Cost PowerEND
15 Spy Ray: Clairsentience (Sight Group And Normal Hearing), x256 Range (42240"), Microscopic (x10), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Viewscreen Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires A Mathematics Roll (-1/2) [Notes: This device is a large viewscreen and attached equipment. Utilizing Gunther’s Theorem (all points in spacetime are co-determinate) the Spy Ray is able to view any location by viewing the empty space inside a small vacuum chamber contained within the equipment. Though Guntherâ's Theorem says that any point in space should be viewable, the effective range so far (before the complexity of the calculations cause the functions to become unstable) is approximately 42 miles. Game Notes: Clairsentience for Sight Group and Normal Hearing via a device. There isn't much that can screen out the 'Spy Ray' since it's part of the Unusual Sense Group.]

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12 Worldline Probability Viewer: Precognitive Clairsentience (Sight Group), x64 Range (14400"), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Viewscreen Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Precognition Only (-1), Requires A Temporal Physics Roll (-1/2) [Notes: Similar in form and function to the Spy Ray, the Worldline Probability Viewer gives the user the ability to see into the future by extrapolating from random atomic motion as observed in a small container filled with a hot fluid that provides the energetic atomic motion (a hot cup of coffee works very well). It is more limited than the Spy Ray, with a maximum range of about 10 miles, is limited to vision only, and of course the further into the future the viewer tunes, the more likely there are to be errors in the extrapolated events. Game Notes: Precognitive Clairsentience for the Sight Group via a device.
But remember: "Always in motion is the future..."]

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15 Telepresence Chamber: Clairsentience (Sight Group, Normal Hearing, Normal Smell And Normal Touch), x128 Range (25600"), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Telepresence Chamber Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires A Mathematics Roll (-1/2) [Notes: Very similar to the Spy Ray in function, the Telepresence Chamber provides a nearly "Real" You-Are-There experience. The device is attached to a small room and anyone in it will experience the spy ray viewpoint as if they were actually there, except for the sense of taste. The occupants of the room may not be sensed in any way by observers at the viewpoint. The occupants may move the viewpoint by walking within the room, but cannot move more than the largest dimension of the room away from others who are using the room at the same time (moving the viewpoint farther requires 'cooperative walking' where all occupants move in the same direction). Due to the complexity of the multiple sensory data feeds, the range is restricted to approximately 20 miles. Game Notes: Nearly identical to the Spy Ray, except as noted.]

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15 Stunweb: EB 1d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Penetrating (x2; +1), Reduced Endurance (0 END; +1), AVLD (Power Defense; +1 1/2), Autofire (80 shots; +3 1/2); OAF Metal Mesh Sphere (-1), Requires A Biophysics Roll (-1/2), No Range (-1/2) [Notes: This is a palm-sized metal sphere woven from one continuous piece of wire, creating a mesh effect. When the stored energy is released, it creates an intense burst of neural static that shocks the system of any living thing, and some sophisticated machines, rendering most living things temporarily dazed or unconscious. Game Notes: Unless the target has Double-Hardened Power Defense, theyll take 1 Stun from each shot. Since the max scatter for missed Autofire shots is ½ max range (FREd, pg. 248) and range is 0, all shots will hit the hex, meaning the target will take 80 Stun with no applicable defenses.]

5 Klein-Minkowski Field Effect Generator: Teleportation 1", Uncontrolled (+1/2), Ranged (+1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Usable As Attack (+1), Continuous (+1); OIF Ring (-1/2), Requires A Quantum Mechanics Roll (-1/2) [Notes: This ring-sized device is capable of creating a localized distortion in space-time, warping a small area of space into a continuous loop. Anyone or anything caught in the loop will fall continuously until the effect ends or they are removed from the area of effect. Unless special precautions are taken, the falling velocity they gained while in the loop will remain with them when they leave the area of effect. Other space-warping effects, such as dimensional shifts, gravity-based effects, or most teleportation will disrupt the field and end the effect. Game Notes: Targets are teleported 1" straight up, and then fall into the effect again, endlessly repeating the process.]

