TEXT:  Richard Baker  Darrin Drader 
  PROTOSTAR™ 
  ARMS & EQUIPMENT 
  GUIDE
  
   
  1
   
  1
  PROTOSTAR™  
  ARMS & EQUIPMENT 
  GUIDE
  Richard Baker  Darrin Drader
  Sasquatch Game Studio, LLC | Auburn, WA 98092 | sasquatchgamestudio.com
  
  2
   
  ALTERNITY: Protostar Mission Guide 
  2
   
  ALTERNITY: Protostar Arms & Equipment Guide
  CREDITS
  Setting Design
  Richard Baker and Stephen Schubert
  Supplement Design
  Richard Baker, Darrin Drader
  Editing
  Dale Donovan
  Creative Direction
  Richard Baker
  Cover Illustration
  Lee Smith
  Cover Design
  Corey Macourek
  Interior Illustrator
  Justin Mayhew
  Art Direction
  Richard Baker
  Production Specialist
  Nissa McCormack
  TABLE OF CONTENTS
  Introduction   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  3
  Weapons   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  4
  Tools, Kits, and Vehicles   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  Cyberware  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  16
  Alternity is a registered trademark of Sasquatch Game Studio LLC. Protostar, Sasquatch Game 
  Studio, and the Sasquatch logo are trademarks of Sasquatch Game Studio LLC. All characters and the 
  distinctive likenesses thereof are property of Sasquatch Game Studio LLC. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of 
  Sasquatch Game Studio LLC. © 2019 Sasquatch Game Studio, LLC.
  
  Credits
  3
  Credits
  3
  INTRODUCTION
  Imagine a future in which humans live on the Moon, Mars, and dozens 
  of major asteroids. The heroes are mercenaries, operatives, or outlaws 
  fighting back against a corrupt system. Vast stretches of the Solar System 
  are almost lawless; a laser pistol and the determination to use it is all that 
  it takes to solve a problem . . . or get rich. This is the era of the Protostar 
  setting, and in a lot of ways it’s like the Wild West out there. 
  Quite a lot of 23rd century technology is not that much different from 
  technology we’re accustomed to in the early years of the 21st century: 
  personal computers that resemble tablets or laptops, laser weapons that 
  are just miniaturized and powered-up versions of systems we’re developing 
  today, robots and interactive software assistants that are smarter and more 
  capable iterations of voice-command gadgets you probably have in your 
  own home. However, heroes—and villains—in the Protostar setting routinely 
  make use of weapons and tools that represent incredible advances in areas 
  such as nanotech, cybernetics, and artificial intelligence.  
  This guide expands on the selection of gear described in the Alternity 
  Core Rulebook. Naturally, we focus on the technology of the Solar Era. In 
  addition to the new weapons and tools you might expect, we also introduce 
  a new rules module: cyberware. Both heroes and villains in the Protostar 
  setting have access to all sorts of mechanical enhancements. What you 
  choose to do with your wetware is, of course, up to you.
  
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  Introduction
  ALTERNITY: Protostar Mission Guide 
  4
  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  WEAPONS
  The state-of-the-art weapon systems of the Solar Era are flechette 
  guns and lasers, but many other weapons outperform them in spe-
  cific missions. 
  Alpha Gun: The alpha gun is a slug thrower that irradiates its 
  projectiles in the barrel, activating them as potent alpha-type radi-
  ation sources before firing them. Renounced as entirely inhumane 
  by most who seek to maintain fair rules of combat in warfare, the 
  goal of this weapon is to inflict difficult-to-treat radiation injuries that 
  potentially expose medical personnel treating the victim to radiation. 
  Even if the target survives, they are very likely to develop radiation 
  sickness requiring months of recuperation. Alpha guns are favored 
  by terrorist organizations and assassins. Mass: 1 kg.
  Flame Pistol: A flame pistol offers the same deadly burst of flame 
  as a full-size flamethrower in the palm of the hand. Rather than 
  using liquid fuel, it uses solid fuel pellets. The weapon creates a 2-m 
  blast at the target point, which must be the first creature or object 
  in the line of fire—you can’t shoot past or over the target to attack a 
  more distant one. Mass: 1 kg.
  Flechette Rifle: The military longarm version of the popular flech-
  ette gun, the rifle uses an electrochemical firing mechanism to fire 
  a bundle of fin-stabilized darts. The rifle rounds generally feature a 
  smaller number of larger darts for better performance at range, but 
  otherwise function in much the same way. Mass: 3 kg. 
  Grenade, Flash: This grenade is only available as a thrown 
  weapon. As the name suggests, it dazzles opponents by creating 
  a brilliant flash while causing no physical harm. Any creature with a 
  sense of sight (including robots with visual sensors) in the area must 
  make a Dodge check or become blinded (active resist, Dodge). 
  Mass: 0.5 kg.
  Grenade, Numb Gas: The gas grenade can be thrown or fired 
  from a grenade launcher. On impact it bursts, creating a cloud of 
  anesthetic gas within 3 meters of the point of impact. Any living 
  creature in the area must make an Endurance check or become 
  impaired (active resist 2, Endurance); targets wearing life support 
  systems are not affected. A target that is already impaired when 
  exposed to the gas is incapacitated for 3d6 minutes if they fail their 
  Endurance check. Numb gas is often used in crowd-control and 
  police actions where permanently harming the opponent is not the 
  desired outcome; it disperses almost instantly and does not leave a 
  cloud. Mass: 0.5 kg.
  Grenade, Poison Gas: The lethal cousin of the numb gas gre-
  nade, this weapon creates a cloud of poison gas within 3 meters of 
  the point of impact. Its acid-based compound kills by damaging the 
  lungs. Any living creature caught within the area of effect must make 
  an Endurance check or begin taking damage over time (poison, 
  They cover this in 
  Door Breaching 101.
  
