Tools
When we use the keyword “Tools”, we are talking about toolsets of a specialist or technical nature that are sophisticated enough that they require a qualifier skill to use. They are often employed while carrying out another skill action, and may include activities like: craft or repair an item, prepare an access pass, or pick a lock.
The engineering tools are a bit of a special case in that we don’t spend any time working out whether you have qualifier skills for them. Rather, it is assumed that if you have ranks in a given engineering skill, then you are qualified in the various corresponding tools.
For example, if you have a rank in Cybernetics, then you automatically qualify in Cyber-Tools. This automatic qualification is the reason your character sheet won’t show your qualification in these tools.
The one exception to all of this is Medicine-Tools. In this case, people without medical training can become qualified in Medicine-Tools, representing a knowledge of first aid.
The reason the engineering tools are listed below, is more for cost considerations, and also considerations around kit-, pack- and facility-level tools, which are discussed in the next heading.
Kits, Packs & Facilities
Tools are an example of items of equipment that are categorised into tooling scales, which are similar in their nature to the base scales referred to in “Chapter 6: Combat”.
These scales are a recognition that larger and more complex problems often need more impressive toolsets to solve them. The scales are presented in the following headings.
Kits
Collections of equipment that are small enough to be carried around by an individual (roughly 4 kg), are referred to as Kits. These are the smallest in tooling scale and comparable to base{0}.
5K:2(cost), 1(wt), 13(CC)
s2c: bonus-action, 10(hp), 5(ep)
14(CC,max)
10K:2(cost), 1(wt), 14(CC), 15(CC-Q)
s2c: bonus-action, 10(hp), 5(ep)
15(CC,max)
Packs
Collections of equipment that are generally small enough to fit into a 1 metre cube (generally 100 kg) are referred to as Packs. Packs will contain everything that a kit of its type contains, but with more supplies and variety. There will also be some more sophisticated pieces of kit for analysis, formulation, and scaffold printing. Packs can be considered base{i} toolsets.
50K:2(cost), 30(wt), 14(CC)
s2c: main-action, 300(hp), 5(ep)
16(CC,max)
Facilities
Large collections of equipment (about a tonne) are called facilities (which may be considered laboratories or workshops). Facilities will contain everything that a pack of its type contains, but with more supplies and variety. These are the largest in tooling scale. Facilities can be considered base{ii} toolsets.
500K:2(cost), 300(wt), 15(CC)
s2c: round, 3K(hp), 50(ep)
A character with ranks in a qualifier for a given toolset will be able to use a kits, packs, or facilities of the same key word. For example a character with a rank in Medicine-Tools will be able to use kits, packs and facilities with the Medicine key word. The GM will generally decide which type is needed for a particular check.
The complexity of the equipment that you are analysing, fixing, demolishing, modifying, can guide the GM where anything over 100K:1 or over 14(CC) will likely need a pack and anything over 10M:1 or over 16(CC) will likely need a facility. You can, of course, use a facility scale toolset to solve something of a lower complexity, this is probably grounds for offering you advantage in your skill roll.
Similarly, if you are opposing someone, then the tooling scale (kit, pack or facility) your opponent used will determine the scale you will need. If you use a higher scale you will gain advantage, and using a lower scale will impose a disadvantage.
The GM should use their discretion around the granting of advantage or the imposition of disadvantage in any of these circumstances. Or whether they outright disallow an action, instead of imposing disadvantage.
Climber's Tools
Equipment for climbing difficult surfaces. Climber's Tools are generally for either providing safety, catching you if you fall, or for actual mechanical aid, where the equipment is used to also assist the climbing itself. Using mechanical aid doubles the time spent climbing, but provides an advantage on climbing checks.
Climber's Kit
A climber's kit contains 50 metres of dynamic climbing rope, dyna-bolts, quickdraws, carabiners, an autobelayer and harness. While it does not assist you with actual climbing, it does catch you if you fall. Whilst climbing, you have the restrained condition, other than your climbing speed, which will be that of quarter movement for humans. Sheer walls will not be climbable with this kit.
500:1(cost), 2(wt), 12(CC)
s2a: 20(hp), 1(ep) in 1 main-action
2(creature) cond,restrained & prevents falling & chk = +2(Strength|Agility,climb)
Climber's Pack
A climber's pack is a full set of climbing tools for all occasions and can cater for a party of adventurers. There are fittings for climbing virtually any surface, and the total rope length can go out to 300 metres.
