping a creature with SM 0. Double cost and weight per +1 SM; halve it for each -1.

Splat Piton (TL9)

This two-inch sphere has a ring attached for a rope. When broken against rock or another hard surface, a fast-drying glue is released. In one minute, the ring can safely support 16 tons.

The sphere may be fired out of a mortar as far as 50 yards, unreeling a light line. The line unreeled must be used to pull a climbing rope through the piton ring. If a climbing rope is launched, range drops to 10 yards. A catalyst can unstick the glue, allowing the piton to be removed. It is not reusable. $10, 0.05 lbs. LC4.

Vapor Canteen (TL9)

This canteen draws moisture from the atmosphere. How quickly it works varies with the amount of water vapor in the air – with an Earth-standard humidity of 50%, the time required to extract a quart of water is four hours (TL9), three hours (at TL10), two hours (at TL11), or one hour (at TL12). It has a capacity of one quart, and adds a +2 (quality) bonus to Survival skill for an individual living off the land. $450; 2 lbs. (empty) or 4 lbs. (full), B/100 quarts. LC4.

Vapor Collector (TL9)

A larger version of a vapor canteen for base camps, settlements, etc. It is 60 times faster, producing one quart every four minutes at TL9. It is standard for expeditions and military or police outposts; it frees them from the necessity of establishing a post near a water source. Sabotaging the vapor system is a favorite ploy of villains in adventure stories. The plot is so hackneyed that real adventurers laugh at it, and may not be prepared if it happens. It adds a +2 (quality) bonus to Survival skill for a group living off the land. Usually connected to a water tank, but has an internal capacity of 20 quarts (five gallons). $10,000, 120 lbs., E/30 days. LC4.

Smart Rope (TL10)

This is a cable constructed of memory metal and plastic fibers, or non-metallic bioplastic; it also includes a radio microcommunicator. A smart rope has half the support strength of rope. It gives a +3 (quality) bonus to Knot-Tying skill, and can be ordered via radio signal to "flex" or go "rigid."

In flex mode, the rope behaves exactly like ordinary rope. In rigid mode, the rope locks into its current position as if it were a stiff metal wire. In this position, it cannot be untied. Removing a rigid rope without ordering it into flex mode requires cutting through it. If a smart rope is severed, the pieces lose their "smart" properties, but retain the flexible or rigid quality the rope had when cut. Smart rope may be purchased in a variety of standard lengths, starting at one-yard increments. Smart rope is twice as expensive as ordinary rope; other statistics are identical. LC4.

Survival Watch (TL10)

A heavy-duty wristwatch built to survive in extreme environments. It includes a biomonitor, a chronometer, a GPS receiver, an inertial compass, a magnetic compass, a homing beacon, and a tiny computer with a small 2-D display (about one square inch).

The watch is usually voice controlled. It is waterproof, and can survive 10 atmospheres of pressure or a vacuum. It is powered by a small flywheel battery that can be recharged by body motion. If not worn, it goes to sleep for up to five years, turning off all functions except timekeeping. A vigorous shaking will power the watch up to full operation. $300, 0.5 lbs., B/3 months. LC4.

Survival Module (TL10)

A programmable bioplastic box the size of a hardcover book. When activated, it draws air out of the surrounding environment and inflates itself, becoming a comfortable two-person cabin that can hold four in a pinch. It has transparent plastic windows, pull-out inflatable tables, chairs and beds, and an airlock door that takes four seconds to cycle. It is pressurized, with a complete life-support system including an air filter and reducer/respirator. If oxygen is unavailable, air tanks will be required.

The survival module has a tendency to blow away in a strong wind when set up but unoccupied. However, it can be weighted or tied down. $600, 4 lbs., C/2 wk. LC4.

Air Tube (TL11)

The size of a thick marker pen, this device stores air in a safe, hypercompressed form. When the user bites down on the tube, it provides a steady stream of air. It can operate for (TL-3) minutes, but the user must stay within 30 feet of the surface. It leaves a visible bubble trail. $50, 0.2 lb.

Bioplas Pressure Tent (TL11)

This is identical to the pressure tent but is made of pseudo-living bioplas. It contains a regenerative life support system similar to that of the space biosuit.

Its skin absorbs sunlight and recycles waste, giving it an extended air supply. There is some waste, but it is effective for six weeks when augmented by power cells (see below).

A small tank contains enough air to pressurize it; this also provides (occupancy) man-hours of air after power is exhausted. The tent is self-sealing for punctures up to an inch in diameter, and more extensive damage is slowly repaired. It lives off the occupant's waste products.

One-Man Tent (TL11): $3,000, 10 lbs., D/6 wk. LC4.
Three-Man Tent (TL11): $5,000, 15 lbs., 3D/6 wk. LC4.
Eight-Man Tent (TL11): $7,000, 25 lbs., E/8 wk. LC4.

Survival Foam (TL12)

This is a can of fast-hardening nanotech or high-biotech foam used to create a life-sustaining cocoon. It is similar to the life support gel in a survival cocoon, but more advanced.

A can of survival foam will seal someone in hibernation for up to a week, even in hard vacuum or temperature extremes from -200 to 400 degrees. It takes five seconds to harden, making the foam useless as a weapon. The user experiences an unpleasant drowning sensation combined with disorientation, but will be unconscious within seconds equal to his HT.

A survival-foam cocoon has DR 5 and HP 32. It can be chipped off (which risks damage to the subject if done too quickly) or instantly dissolved with a neutralizer spray ($10 and 1/2 pound for a can with enough to free three people). The user will lose 1 HP for every week after the first that he is encased in survival foam, due to slow muscle deterioration and nutrient loss. $700, 2 lbs./can. LC3.

Environmental

TODO

Exploration, Safari, and Salvage Robots

Robots can go places that are too dangerous for people, and sometimes they're just a more cost-effective way to do the job.

Robot Mule (TL9)

M.U.L.E.

This is a rugged robot cargo cart that moves on big tires and does what it's told. It has no limbs. It can also be ridden, although the passenger must give it commands. Widely used by expeditions, military units, tourists, and others. LC4.

ST 20; DX 10*; IQ 6*; HT 12.
Will 10; Per 10; Speed 6; Dodge 9; Move 6.
SM -2; $3,000, 150 lbs., D/8 hr. LC4.
Traits: Absolute Direction; Accessories (Small computer); A.I.; Automaton; DR 10; Electrical; Ground Vehicle; Machine; No Legs (Wheeled); Payload 2 (16 lbs.).
Skills: Area Knowledge-10.

* May be teleoperated.

Scout Robot (TL9)

TODO

Explorer Swarm (TL10)

TODO