  Weapons
  5
  Weapons
  5
  passive resist 3, Endurance). Targets suffering from poison are also 
  impaired. Targets wearing life support systems are not affected. The 
  cloud persists for 5 impulses; anyone who enters the cloud before it 
  disperses is subject to the poison attack. Mass: 0.5 kg.
  Laser, Assault: This pulsed laser is designed for effective aut-
  ofire, delivering more than a hundred blasts per minute in contin-
  uous operation (although you’d need to plug it into a much larger 
  power cell for that). It has better range than the flechette gun, but 
  the flechette gun is considered superior in close-quarters fighting. 
  Mass: 2 kg.
  Laser Pistol, Hi-Power: The HP laser pistol is much like the stan-
  dard model, except that it has higher-grade optics and a high-output 
  power cell, generating a more powerful beam. Mass: 1.5 kg.
  Laser, Pocket: The pocket laser is designed to be small and easy 
  to conceal; in fact, many models don’t even resemble guns, but are 
  instead designed to look like pens, bracelets, or even key fobs. The 
  reduction in size means a smaller power cell and a less powerful 
  beam, but it can still be deadly at close quarters. You gain a +2 step 
  bonus on Misdirection checks to slip a pocket laser past a search or 
  a scanner (and NPCs searching you take a –2 step penalty on their 
  Awareness check to spot the weapon). Mass: 0.25 kg.
  FIREARMS
  TE Weapon
  Class
  Type
  Rng
  Spd
  Damage
  Special
  7
  Alpha Gun
  3 (R)
  Pistol
  M
  4
  1d6+1/5 physical
  Irradiate
  7
  Flechette Rifle
  3 (R)
  Rifle
  VL
  4
  1d8+2/7 physical
  Autofire, Brutal, Mag 30
  7
  Needler
  2
  Pistol
  C
  3
  1d4+0/3 physical
  Reload 2
  ENERGY WEAPONS
  TE Weapon
  Class
  Type
  Rng
  Spd
  Damage
  Special
  7
  Flame Pistol
  3
  Pistol
  C
  4
  2d8 (1d8) energy
  Blast 1(2), Ignite, Mag 5
  7
  Laser, Assault 
  3 (R)
  Assault
  L
  3
  1d6+0/6 energy
  Accurate, Autofire,  
  Mag 20
  7
  Laser, Pocket
  2
  Pistol
  C
  3
  1d6+0/5 energy
  Concealable 2, Mag 5
  7
  Laser Pistol, HP
  3
  Pistol
  L
  4
  1d6+2/8 energy
  Accurate
  7
  Laser Rifle, HP
  3 (R)
  Rifle
  Ex
  5
  1d8+2/9 energy
  Accurate, AP 3
  7
  Stunner
  2
  Pistol
  C
  3
  1d6+1/4 energy
  Nonlethal, Stun
  HEAVY WEAPONS
  TE Weapon
  Class
  Type
  Rng
  Spd
  Damage
  Special
  7
  Grenade, Flash
  1
  4
  Special
  Area 6
  7
  Grenade,  
  Numb Gas
  1
  4
  Special
  Area 3
  7
  Grenade, 
  Poison Gas
  2 (M)
  4
  Special
  Area 3
  7
  Particle Beam
  3 (M)
  Energy
  L
  4
  2d4/2d8 energy
  AP 3, Irradiate
  7
  Tesla Gun
  3 (X)
  Assault
  L
  4
  2d6+0/5 energy
  Brutal, EMP, Spread
  
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  Introduction
  ALTERNITY: Protostar Mission Guide 
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  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  Laser Rifle, Hi-Power: Serving 
   double-duty as a sniper’s weapon and a 
  light anti-vehicular weapon system, the HP 
  laser rifle has higher-grade optics and a high- capacity 
  power cell. Most governments restrict the HP laser rifle to 
  specialized police units and the military, although it’s a popu-
  lar black market weapon. Mass: 4 kg.
  Needler: The needler appears similar to a standard pistol, 
  although it has a larger barrel than most standard firearms. It 
  uses an electromagnetic action to fire slender darts coated in a 
  gel (a separate magazine) that delivers various types of chemicals 
  to targets at a distance. If the needle damage inflicts a wound (i.e., 
  the damage exceeds the target’s armor), then it delivers a dose of 
  whatever coats the needle. Mass: 1 kg.
  Common drugs include:
  • Paralytic Gel: Target must make an Endurance check or be 
  slowed and weakened (passive resist 2; resist fail, incapaci-
  tated 3d6 minutes). Class 2 (R) consumable, 20 shots.
  • Hallucinogenic Gel: Target must make an Endurance check 
  or become insane for 5 minutes or until they shake off the 
  condition with a successful Willpower check. Class 2 con-
  sumable, 20 shots.
  • Neurotoxin Gel: Target must make an Endurance check or 
  begin taking damage over time (poison, passive resist 3, 
  Endurance). Targets suffering from this poison are also dis-
  tracted. Class 2 (M) consumable, 20 shots.
  Particle Beam: The particle beam fires a high-energy blast of 
  charged particles to damage the target by disrupting its molecular 
  structure. This tends to vaporize whatever ordinary material the 
  beam strikes, and dump a lot of heat into anything nearby. Particle 
  beams are considered anti-vehicular weapons rather than anti-per-
  sonnel weapons, but that doesn’t stop people in need of excessive 
  firepower from using them as such. Mass: 3 kg.
  Stunner: Stun pistols focus low-powered microwaves on the 
  target, causing intense bursts of pain and overwhelming the ner-
  vous system. The damage is nonlethal (page 106, Core Rulebook), 
  although you can seriously injure someone with a stunner if you’re 
  careless (or lucky). Mass: 1 kg.
  Tesla Gun: The Tesla gun illuminates the target with a relatively 
  weak ionizing laser, then releases a powerful electron beam along 
  Technically against 
  the Geneva 
  Convention to use it 
  on enemy personnel.
  
  Tools, Kits, and Vehicles
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  Tools, Kits, and Vehicles
  7
  the laser’s path. The effect is similar to shooting a lightning bolt at 
  the target. Any creatures adjacent to the target may be affected by 
  the bolt as well, but require separate attack rolls. The Tesla gun also 
  overloads any electronics carried by the target, generating an EMP-
  like effect. Creatures vulnerable to EMP must make an opposed 
  Endurance check against your attack result or be stunned for 3 
  impulses when struck by the Tesla gun’s blast. The Tesla gun does 
  not function in vacuum. Mass: 5 kg.
  TOOLS, KITS, AND VEHICLES
  In general, anything available today is available in the Protostar set-
  ting too; if you’re interested in buying pitons and rappelling gear, a 
  good omelet pan, or a personal music player, you can find Tech Era 
  7 versions of those items. Some tools and kits that may be espe-
  cially useful to heroes are described below (note that some are also 
  available at Tech Era 6).
  TE
  Item
  Class
  Key Skill
  6
  Arc Welder
  3
  Mechanics
  6
  Demolitions Kit
  3 (M)
  Mechanics
  6
  Microcam
  2
  Security
  6
  Microphone, Parabolic
  3
  Security
  6
  Repair Kit
  2
  Mechanics
  7
  Aqua-Suit
  3
  Extreme Sports
  7
  AT Hoverbike
  3
  Driving
  7
  Computer, Quantum
  3
  Computer
  7
  Flyer, Sedan
  4
  Piloting
  7
  Hoverlight
  1
  Mechanics
  7
  Laserlink
  2
  Computer
  7
  Molecular Glue
  1
  Mechanics
  7
  Optivisor, Low-light
  2
  Awareness
  7
  Optivisor, Multispectrum
  3
  Awareness
  7
  Personal Comm
  2
  Computer
  7
  Plasma Cutter
  3
  Mechanics
  7
  Scrambler
  2
  Computer
  7
  Vac Suit
  2
  Mechanics
  Aqua-Suit: The aqua-suit combines a pressurized-atmosphere air 
  supply with crush-resistant plating and swim assist motors, allowing 
  a diver to survive at depths of up to 2,000 meters and swim at a 
  speed of 20 meters. It features a built-in oxygen extractor that pulls 
  oxygen out of water, thus providing an unlimited supply of breath-
  able air for the user. The suit’s tough skin provides armor (4 physical, 
  