1.5K:1(cost), 2(wt), 12(CC)
s2a: 18(hp), 2(ep) in 1 main-action
8(creature) cond,restrained & prevents falling & chk = +2(Strength|Agility,climb)
Disguise-Tools
These tools provide technical disguising for the user without training needed in the Genetics skill, disguise effectiveness equal to artefact CC, i.e., 14(CC).
The tools include nanites that change the colour of your skin and eyes, as well as electronic jammers that fool many casual sensors, and biometric scanners.
The tools are an essential element in some uses of the Disguise (Deceive) technique
10K:1(cost), 1(wt), 14(CC)
s2a: 10(hp), 10(ep) in 1 main-action
disguise 14(CC)
The tools are commonly upgraded, with each 50% cost increase raising the CC. Therefore at 15K, the tools are set to 15(CC), and 22.5K, they set the effectiveness to 16(CC), and so on.
Forensic-Tools
Required for technical/legal uses of the Forensics technique, particularly with the engineering skills of Genetics, Materials, Medicine, Munitions and Science, and most particularly when investigating crime scenes.
Forensic-Tools work as a suplement to other toolsets. For example Forensic-Tools augment Mediine-Tools as the same level, rather than replacing them.
Forensic Kit
Small and easily carried around, the forensics kit contains anti-contamination spray, tracer dyes, black light torches, sampling kits, residue kits, a few simple analysers and reagents, and a chain-of-evidence cataloguing system. Enables simple investigations and collections.
Forensic Pack
Includes analysis and extraction drones, microscopy, time-series airflow analysis, crime playback AIs, as well as cadaver analysers and preservation equipment.
Forensic Facility
Forensics collection AI and modelling system, full autopsy setup, and the equivalent of a chemistry laboratory.
Scan-Tools
Contains tools for conducting remote surveys, generally based on phyical properties and of a scientific nature. The tools are designed to be able to take sensory information over a control area. The senses can include visual, infrared, gravimetric, seismic, electromagnetic, as well as statistical tools for population counts, or data for whatever phenomenon, environment or object you are surveying.
The tools can be employed in many ways, depending on the skills or techniques you are using these tools with.
Basic Mapping
A non technical application of these tools is to be able to set up a team of drones that fly and map out a tunnel system, giving you a three-dimensional view of an alien warren, or a set of catacombs.
Geological Survey
If employed in the field of geology, a successful Science or Materials check may locate ore bodies, areas of underground water, or the locations of other important substances.
search(min+) chk(reconnaisance) = d20 + M(Investigate) + R(Science|Materials) + Scan-Tools
Military Reconnaisance
You can also employ these tools in surveying military vehicles and installations. For such uses, you combine the following.
search(min+) chk(reconnaisance) = d20 + M(Investigate) + R(Cbt-Tactical) + Scan-Tools
Remote Bypass
Hacking your way into an enemy striker could be done through its signals ports, using Bypass (Neuronetics), another way would be using Bypass (Materials) if the striker has a docking port.
bypass(main-action) chk(CC-S) = d20 + M(Bypass) on (pass or fail) set(PC) = 8 + R(Bypass) + M(Stealth+SKILL) + Scan-Tools
What separates the kit from the pack and the facility is the area that can be covered in the survey in a given period of time, along with the detail in the data and the sophistication of the analysis.
5K:2(cost), 1(wt), 13(CC)
s2c: bonus-action, 10(hp), 5(ep)
14(CC,max), 100(range), 100(volume)
10K:2(cost), 1(wt), 14(CC), 15(CC-Q)
s2c: bonus-action, 10(hp), 5(ep)
15(CC,max), 200(range), 200(volume)
50K:2(cost), 30(wt), 14(CC)
s2c: main-action, 300(hp), 5(ep)
16(CC,max), 1K(range), 1K(volume)
500K:2(cost), 300(wt), 15(CC)
s2c: round, 3K(hp), 50(ep)
10K(range), 10K(volume)
The second kit listing is there to demonstrate the higher cost and performance of an improved kit.
Surveillance-Tools
Surveillance tools are designed to observe an individual or a specific area over a period of time, and are designed to put the observer at the scene or with the individual, so that they can, at least see and hear all those present with the person or in the space being watched.
The tool kit therefore specialises in cameras and bugs, along with a signalling system, so that all gathered information is brought back to the observer in real time, or faithfully recorded and returned to the observer at a later time.