7 Calabi-Yau Field Extractor: Teleportation 1", No Relative Velocity, Ranged (+1/2), Area Of Effect (One Hex; +1/2), Usable As Attack (+1); Extra Time (1 Turn, May Take No Other Actions, -1 1/2), OAF Hypersphere (-1), 6 Charges (-3/4), Requires A Quantum Mechanics Roll (-1/2) [Notes: This is a small metal hypersphere (a 4-dimensional solid) that is used to remove those trapped by the Klein-Minkowski Field without causing them harm. Though it does take some time to set all the energy state parameters, when it removes a target from the field (disrupting the field in the process) it will also remove any excess velocity gained while in the field so the target does not crash into the ground at high speed. Game Notes: This is a 1" Teleportation with the "No Relative Velocity" adder so that trapped objects/people can be brought out of the field without killing them due to their doing a Move-Through on the ground.]

10 Kinetic Pulse Projector: EB 1d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1), Autofire (80 shots; +3 1/2); OAF Pistol (-1), No Range (-1/2), Requires A Thermodynamics Roll (-1/2) [Notes: This small blunt "pistol" is used to impart a high velocity (kinetic energy) to a target by use of a focused energy shockwave. The main application is to remove an undesirable person or item from the immediate area (say, from where they are threatening innocents). Another possible use is to send the target crashing into a solid wall or object, though this must be used with caution. Game Notes: Likely no damage from the EB will get through their defenses; however, pg. 281 of FREd notes that Autofire Knockback is figured at +1" per autofire hit. All shots will hit the hex (see Stunweb for notes), meaning a LARGE amount of Knockback.]

25 Omni-Blaster, Mk I : EB 10d6, Variable Special Effects (Any SFX; +1/2); OAF Pistol (-1), Requires A Chaos Theory Roll (-1/2), 4 clips of 4 Charges (-1/2) [Notes: A powerful yet versatile weapon, the Omni-Blaster (Mk I) can project any conceivable form of energy, field, or matter as needed. As the selection is well-nigh infinite, the selection setting controls require expert knowledge to set with any real speed. Game Notes: Simply an EB with no limits on the Special Effects.]

14 Omni-Blaster, Mk II: RKA 1 point, Variable Advantage (+3 Advantages; +6); OAF Pistol (-1), Requires A Chaos Theory Roll (-1/2) [Notes: Another versatile device, this weapon can be tuned in a near-infinite variety of ways, practically ensuring that no matter what kind of defense the target has, some damage will get through, even if it is very minor. Game Notes: Properly set, 1 pip of BODY damage will always get through. Common Advantages to choose from are: AOE: 1 Hex (+½), Penetrating (+½), 0 END (+½), Continuous (+1), Affects Desolid (+½), Indirect: Any (+¾), Personal Immunity (+¼), MegaScale (varies), No Range Modifier (+½), Sticky (+½), Uncontrolled (+½), Variable Special Effects (+½)]

6 Asimov Point-Defense System: FF (10 PD/10 ED); OAF Small Metallic Spheres (-1), 1 Continuing Fuel Charge lasting 1 Minute (-3/4), Requires A Robotics Roll (-1/2) [Notes: This group of ordinary-seeming metal spheres is actually a cooperative group of highly-specialized robots. Their job is to intercept any incoming attack and attempt to stop or deflect it. A current "issue" is their very limited fuel supply. Game Notes: The metal spheres darting around is just the Special Effect; the Power is Force Field. Since they are OAF, they can be grabbed in combat.]

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15 Rescue Bubble Projector: Armor (2 PD/2 ED) plus Gliding 1" plus LS (Extended Breathing: 1 END per Minute) all with: Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Ranged (+1/2), Usable As Attack (+1); OAF Polymer Plastic Tube (-1), Requires A Chemistry Roll (-1/2) [Notes: This small tube contains an organic plastic polymer solution. When exposed to the air, the polymers knit into a transparent bubble around whatever they hit; the bubble provides some protection from damage, the ability to drift to a safe landing from any height, and will filter oxygen from the surrounding environment until the polymers become clogged with waste gasses. The main purpose is to rescue innocents from places such as the top of a burning building. Since each application contains far more polymer strands than necessary for a single bubble, anyone touching a "bubbled" person will also be enclosed in a bubble. The bubble can be torn from within at any time, or will decompose in about 30 minutes.]