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  ALTERNITY: Protostar Mission Guide 
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  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  3 energy, –2 step check penalty). An aqua-suit’s power cell has a 
  duration of 24 hours. Mass: 4 kg.
  Arc Welder: In the Protostar universe, most manufacturing jobs 
  that involve welding are automated. Humans primarily program the 
  machines that do the welding. Despite this, there are occasions 
  when people need to roll up their sleeves and make repairs or build 
  things themselves. Arc welders are very small, with the entire power 
  supply running from a capacitor. They come standard with MIG or 
  stick welding capabilities, and power settings adjust to work on 
  metal that ranges from very thin to up to 15 cm thick (any materials 
  more than 1 cm thick require multiple passes and hours of time 
  invested). Wire is required as filler material and is held on spools, 
  which feeds through the machine from the outside. Mass: 6 kg.
  AT Hoverbike: The small ATV is a versatile, rugged, single-rider 
  vehicle that is equipped with both wheels and limited flight capa-
  bilities to traverse a variety of terrain, including water and open air. 
  These vehicles are primarily for recreational purposes, and are thus 
  more often encountered away from cities and the major motorways. 
  They are not typically street legal, though this can be overcome in 
  many places with special licensing. Mass: 70 kg.
  AT HOVERBIKE
  Speed Max 160 kph (270 m per action); accel/decel 30 m per action
  Capacity 1 driver, 10 kg cargo
  Cover None
  Ram Damage 1d6 physical
  Armor 5 physical, 2 energy
  Durability 
  (9+ damage) 
  
  destroyed
  (5 to 8 damage) 
  
  –1 step penalty
  (1 to 4 damage)
  
  Features Nimble handling (+1 step bonus on Driving checks for control 
  action), ground effect (can fly over any surface and traverse rugged 
  terrain at normal speed, max altitude 10 m)
  Reward Class Average
  Computer, Quantum: Just about everybody in the Solar Era 
  carries a virtual tablet, but if you need superior processing power, 
  the quantum computer is the way to go. It combines classical and 
  quantum computing architectures in a compact laptop-like casing. 
  These machines are equipped with an adaptive AI operating system 
  that runs on the quantum side, learning while you’re using it. When 
  used to interface with other computers or operate computer-like 
  devices (such as automated machinery, communications systems, 
  or vehicle sensors), quantum computers grant a +2 step bonus on 
  Computer checks. Mass: 2 kg.
  MIG: metal inert gas.
  
  Tools, Kits, and Vehicles
  9
  Tools, Kits, and Vehicles
  9
  Demolitions Kit: The explosives and demolitions kit is usually 
  only available to the military, police, or specially licensed individ-
  uals. It contains everything needed to build and place explosives: 
  casings, fuses, detonators, wires, and timers, as well as 5 charges 
  of explosive (C4 in the modern era, or overloading energy cells in 
  more futuristic settings). A typical charge creates an explosion that 
  deals 2d12 (2d6) energy damage in an 6 m (12 m) blast, sufficient to 
  gut a typical house or blow a vehicle into fiery pieces. Careful place-
  ment with a Mechanics (demolition) check can give the charge AP 3 
  to AP 6 against the target object or structure. 
  Mass: 7 kg (including five 1-kg charges).
  Flyer, Sedan: Flyers are the flying cars of the Solar Era. They’re 
  technically aircraft, but they can operate in ground-effect mode for 
  surface driving when needed, and a “driver assist” mode means that 
  you can fly one with your Driving skill instead of your Piloting skill. 
  (You take a –2 step penalty when making control checks while flying 
  if you use Driving instead of Piloting, though—the driver-assist mode 
  is really intended for routine flying.) The sedan flyer also features a 
  good self-driving autopilot, so you can call your flyer to come to the 
  curb and pick you up, send your kid to school, or nap while it drives 
  you home from work. The cabin is partially pressurized (some flyers 
  are rated for Martian atmosphere) but it can’t fly in space.
  FLYER, SEDAN
  Speed, Flying Max 400 kph (650 m per action); accel/decel 60 m per action
  Speed, Surface Max 150 kph (260 m per action); accel/decel 30 m per action
  Capacity 1 driver/pilot, 4 passengers, 200 kg cargo
  Cover Medium (–2 steps to enemy attacks)
  Ram Damage 2d8 physical
  Armor 5 physical, 3 energy
  Durability 
  (16+ damage) 
  
  destroyed
  (13 to 15 damage) 
  
  –3 step penalty
  (10 to 12 damage)
  
  –2 step penalty
  (7 to 9 damage)
  
  –1 step penalty
  (1 to 6 damage)
  
  Features Autopilot, communicator, driver/pilot modes
  Reward Class Excellent
  Hoverlight: Flashlights still exist to shine light on things, but they 
  have become more efficient and user-friendly. They’re often built 
  into comm devices, and the technology has moved to KED, which 
  runs on one percent of the power of an LED. The light on a KED 
  flashlight is no larger than the tip of a pencil, but dedicated flash-
  lights contain additional lenses that either widen the beam, or make 
  it stronger but narrow. Dedicated flashlights may be hand-held, but 
  the most common type is a miniature drone that hovers near the 
  
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  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  user, following their eye movement with a sensor and shining a light 
  where they are looking, allowing them to keep their hands free. The 
  duration is 4 hours. Mass: 0.5 kg.
  Laserlink: The most secure way to transmit information is to 
  avoid broadcasting where anyone can intercept it. The laserlink 
  system does exactly that by encoding information into low-power 
  infrared laser pulses aimed directly at a distant receiver. The obvi-
  ous limitations to this system are that both the laser and receiver 
  must have a clear line of sight to one another, and they must be 
  carefully aligned in order to avoid losing communication. Personal 
  laserlinks come as shoulder-mounted “nodes” that include both a 
  receiver and a transmitting laser; when paired to another personal 
  laserlink, the two systems automatically maintain track as long as 
  the users remain within 5 km of each other, eliminating the need to 
  keep adjusting them as you or your target move around. An app on 
  your virtual tablet or your personal comm device lets you transmit 
  data files or text messages via your laserlink in addition to the usual 
  voice comms. Mass: 1 kg.
  Microcam: This is a camera too small for easy visual detection. 
  Advances in optical technology have allowed cameras capable 
  of capturing images and video in super-definition to be reduced 
  in size to that of a pinhead. A microcam is so small that when 
  dropped, it usually requires a scanner to locate it. Anyone can be 
  wearing a camera at any time, capturing whatever video they wish 
  without being detected by any but those with almost super-hu-
  man observation skills. Low-light and thermal capabilities are also 
  available. Once video is captured, it is typically transmitted wire-
  lessly to a nearby personal data device or computer. (Those signals 
  are usually easier to detect than the microcam itself, and can be 
  jammed with the right security gear.) Microcams are built into many 
  devices such as optivisors and personal comm devices, but they 
  are also employed stealthily in fixed locations so people can catch 
  things on video without the knowledge of those they are spying on. 
  Mass: 0.005 kg.
  Microphone, Parabolic: A parabolic microphone is a circular 
  collector that gathers and enhances sound in much the same way 
  that a dish collects satellite signals. It is perfect for spying or picking 
  up distant sounds. These are often enhanced with noise-canceling 
  filters to remove static and other background noises while enhanc-
  ing the frequencies the operator is specifically listening for. These 
  can be used to listen through walls to pick up clear voices and 
  conversations, or to listen for specific tones or vibrations that might 
  provide clues to the presence of certain devices or machinery in the 
  background. Parabolic microphones are useful for everything from 
  surveillance to recording live events. Mass: 3 kg.
  Molecular Glue: This industrial-strength glue fuses items at 
  the molecular level for the strongest bond possible. Although 
  Assume you're being 
  recorded, and act 
  accordingly.
  
