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Sensory Gear

Holoprojector, Personal The following is an expanded equipment list for my Star Wars RPG campaign, focusing on items useful for aiding one's natural senses. New items are described at the bottom of this article. Page numbers listed for other items refer to the location of the object's description in the core rulesbook. The original equipment list can be found on page 125 of the core rulesbook. Special rules for items already present in the rulesbook are deliberately omitted, as this is not meant to be a substitute for purchasing the actual rulesbook.

0.1 kg
ItemCostWeightNotes
Audio Rod300.1 kgrecords up to 100 hours of audio
Binoculars, Farseeing300/6001.5 kgbulky macrobinoculars
Comlink2000.1 kgp. 123
Comlink, Archaic251.0 kgmax. range 10 km
Comlink, Encrypted2,0000.1 kgp. 123
Electrobinoculars1,0001.0 kgp. 124
Goggles, Darkvision2,0000.1 kgsimulate 'Darkvision' ability
Goggles, Flash10-high-tech "shades"
Goggles, Low-Light6000.1 kgallow vision in low-light conditions
Headset2250.2 kgAllows comlink to be used hands-free
Headset, Archaic501.2 kgmax. range 10 km
Headset, Encrypted2,0250.2 kgAdded encryption
Headset, Micro3000.1 kgMore easily concealable comlink
Headset, Micro, Archaic1251.1 kgmax. range 10 km
Headset, Micro, Encrypted2,100Added encryption
Holoprojector, Personal1,0000.5 kgp. 124
Holorecorder3,0001.0 kgp. 124
Macrobinoculars6000.8 kgp. 124
Macroscope6000.5 kgattaches to blasters
Macroscope, Low-Light20000.8 kgattaches to blasters
Recording Rod5001.0 kgp. 125
Sensor Pack1,0009.0 kgp. 125

Audio Rod Audio Rod
Audio rods are low-end versions of recording rods, only capable of recording and playing back audio data. Audio rods have an onboard storage capacity of 100 standard hours, and have standard connections so that they can be linked to other units for higher quality playback or long-term storage. The data on an audio rod can be recorded over, but this deletes the original data.

Farseeing Binoculars Binoculars, Farseeing
"Farseeing Binoculars" are a product of Gungan technology, created entirely from organic materials, and are essentially a very bulky version of macrobinoculars that look like a pair of "eyes" on each end of a variable length pole, in the center of which are the eyepieces that the user looks into. The user of the farseeing binoculars gets a -1 penalty to Spot or Search per 8 meters, instead of the usual penalty of -1 per 4 meters without an aid to vision. When in use, farseeing binoculars measure two meters in width, but they can collapse to one meter for storage. Farseeing binoculars have no electronic components, and are resistant to extreme pressures.

If purchased on Naboo or the Gungan colony on its moon, these goggles cost 300 credits normally. If purchased elsewhere, the usual cost is 600 credits, due to rarity and the exotic nature of the item. A Gungan character may obtain a pair of these goggles at the lower price if purchased as part of his or her original equipment as part of character creation.

Comlink, Archaic
A precursor to the modern comlink, bulkier and limited in range to 10 km, unable to broadcast a signal strong enough to reach orbit. These older designs are still around, however, simply because they're much cheaper than the more compact and powerful versions on the market.

Goggles, Darkvision
These goggles, when worn, simulate the ability of Darkvision, in that the viewer can see in darkness. The view is translated to the viewer in terms of black and white -- no color is perceived.

Goggles, Flash
Flash goggles are protective eyewear designed to shield the eyes against glare, having such features as polarized tinting (which tends to filter out direct sunlight, but not ambient light from other sources), reactive tinting (the goggles darken when exposed to bright light), and "smart" tinting (selective darkening of a portion of the goggles to blot out a particularly bright source of light, such as a plasma welder's flame). The upside is that the wearer gets a +2 to any rolls to resist the effects of being blinded by bright light, or to counter any penalties to Spot or Search checks due to bright light. The downside is that a wearer is at a -2 penalty to Spot or Search when attempting to look at something hidden in the shadows, while standing in a brightly lit area, and also gets a -2 penalty for one round when stepping out of a brightly lit area into a relatively shaded area, as the goggles take a moment to adjust.

Flash goggles are available in a wide range of designer styles, many of which cost more than the base price listed.

Goggles, Low-Light
These goggles have a mini-processor that automatically adjusts for lighting, granting the wearer the equivalent of the Low-Light Vision ability of some alien species. This allows the wearer to see twice as far in dim light as normal, and to still be able to perceive differences in color.

Headset
This allows hands-free operation. If purchased at the same time as a helmet/blast vest, or other armor or environmental suit, this can optionally be purchased as integrated into the armor.

Headset, Micro
This is a smaller version of the basic headset, consisting of an audio receiver that nestles inside the ear, with a mic that picks up vibrations of the wearer's speech. While the headset is not necessarily disguised, it is less conspicuous and hands-free, and can be worn under standard headgear (such as blast helmets and space suits) without modification. The "archaic" version is not totally micronized -- Rather, the audio receiver and mic pickup are worn in the ear, with a small wire that runs to the bulkier comlink unit that is stowed elsewhere. (The comlink comes with a belt clip for easy wear, or else it can be stowed in a pocket.)

Macroscope
This basic scope design is available in many variations that attach to most blasters of Heavy Blaster size and larger. (It is too bulky to be used with normal blaster pistols and smaller weapons.) It uses the same technology found in macrobinoculars to help compensate for penalties when shooting at targets at a considerable distance. It effectively doubles the Range Increment of the blaster it is attached to, if an entire round is first spent aiming with the weapon at a specific target. (A character may not move while aiming.)

Note: While this extends the range increment for the purpose of negating penalties to hit a target, it does not extend the actual total range of the weapon's blasts. For most blasters, the absolute maximum range is ten times the (original) range increment. For stun blasts, this is usually only up to the first (original) range increment. The macroscope won't affect either.

At the GM's discretion, a Macroscope can sometimes be used to reduce Spot or Search penalties at range, but the scope is not made for this purpose -- The area that can be seen through the scope at any one time is very narrow, and does not lend itself to scanning for targets. Therefore, it is only under certain circumstances that any benefit is conveyed for using a scope in such a way (i.e., when the user knows that the target is within a narrowly defined area within view of the scope, and does not need to sweep around a wide arc to find the hidden target.)

Macroscope, Low-Light
This has all the features of a macroscope, but includes sophisticated sensors to simulate Low-Light Vision of many species. Given that this ability is only usable through the scope, this is only useful for negating up to -2 in penalties for firing at a distance in low-light conditions.


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