The skill roll in using these tools is to be able to set up a surveilance system that both avoids detection, and gets the information with enough quality to be useful. This is analogous to a bypass roll.
surveil(main-action) chk(C,CC-S) = d20 + M(this) on pass|fail set(PC) = 8 + R(this) + M(Stealth+SKILL)
Cyber-Tools
These are the standard toolkit for practitioners of the Cybernetics skill. This is also supplemented with any of the specialist tools to support actions using Bypass (Cybernetics) and Conjugate (Cybernetics). The tools include sets of schema templates and schema editors, that allow the engineer to fashion schemas to particular needs.
The tools are also useful in making forgeries of artefacts with a cybernetic component, such as signet rings.
If you have put ranks on Cybernetics, you automatically qualify in these tools.
Cyber-Tools can be combined with Scan-Tools to allow them to perform many actions remotely. For example, when using the Conjugate (Cybernetics) technique at range, you combine your kit-level Cyber-Tools and Scan-Tools to give you up to 300 range.
Gene-Tools
These are the standard toolkit for practitioners of the Genetics forte. It includes a range of analysing reagents and schemas, as well as programmed builders. This is also supplemented with any of the specialist tools to support actions using Bypass (Genetics) and Conjugate (Genetics). The tools include sets of schema templates and schema editors, that allow the engineer to fashion schemas to particular needs.
These tools, usually have to contend with the biological creature’s auto-immune system, but may also encounter failsafes encoded into the genome. Some Modify actions, require genomic delivery systems that wont be detected or reacted to by the target’s defences. If you have put ranks on Genetics, you automatically qualify in these tools.
Machine-Tools
Machine-Tools are suited to performing actions on mechanical and electrical systems, particularly engines. These are the standard toolkit for practitioners of the Machinery skill. This is also supplemented with any of the specialist tools to support actions using Bypass (Machinery) and Conjugate (Machinery). Actions might include breaking into the controls and operational parts of the machine. In ways that the design of the machine did not anticipate. The tools assist in breaking down mechanical, electrical or computer security systems that work on the machine to prevent your access. A classic example of a ypass (Machinery) is hot-wiring a vehicle. The tools include sets of schema templates and schema editors, that allow the engineer to fashion schemas to particular needs.
The tools are also useful in making forgeries of artefacts with a machinery component.
If you have put ranks on Machinery, you automatically qualify in these tools.
Materials-Tools
Materials tools are a combination of toolkits for electrical and mechanical systems, but they also contain reagents, explosives, analysers, and the kit to make these things. The facility grade tools are a complete chemistry laboratory. These are the standard toolkit for practitioners of the Materials skill. These are also supplemented with any of the specialist tools to support actions using Bypass (Materials) and Conjugate (Materials). Such tools are designed to assist with hacking or bypassing mechanical security systems. These can be as simple as a lock on a door, or time-based locking on strongrooms or safes, right up to complex pressure plates, and even disarming explosives.
Bypassing a secured door, bulkhead or airlock. The tools include sets of schema templates and schema editors, that allow the engineer to fashion schemas to particular needs.
The tools are also useful in making forgeries of artefacts with a material component.
If you have put ranks on Materials, you automatically qualify in these tools.
Medicine-Tools
These are the standard toolkits for practitioners of the Medicine forte. This is also supplemented with any of the specialist tools to support actions using Medicine:Conjugate. The tools include sets of schema templates and schema editors, that allow the engineer to fashion schemas to particular needs.
If you have put ranks on Medicine, you automatically qualify in these tools. Otherwise, to use them in the practice of first aid, you must qualify as normal.
Medicine Kit. This is essentially a first aid kit with suturing gel, small molecular reconstruction equipment, implements, gauze and bandages, and a few simple medications. You can heal a character by 1d4(hp) with:
roll (heal,10) = d20 + B(Investigation) + S(Medicine-Tools) or by 1d4+B(hp) with: roll (heal,10) = d20 + B(Medicine)
Medicine Pack. A medicine pack contains a more extensive inventory of medications, a stretcher bed, scanning and extracting equipment, a medical AI, and care equipment. You cannot perform surgery with this pack, but you can heal a character by 1d8(hp), using the rolls presented above.
Medicine Facility. A medicine facility contains all the necessary equipment for diagnosis, toxicology testing, surgery and molecular reconstruction technology to heal a character, mostly regardless of the ailment. You can heal a character by 2d8(hp), using the rolls presented above.
500:2(cost), 1(wt), 13(CC)
s2c: bonus-action, 10(hp), 5(ep)
14(CC,max)
50K:2(cost), 30(wt), 14(CC)
s2c: main-action, 300(hp), 5(ep)
16(CC,max)
500K:2(cost), 300(wt), 15(CC)
s2c: round, 3K(hp), 50(ep)