  Tools, Kits, and Vehicles
  11
  Tools, Kits, and Vehicles
  11
  it appears to be an ordinary liquid, it is not an epoxy. Instead, it 
  consists of nanobots suspended in gel that, when applied to two 
  surfaces, literally break them down at the molecular level and fuse 
  them into a solid piece. In this way, the end result is more similar 
  to a weld. Molecular glue does not discriminate between organic 
  and inorganic matter, so accidentally getting it on exposed skin 
  results in 1d4 points of damage. A tube usually contains 10 appli-
  cations (very large objects may require multiple applications). 
  Mass: 0.5 kg.
  Optivisor, Low-light: The binoculars of the Solar Era look like 
  an ordinary pair of sunglasses. Video is captured by a tiny camera 
  on the front, processed and magnified, and projected to the inside 
  surface of the glasses. The user has the option to magnify distant 
  images (up to 100× power), switch to night-vision mode, or simply 
  wear the optivisor with minor visual enhancements, such as dark-
  ening in bright places or projecting information from the web so 
  that everyday surroundings themselves become interactive. The 
  optivisor is available in a variety of colors and styles to suit the 
  individual’s taste. Note that optic implants do all of these things, so 
  it is extremely unusual to see someone with optic implants using an 
  optivisor. Mass: 0.1 kg.
  Optivisor, Multispectrum: An improved version of the optivisor, 
  the multispectrum device also includes the capability for infrared (or 
  thermal) vision and limited detection of radio and microwave signal 
  sources within Close range—handy for spotting things such as 
  motion sensors, wireless networks, or people who are transmitting 
  via hidden mics or microcams. Mass: 0.1 kg.
  Personal Comm: The comm device grew out of the cell phone 
  technology of the twenty-first century. They’re housed in earpieces, 
  bracelets, brooches, or watches in any style the owner prefers. In 
  addition to communications, the personal comm also handles func-
  tions such as self-tracking, recording video and audio, and viewing 
  data on the web (sometimes on a virtual screen or by means of a 
  retinal projector mounted in a contact lens). The technology has 
  improved from previous tech levels mainly by becoming thinner, 
  more powerful in terms of computational capabilities, and more 
  durable. Most comm devices are registered online, so they can 
  be quickly found by any other device that is connected with the 
  web and authorized to access that person’s other devices. These 
  devices are so important and integral to many people’s lives that 
  they often include directions for the disposition of their device after 
  they die in their wills. Mass: 0.1 kg.
  Plasma Cutter: Plasma torches have existed since the twentieth 
  century, but as with most technologies, they have become smaller 
  and more reliable over time. The plasma cutter works by passing an 
  electrical arc through gas that is moving through a small opening, 
  heating it until it until it enters the fourth state of matter: plasma. 
  
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  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  The temperature is around 45,000° F, which is approximately nine 
  times the temperature of the sun. This plasma stream can make a 
  10-cm long cut through up to 5 cm of metal in one action (the user 
  can make multiple passes to cut deeper). Every action spent cutting 
  inflicts one wound box of damage to doors, walls, locks, and other 
  metal structures with a resistance value of 10 or less (see Objects, 
  page 188, Core Rulebook). Huge or larger objects may not be sub-
  stantially affected by a little bit of cutting, although they might have 
  vulnerable spots such as hatches or joints. Mass: 5 kg.
  Repair Kit: This is a standard kit that contains common tools 
  used to repair mechanical devices and vehicles, and build and 
  maintain simple structures. It includes low-tech items such as 
  adhesives, drills, screw drivers, hammers, levels, and other mate-
  rials needed for basic construction. A repair kit provides a +1 step 
  bonus to Engineering and Mechanics checks to build or repair 
  items (and in fact, some checks may be impossible without one). 
  Higher-tech versions also contain small robots that do much of the 
  work for the user, as well as a virtual-tablet app that can provide 
  plans, advise on technique, and conduct inspections to ensure that 
  the work is completed according to professional standards. An 
  advanced repair kit provides a +2 step bonus, and is a Class 3 item. 
  Mass: 4 kg.
  Scrambler: The personal scrambler is a dedicated piece of 
  equipment that encrypts communications. Although there are 
  encryption programs available for ordinary comm devices, they 
  are software-based and subject to software hacking. The personal 
  scrambler has the encryption built-in, and is considered more safe 
  and reliable . . . at least until the hardware and firmware are hacked 
  and deconstructed, at which point it’s rendered worthless. New 
  models typically remain secure for two to three years, and manu-
  facturers can prolong this by one or two years by issuing firmware 
  updates. Ultimately, however there is a limited window of time 
  before a scrambler becomes obsolete. Mass: 0.1 kg.
  Vac Suit: The vac suit is a pressure suit that allows the wearer to 
  work in space or in toxic atmospheres. It is lightweight and flexible, 
  allowing for a wide range of movement. It includes a set of low-
  power thrusters providing a Speed of 10 m in zero-g or microgravity, 
  and a 6-meter tether for clipping onto external attachment points. 
  A slim torso-and-back life support module includes oxygen storage, 
  an air purification system, waste removal, and plug-ins for water 
  and food packets. The suit has limited self-sealing capabilities, and 
  does not lose pressure unless the wearer suffers a Serious wound 
  (or worse). The vac suit is rated for 24 hours of operation. With 
  battery replacement or solar cells, this can be extended indefinitely. 
  Mass: 4 kg.
  Most vac suits have 
  an emergency patch 
  or two in an exterior 
  pocket, just in case.
  
  Tools, Kits, and Vehicles
  13
  Tools, Kits, and Vehicles
  13
  ROBOTS
  In the Solar Era, buying a robot is not a big deal. Capable and gener-
  ally inexpensive, autonomous robots offer heroes the ability to aug-
  ment their team with an NPC (of sorts) that competently performs a 
  limited set of expected duties, potentially freeing up characters to 
  use their actions doing more difficult or spontaneous things. A robot 
  is only as flexible as its programming, and generally defaults to “do 
  nothing at all” if it’s not clear how it can proceed with its task.
  Command Remote: A robot comes with a command remote—
  often in the form of a bracelet or pocket fob—that identifies its 
  controller. In some cases, robots may respond to anyone holding 
  a particular type of controller (so security robots can be controlled 
  by any authorized personnel carrying the right badge) or be 
  programmed to require facial or voice recognition instead of or in 
  addition to a command remote. Even robots that are programmed to 
  assist anyone who comes along and asks—say, baggage handling 
  valets at a spaceport—have command remotes. You can get the 
  robot to carry your bag to the taxi, but you can’t get it to leave the 
  spaceport unless you use the remote to change its orders. (Usually 
  that would be in the possession of a human shift supervisor working 
  for the business that provides the valet robots to the spaceport.)
  TE
  Item
  Class
  Key Skill
  7
  Robot, Floating Eye*
  3 (M)
  Computer or Security
  7
  Robot, Labor
  3
  Computer or Mechanics
  7
  Robot, Medical
  4 (R)
  Computer or Medicine
  7
  Robot, Valet
  3
  Mechanics
  * Described on page 252 of the Core Rulebook.
  LABOR ROBOT
  A heavy-duty unit designed for construction work, demolition, exca-
  vation, or load carrying, the labor robot is usually fitted with attach-
  ments for its specific work—for example, a cutting torch or hammer 
  for a demolition-bot, or a shovel head for an excavator. Labor robots 
  are generally programmed to avoid conflict with humans, but might 
  intervene to protect friendly humans against other robots or danger-
  ous animals.
  Its encumbrance value is 200 kg, and it weighs 300 kg.
  
  14
  Introduction
  ALTERNITY: Protostar Mission Guide 
  14
  Introduction
  ALTERNITY: Protostar Arms & Equipment Guide
  TR 3 Large Standard Mechanism (Robot)
  Senses normal; Awareness 18+
  Initiative 16/21/26; Speed 12 meters
  Str 8+ 
  Agi 18+ 
  Vit 13+ 
  Int 18+ (programmed) 
  Foc 18+ 
  Per 19+
  ACTIONS
  Pummel 4 impulses; Melee 1 target; Attack 14/19/24; Damage 1d8+4/8 physi-
  cal, and the target must make an Athletics check or be pushed 4 meters 
  and knocked prone.
  DEFENSE
  Life Support
  Armor 4 physical, 1 energy
  (12+ dmg)
  
  destroyed
  Topples over, smoking
  (9 to 11 dmg)
  
  becomes slowed
  Begins to spark and lurch
  (6 to 8 dmg)
  
  stunned 1 impulse
  Halts for a moment, reboots
  (1 to 5 dmg)
  
  “ . . .”
  MEDICAL ROBOT
  The medical robot is a fully-functioning autonomous medic that can 
  practice general medicine as well as treat combat injuries. It follows 
  normal first aid best practice, and attempts to extricate a patient 
  from a dangerous situation before beginning treatment (if appro-
  priate or possible). If necessary, it can perform surgery, although it 
  only does so when the patient’s life is at risk, and it strongly advises 
  seeking a hospital for expert treatment if at all possible. The robot is 
  programmed for defense only and does not attack, even if threat-
  ened directly. Its encumbrance value is 20 kg, and it weighs 50 kg.
  TR 2 Medium Standard Mechanism (Robot)
  Senses normal, low-light; Awareness 16+
  Initiative 11/16/21; Speed 20 meters
  Str 16+ 
  Agi 15+ 
  Vit 15+ 
  Int 16+ (programmed) 
  Foc 16+ 
  Per 17+
  ACTIONS
  Battlefield Medicine 3 impulses; the robot uses the Medicine skill to sta-
  bilize mortally wounded humans (friend or foe), or treat the wounds of 
  friendly humans.
  REACTIONS
  Defensive Cower 1-impulse reaction when missed by an attack. The medical 
  robot falls prone or begins evading.
  DEFENSE
  Life Support
  Armor 1 physical, 1 energy
  
  Tools, Kits, and Vehicles
  15
  Tools, Kits, and Vehicles
  15
  (11+ dmg)
  
  destroyed
  Shorts out in shower of sparks
  (8 to 10 dmg)
  
  becomes slowed
  Begins to smoke, red lights blinking
  (5 to 7 dmg)
  
  –1 step penalty to all 
  checks
  “Please do not damage this unit.”
  (1 to 4 dmg)
  
  “This unit is not a threat.”
  OTHER
  Skills Medicine 12+
  Med Pack The robot’s internal supplies and materials are equivalent to a 
  med pack (page 127, Core Rulebook). Excessive use may deplete its stores 
  of medicine.
  Language Module Understands up to 10 common languages.
  VALET ROBOT
  The primary purpose of the valet robot is to transport passengers 
  to their destinations safely. Because this sometimes involves a 
  degree of danger, they are programmed to defend their passengers, 
  both in and out of the car. Its encumbrance value is 20 kg, and it 
  weighs 40 kg.
  TR 2 Medium Minion Mechanism (Robot)
  Senses normal; Awareness 15+
  Initiative 14/19/24; Speed 20 meters
  Str 15+ 
  Agi 17+ 
  Vit 16+ 
  Int 19+ (programmed) 
  Foc 17+ 
  Per 18+
  ACTIONS
  Stunner 3 impulses; Medium 1 target; Attack 15/20/25 (+1 step); Damage 
  3/6 energy, and target must make an Endurance check or be stunned 3 
  impulses.
  REACTIONS
  Provide Cover 1-impulse reaction when a friendly adjacent human is 
  attacked. The valet becomes the target of the attack.
  DEFENSE
  Life Support
  Armor 2 physical, 1 energy
  (1+ dmg)
  
  incapacitated
  “System . . . ZRKTT! . . . failure.” 
  OTHER
  Skills Awareness 15+, Driving 14+, Mechanics 17+
  Language Module Understands up to 10 common languages.
  
  16
  Introduction
  ALTERNITY: Protostar Mission Guide 
  16
  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  CYBERWARE
  Lasers, space habitats, and flying cars are obvious manifestations 
  of Solar Era technology, but in some ways the most important 
  advances of the 23rd Century lie in the perfection of biological/
  mechanical interfaces that merge man and machine. Cyberware is 
  expensive enough that people don’t install it for casual or frivolous 
  purposes, but many working professionals purchase neural inter-
  faces or brainstations with skill modules to boost their productivity, 
  while blue-collar types working in extreme settings rely on synthetic 
  muscles or environmental mods to better meet the demanding 
  physical requirements of their workplaces.
  CYBER SCORE
  Your cyber score measures just how much of your body 
  is artificial. Each piece of cyberware that you wear or 
  install contributes its cyber score (see the Cyberware 
  equipment table) to your cyber score. Your maximum 
  cyber score is equal to your Vitality + your Focus; if you 
  exceed that level, your programming takes over, and 
  you are no longer in control of your actions. (Basically, 
  an over-cybered individual becomes a living robot, 
  executing their given task while the mind remains 
  unconscious.)
  Characters of the android species add 3 to their max-
  imum cyber score; they easily incorporate new systems in 
  their artificial bodies.
  THE CYBORG TYPE
  If your cyber score is at least 1, you gain the (cyborg) type. 
  You’ll set off scanners or detectors that detect cyberware. In 
  addition, you are vulnerable to EMP weapons (such as EMP 
  grenades), and subject to the stun effect of weapons with the 
  electro-pulse feature.
  System Damage: Cyborgs who sustain injuries may also 
  sustain system damage. Each time you mark off a wound box 
  at your system damage threshold or above, you must make 
  a Resilience check or one of your cyberware systems (ran-
  domly determined) shuts down until repaired 
  (see below).
  Fortunately, cyberware is designed to “fail-
  safe” to a minimal functioning level equal 
  to your unmodified performance—if your 
  prosthetic leg shuts down due to system 
  damage, it still works as well as your normal 
  
  Cyberware
  17
  Cyberware
  17
  human leg would have worked. You just lose the special advantages 
  conferred by the cyberware system.
  Your system damage threshold is determined by your total 
  cyber score:
  Cyber Score
  System Damage Threshold
  0–1
  none
  2–4
  Critical wound
  5–6
  Serious wound
  7–8
  Moderate wound
  9+
  Light wound
  A few cyberware systems are immune to system damage—ignore 
  them when determining which of your systems is affected. System 
  descriptions note whether a system is immune.
  Healing and Repair: Treating cyborgs whose wounds are at or 
  above the system damage threshold is considered cybermedicine, 
  not surgery or treatment (not all characters with the Medicine skill 
  specialize in cybermedicine).
  Repairing system damage requires a complex skill check based 
  on Engineering (cybernetics). You can also attempt repairs using 
  Medicine (cybermedicine) at a –2 step penalty. The success target 
  for your repair work is equal to twice the cyber cost of the damaged 
  system (or a minimum of 1 for a system with a cyber score of 0). Nor-
  mally you make 1 check per hour of repair, but emergency repairs 
  require only 10 minutes per check at an additional –2 step penalty. 
  If you fail 3 times before completing the repair, the repair fails, and 
  you’ll need to improve your circumstances in some way—for exam-
  ple, getting the cyborg to an advanced facility, or finding a better 
  cyberneticist to do the work—before attempting it again. 
  TYPES OF CYBERWARE
  Cyberware items are described as alpha-, eta-, and sigma-level 
  devices, corresponding to Average/Excellent/Stellar level rewards 
  or Class 3/4/5 gear. Most people using cyberware for their jobs get 
  by with alpha-level gear; eta-level gear is generally reserved for top-
  level operatives and agents, while sigma-level installations are often 
  experimental or one-off custom jobs by the best chop shops around.
  Cyberware falls into three basic types: exowear, implants, and 
  prosthetics.
  Exowear: As the name implies, exowear is worn or attached 
  outside of the body and integrated into the subject’s nervous with 
  electrodes, subdermal needles, or similar connections. Generally, 
  equipping exowear gear is minimally invasive and requires no 
  surgery or special training. Likewise, it can be removed without 
  
  18
  Introduction
  ALTERNITY: Protostar Mission Guide 
  18
  Introduction
  ALTERNITY: Protostar Arms & Equipment Guide
  permanently damaging the wearer. Exoskeletons and targeting reti-
  cules are examples of exowear.
  Implants: This cyberware is surgically grafted or inserted into the 
  host’s body. How visible it is to a casual observer varies depending 
  on the implant and the user’s personal preferences. Removing an 
  implant is possible only through surgery. Armor plating, neural-com-
  puter interfaces, and internal radio communicators are all types 
  of implants.
  Prosthetics: Cyberware that fully replaces a limb or organ is 
  a prosthetic. Equipping a prosthetic involves removing the limb 
  or organ that it replaces. Most prosthetics require surgery to 
  attach or install, but some prosthetic limbs may be designed to be 
  detachable. 
  INSTALLING AND REMOVING CYBERWARE
  Installation (including hospitalization and recovery) is covered in the 
  cost of your cyberware. Installing implants or prosthetics requires 
  an hours-long surgical procedure, followed by a recovery period of 
  3 days per point of cyber cost of the new gear, during which time 
  you’re weakened. You can assume that the cyberneticist installing 
  your gear succeeds at their skill checks—otherwise it would be a 
  Medicine (cybermedicine) skill challenge similar to surgery. Installing 
  exowear, on the other hand, consists of just putting it on and allow-
  ing the equipment to establish its connections. It takes 10 minutes, 
  and you’re weakened for 1 hour as you get used to the new reflexes 
  and inputs.
  Removing an implant or prosthesis requires a surgical proce-
  dure equivalent to the installation procedure. It’s not included in 
  the price—you must pay for a procedure costing 1 class less than 
  the original gear cost. Removing exowear requires a single action 
  to remove the device, but leaves you weakened for 1 hour as your 
  body readjusts.
  CYBERWARE BONUSES
  Gear, talents, and other advantages in the Alternity game system 
  rarely modify your ability scores or your skill scores. Instead, they 
  often provide step bonuses to your checks against the skill or ability 
  in question. Cyberware, however, works differently. A cyber bonus 
  either improves a specific skill score by 1 or more (much in the same 
  way that adding skill points does), or increases an ability score by 1 
  or more (improving your skill scores in all skills based on that ability).
  If you have two or more pieces of cyberware that modify the 
  same ability or skill, only use the best cyber bonus that applies.
  
  Cyberware
  19
  Cyberware
  19
  CYBERWARE
  TE
  Name
  Grade
  Type
  Cyber Score
  7
  Adaptive Face
  Sigma
  Prosthetic
  3
  7
  Antitoxin Filter
  Alpha
  Implant
  0
  7
  Arm, Cybernetic
  Eta
  Prosthetic
  2 (each)
  7
  Armor Panels, Subdermal
  Eta
  Implant
  2
  7
  Armorflex Skin
  Sigma
  Prosthetic
  3
  7
  Artificial Reflexes
  Sigma
  Implant
  4
  7
  Autorepair Unit
  Eta
  Implant
  1
  7
  Balance Stabilizer
  Alpha
  Exowear
  1
  7
  Cerebral Port
  Eta
  Implant
  2
  7
  Cell Drive
  Eta
  Implant
  1
  7
  Chemical Sniffer
  Alpha
  Exowear
  0
  7
  Cognition Accelerator
  Sigma
  Implant
  4
  7
  EMP Shielding
  Alpha
  Implant
  1
  7
  Environmental Mod
  Eta
  Implant
  2
  7
  Exoskeleton
  Eta
  Exowear
  2
  7
  Eyes, Cybernetic
  Eta
  Prosthetic
  1
  7
  Eyes, Enhanced
  Sigma
  Prosthetic
  1
  7
  Fingerprint Replicator
  Alpha
  Prosthetic
  1
  7
  Hand, Powered
  Eta
  Exowear
  2
  7
  Hearing Augmentation
  Alpha
  Exowear
  0
  7
  Legs, Cybernetic
  Eta
  Prosthetic
  3 (pair)
  7
  Life Support Module 
  Sigma
  Implant
  3
  7
  Muscle, Synthetic
  Alpha
  Prosthetic
  2
  7
  Neural Interface
  Alpha
  Implant
  1
  7
  Pheromone Dispenser
  Alpha
  Implant
  0
  7
  Regen System 
  Sigma
  Implant
  3
  7
  Skeletal Reinforcement
  Sigma
  Implant
  4
  7
  Skill Module, Advanced
  Eta
  Exowear
  —
  7
  Skill Module, Basic
  Alpha
  Exowear
  —
  7
  Targeting Reticule
  Alpha
  Exowear
  0
  
  20
  Introduction
  ALTERNITY: Protostar Mission Guide 
  20
  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  CYBERWARE DESCRIPTIONS
  The following items of cyberware are commonly available in the Pro-
  tostar setting.
  Adaptive Face: An adaptive face consists of prosthetics that 
  replace an individual’s facial bones. This allows the user to change 
  their appearance at will, making it difficult to identify the person 
  visually. While this would be extremely popular with many criminals, 
  the high cost of the prosthetics, as well as the pain involved in the 
  installation procedure, make this an uncommon piece of cyber-
  ware. Some governments and organizations feel that it is worth the 
  expense for their operatives. The adaptive face provides a +3 cyber 
  bonus to Deception and Misdirection checks, and defeats most 
  facial recognition software.
  Antitoxin Filter: An anti-toxin filter is a small device, typically 
  inserted under the armpit or the inner thigh, which filters the user’s 
  blood supply and neutralizes common toxins. Built-in sensors 
  monitor body chemistry to determine whether a toxin is present and 
  release counteragents when necessary. A wireless link provides 
  status reports to the user via a neural interface or even a personal 
  comm app. The antitoxin filter grants the user a +5 step bonus on 
  Endurance checks against most poisons or toxic atmospheres, or a 
  +3 step bonus against exotic or alien toxins. The device includes a 
  port for refilling antitoxins as needed. 
  Arm, Cybernetic: The cybernetic arm is a full replacement for a 
  character’s arm. In addition to simply replacing the limb, its superior 
  strength aids with punching and lifting. You gain a +1 cyber bonus to 
  your Strength, and your unarmed attack damage improves by one 
  step (typically to 1d6 + 0/3 physical, or 1d8 + 0/3 physical with the 
  Striking Martial Arts talent). Special options include:
  • Two Arms: If you purchase two cybernetic arms, your cyber 
  bonus improves to +2.
  •  Weapon Housing: As a class 2 upgrade, add a storage com-
  partment for a weapon of no more than 2 kg. You can draw 
  and use the weapon in the same action. 
  Armor Panels, Subdermal: Tough carbon-fiber panels are 
  implanted under your skin, providing protection to your vital organs. 
  You have armor that provides 4 physical and 3 energy resistance 
  (Poor Coverage 2). If you wear normal armor too, your armor is 
  equal to the better of your subdermal plating or your worn armor, 
  +1. Subdermal plating lets you wear normal clothing and generally 
  maintain a normal appearance, but anyone who takes a close look 
  at you or pats you down can tell you have implants.
  Subdermal plates are not subject to system damage. 
  Armorflex Skin: With the armorflex enhancement, the skin is 
  removed from the chest, shoulders, abdomen, and exposed parts of 
  Remember to turn 
  it off if you want to 
  get drunk.
  
  Cyberware
  21
  Cyberware
  21
  the extremities, then replaced with tough bio-organic alloy cables. 
  Touch sensors are wired into the nervous system so the user retains 
  feeling in those parts of the body, although pain sensors are inten-
  tionally muted. Your armorflex skin provides 6 physical and 4 energy 
  resistance, as well as a +3 cyber bonus to Resilience checks. You 
  are obviously armored. If you wear normal armor too, your armor is 
  equal to the better of your armorflex skin or your worn armor, +1.
  Armorflex skin is not subject to system damage.
  Artificial Reflexes: You are fitted with a parallel nervous system 
  that includes a neural implant that stimulates the brain to react more 
  quickly to external stimulus, and high-speed synthetic nerves that 
  allow signals to travel more quickly from the brain to the muscles. 
  Individuals with this enhancement often have a demeanor that is 
  best described as twitchy, a key tell that somebody is “wired.” Your 
  artificial reflexes provide a +3 cyber bonus to Agility, and a +3 step 
  bonus to initiative checks.
  Autorepair Unit: This installation consists of a swarm of nanobots 
  in the bloodstream and lymphatic system controlled by a central 
  processor. Under the central unit’s direction, the nanobots repair 
  damaged cybernetic systems. Characters equipped with an autore-
  pair unit recover from system damage as soon as their wounds are 
  treated (or naturally recover) without the need for a separate repair 
  challenge. An autorepair unit is not subject to system damage.
  Balance Stabilizer: Similar in nature to the Artificial Reflexes 
  implant, the stabilizer consists of an earpiece to interface with the 
  inner ear and small sensors fitted at various points of the body. It 
  improves your sense of balance and ability to maintain your orien-
  tation, a useful adjunct to many precise athletic skills. This stabi-
  lizer provides +1 cyber bonus to Acrobatics, Extreme Sports, and 
  Stealth checks.
  Cerebral Port: The “skullport” consists of a small computer 
  installed in the cerebrum and an access point in the skull not unlike 
  today’s USB port. You can “save” memories, thoughts, or images 
  to a small datastick via your cerebral port, or access external ones 
  by plugging in a datastick with the right sort of file format. Cerebral 
  ports are also necessary for using skill modules (see below); an Eta-
  level port can accommodate 2 skill modules.
  • Sigma-level Upgrade: Your cerebral port can accommodate 
  5 skill modules.
  Cell Drive: The cell drive is a device implanted into the brain that 
  converts a small amount of brain matter to data storage. Rather than 
  chemically encode the data, as the brain does, it rewrites the DNA 
  of select cells to carry the desired information in binary, which is the 
  most efficient method of storage. The implant includes nanobots 
  that are able to read, write, and delete information from this system. 
  A cell drive can store up to 1000 TB of information. It effectively 
  
  22
  Introduction
  ALTERNITY: Protostar Mission Guide 
  22
  ALTERNITY: Protostar Arms & Equipment Guide
  Introduction
  provides you with photographic memory, although your data trans-
  fer rate is limited to the speed at which you read, observe, or speak. 
  (A cerebral port lets you upload and download information to your 
  cell drive much faster—10 GB/second.) 
  Chemical Sniffer: The chemical sniffing implant enhances a per-
  son’s ability to detect trace amounts of chemicals in the air. This can 
  be useful when attempting to detect illicit narcotics, trail a person 
  or thing that has a distinct odor, or notice environmental hazards 
  others would not be able to detect. This implant provides a +1 cyber 
  bonus to Awareness and Survival checks.
  Cognition Accelerator: The cognition accelerator is a processor 
  implanted directly into the brain that artificially stimulates neural 
  activity. It enables faster, clearer, and more precise thinking. A wire-
  less connection also is available to link to the web, making it possi-
  ble to search through all publicly available knowledge at will. This 
  device provides a +3 cyber bonus to Intelligence, and also serves as 
  a web-browsing device.
  EMP Shielding: Many who choose to install cybernetics into their 
  bodies also have the EMP shielding implant. The system consists of 
  a subdermal network of light circuitry that grounds out electromag-
  netic pulses, making cybernetics resistant to EMP attack. A cyborg 
  with EMP shielding is treated as a normal unmodified creature for 
  purposes of EMP weapons and electro-pulse effects, and reduces 
  the stun effect of hits from shock gloves, stunners, and similar weap-
  ons by 1 impulse.
  EMP shielding is not subject to system damage.
  Environmental Mod: The environmental modification is a nano-
  bot implant that makes it possible for individuals to endure extreme 
  environments. You reduce the hazard level of temperature extremes 
  by one grade (so very dangerous becomes just dangerous, dan-
  gerous becomes moderate, etc.). You also gain some resistance to 
  radiation danger, reducing the severity of any radiation sickness you 
  suffer by one grade (critical to high, high to moderate, etc.). When 
  exposed to temperature extremes, nanobots in your blood help 
  redistribute or dissipate your body heat and offer some protection 
  against radiation in the environment.
  Exoskeleton: The cybernetic exoskeleton is a strength-boost-
  ing framework that attaches to your body by means of an internal 
  harness of tough straps and cuffs. It offers little protection against 
  enemy attack, but it does provide you with a +2 cyber bonus to 
  your Strength score and doubles your normal encumbrance value. 
  An exoskeleton also reduces the penalty you suffer for heavy or 
  extreme gravity by one grade (so you treat extreme gravity as heavy, 
  and heavy gravity as standard).
  Eyes, Cybernetic: Characters with cybernetic eyes replace one 
  or both eyes with implanted ones, allowing them to see better than 
  normal humans. Standard cybernetic eyes include night vision and 
  Remember, nobody 
  likes a know-it-all.
  
  Cyberware
  23
  Cyberware
  23
  low-grade telescopic vision (up to 5× magnification). The user also 
  gains a +2 cyber bonus on Awareness checks. Cybernetic eyes 
  come in two standard models: one replaces the eyes with devices 
  that look like metallic eyes, and one that looks more like a pair of 
  darkened glasses.
  • Two Eyes: If you purchase two eyes, your cyber bonus 
  improves to +3.
  Eyes, Enhanced: Top-grade cybernetic eyes do everything that 
  the Eta-level prosthetics do, and then add a thermal-vision mode 
  and a penetrating-radar mode than allows the user to “see” through 
  solid objects up to 20 cm thick. The penetrating-radar imagery 
  is blurry and indistinct, but you can at least count the number of 
  people in the next room, tell whether they’re brandishing weapons, 
  and identify large pieces of furniture or power systems. 
  Fingerprint Replicator: With this enhancement, fingertips are 
  replaced with a flesh-like synthetic that has the ability to mimic 
  fingerprint patterns at will. False nerves provide a realistic sense 
  of touch. The replicator can be programmed to mimic any finger-
  print image the user has access too, or copy fingerprints that it’s in 
  contact with. Recipients need only clench their fists to coat these 
  prosthetics in natural hand oils, thus making their fingerprints indis-
  tinguishable from real ones to any professionals dusting for prints.
  Hand, Powered: The powered hand is a heavy gauntlet with 
  hydraulic grip-boosting pistons that slips over your own hand. Like 
  many other prosthetics, it has artificial nerves that relay a normal 
  sense of touch. You are considered armed at all times; you increase 
  the damage of your unarmed attacks by one step (for example, 1d6 
  + 0/3 physical instead of 1d4 + 0/3), and you gain a +2 cyber bonus 
  to your Hand to Hand and Melee skill checks. Your actuators can 
  crush, bend, or snip most ordinary objects whose toughness/resis-
  tance is 5 or less.
  Hearing Augmentation: The hearing augmentation is an audio 
  cybernetic that fits into one or both ears and enhances the user’s 
  hearing range to that of a dog. The user also gains the ability to 
  detect and locate sound sources more quickly than normal. It pro-
  vides a +1 cyber bonus to Awareness checks.
  • Eta-Level Upgrade: You gain a sonar-like echolocation abil-
  ity, providing you with the ability to “see” all creatures and 
  objects within Close range by sound.
  Legs, Cybernetic: Characters who want cybernetic legs are typ-
  ically most interested in enhancing their physical performance. For 
  this reason, these legs take the form of spring blades to enhance 
  jumping and speed, or clawed talons for superior gripping power. 
  Artificial nerves feed into the user’s nervous system to provide the 
  sense of touch. Characters with prosthetic legs receive a +10 meter 
  Now you don't 
  have to drag 
  the unconscious 
  guard over to the 
  door reader.
  
  24
  Introduction
  ALTERNITY: Protostar Mission Guide 
  24
  Introduction
  ALTERNITY: Protostar Arms & Equipment Guide
  bonus to speed and double their normal jumping distance, and also 
  gain a +2 cyber bonus to Acrobatics and Athletics checks.
  • Weapon Housing: As a class 2 upgrade, add a storage com-
  partment for a weapon of no more than 2 kg. You can draw 
  and use the weapon in the same action.
  • Gripping Talons: As a class 2 upgrade, your feet function 
  as magnetic boots. They also provide a +2 step bonus to 
  Athletic checks made to climb or swim.
  • Rocket Legs: As a class 3 upgrade, add rockets that function 
  as a thruster belt. 
  Life Support Module: A life support system is an augmenta-
  tion affecting a number of organs, making it possible to survive in 
  environments normally unsuitable to human life. This includes the 
  vacuum of space and the depths of the ocean, as well as others at 
  the GM’s discretion. With this enhancement an individual can ignore 
  the need to breathe for up to 4 hours and survive vacuum or immer-
  sion in water up to 1,000 meters deep. A blood oxygenator in the 
  chest and a mechanical heart-assisting pump also keep the user’s 
  vital functions going even when biological systems would fail or quit, 
  providing a +3 cyber bonus to Endurance and Resilience checks.
  Muscle, Synthetic: Characters with this cybernetic enhancement 
  have their original muscles augmented or replaced with prosthetic 
  ones. Synthetic muscle provides a +1 cyber bonus to Strength. 
  Neural Interface: The neural interface is a cybernetic device 
  implanted into the brain that allows you to plug directly into devices 
  such as computers, control consoles, and vehicles via a spool-
  ing wire (often implanted in the forearm) or by means of wireless 
  connection. Because the interface is direct, you can operate the 
  equipment without the need for a tablet, laptop, or control console, 
  increasing efficiency and effectiveness. You gain a +1 cyber bonus 
  on Computer, Driving, Engineering, and Piloting checks.
  • Eta-Level Upgrade: Your cyber bonus improves to +2. You 
  can operate devices remotely at a range of up to 5 km with 
  your wireless connection (but usually you have to first set up 
  the device for remote operation).
  Pheromone Dispenser: The pheromone dispenser is a cyber-
  netic implant that reads the user’s subconscious cues in social inter-
  actions and augments them with a carefully tailored aura of artificial 
  pheromones. The pheromones are usually unnoticeable, although 
  antitoxin filters and chemical sniffers sometimes pick up traces. 
  Some of the pheromones are actually tailored to affect the person 
  equipped with the dispenser, drawing on top research in behavioral 
  science to increase relaxation or confidence as needed and subtly 
  influencing unconscious mannerisms. This implant grants a +1 cyber 
  bonus to Coercion, Deception, Influence, and Performance checks.
  
  Cyberware
  25
  Cyberware
  25
  Regen System: The regeneration system is composed of 
  “damage control centers” filled with nanobots that deploy through 
  the bloodstream to begin repairing biological damage automat-
  ically as it is sustained. You gain a +3 cyber bonus to Resilience 
  checks, and recover from injuries much more quickly than normal: 
  You recover from grazes and light wounds at the end of a scene; 
  convert moderate wounds to light wounds after 1 hour of rest with a 
  successful Resilience check; convert serious wounds to moderate 
  wounds after 8 hours of rest with a successful Resilience check; and 
  convert critical wounds to serious wounds after 1 day of rest if you 
  succeed at your Resilience check.
  Skeletal Reinforcement: This painful procedure is a process 
  whereby bones are electroplated with titanium alloy and joints 
  are reinforced with synthetic materials. While this does not make 
  a character unbreakable, it does reduce the chance of fractures 
  considerably. Characters with this enhancement receive a +2 cyber 
  bonus to Vitality, and reduce any falling or impact damage by one 
  severity grade.
  Skeletal reinforcement ignores system damage.
  Skill Module: A skill module is a small chip in an easy-to-use 
  casing that plugs into an installed cerebral port (see above), provid-
  ing access to skills that person did not previously possess. Each skill 
  requires a separate chip. A basic module provides 1 skill point in the 
  associated skill, while an advanced module provides 4 skill points. 
  If you already have points in the skill, you use either your own skill 
  points or your skill module’s skill points to determine your skill score 
  (whichever is higher). You can’t use a skill module without a cerebral 
  port. Popular modules include Computer, Culture, 
  Driving, Medicine, and Profession. 
  Targeting Reticule: A slim mono-
  cle-like optic that clips onto the user’s 
  temple, the targeting reticule tracks a 
  small sensor on the ranged weapon 
  it’s paired with and shows the wearer 
  exactly where their shot will go. It pro-
  vides a +1 cyber skill bonus to Energy 
  Weapons, Firearms, and direct fire 
  Heavy Weapons attack rolls. Pairing a 
  reticule to a weapon requires fixing the 
  sensor to the weapon and aligning the 
  two components—two 3-impulse 
  actions, if you’re in a hurry.
  Need to speak 
  Mandarin in a hurry? 
  Get the skill module.
  
SOURCE: textdata/thevault/Alternity/2nd Edition/Alternity 2e - Protostar Arms & Equipment Guide [OEF][2019].pdf