This section details a variety of tools and devices characters may use during the course of their career. Like weapons, some of these items have additional rules beyond being treated as an equipment trait.
Tricorders
“Tricorder” is a catch-all label given to devices that sense, record, and analyze data.
During the 23rd century, there were two versions of the Starfleet tricorder (science and medical), and a single highly-specialized version (the psychotricorder). The psychotricorder was primarily used by psychologists and law enforcement agencies to determine a humanoid’s behavioral and emotional state more accurately.
The more common medical and science tricorders differed in the range and scope of their sensors and ability to use attachments. The medical tricorder had fewer sensors and a shorter range as a tradeoff for higher-resolution scans oriented toward biological functions. The science tricorder had a large multi-discipline database and a built-in subspace uplink that could connect to nearby Starfleet vessels for main computer access when needed.
By the 24th century, tricorders were unified into a single design as data storage and sensor design was further miniaturized, including more specialist analysis capabilities for engineering teams.
Tricorders are standard issue, and do not have a cost.
Cybernetics
These items have no cost; they are permanent additions to the character, normally connected to a trait that reflects a character’s specific disability.
ARTIFICIAL ORGANS
Artificial organs have been in use since the mid-20th century. Advances in neuron meshing and cybernetics have improved these devices and made them virtually identical in capability to biological ones. Characters who need an artificial organ and do not possess them will die within minutes to days depending on the organ and are typically kept on life support while one is fabricated.
PROSTHESIS
Prosthetic limbs have been in use for centuries, and advances in technology mean they function identically to the limbs they replace. Arms, legs, and phalanges lost due to trauma can be replaced with little difficulty. Characters lacking their prosthetic may find their physical activities impaired, making some tasks more difficult and others impossible.
ARTIFICIAL SENSORY ORGANS
Using neurological reconditioning and isolinear networks overlaid into a patient’s sensory cortex, artificial sensory organs can replace damaged or destroyed senses. This can mean the blind can see, the deaf can hear, and even fingers can once again feel. Depending on what era the item was made, the technology can look highly artificial or barely noticeable.
This technology includes sensors and other devices a person may find useful in their life. Work with the gamemaster to determine the device's functionality, look, and usefulness. While these devices can be advantageous, there are potential disadvantages too, such as charging the device periodically, headaches due to data transfer, or the risk of the device being lost or damaged.
Engineering Devices
ENGINEERING MULTI-TOOL/ENGINEERING TOOLKIT (STANDARD ISSUE FOR ENGINEERS, OPPORTUNITY 1 OTHERWISE)
The engineering multi-tool acted as a tricorder-like device to detect and diagnose system faults and could be used as a multi-purpose tool. With the advent of isolinear systems, the multi-tool was rendered obsolete and many of the device’s uses were supplanted by the tricorder. Tools were still needed to maintain and repair damaged equipment, so the engineering toolkit was introduced to provide nearly every tool a damage control or engineering team may usually need.
MASS SPECTROMETER (OPPORTUNITY 1)
A mass spectrometer can take a sample of material, break it down, and provide an incredible amount of detail about the matter making it up. While tricorders can provide similar data, mass spectrometers can provide even more specific detail.
PLASMA TORCH (OPPORTUNITY 1)
Plasma torches are high-energy cutting tools. Helium is superheated and ionized before being focused by a magnetic field into a microscopic beam, allowing the beam to cut through all but the strongest of materials.
Medical Devices
If a character is in sickbay when a specific medical device is required, reduce the opportunity cost by 1, to a minimum of 0. A few of the items listed below are considered part of a medkit, which is standard issue for all Starfleet medical personnel. A medkit has a opportunity cost 1 for non-medical personnel.
MONITORING DEVICE (OPPORTUNITY 1)
This device, placed on the patient, is able to scan a lifeform, determine the function of a single vital organ or biological function, and what the physiology suggests are normal readings for that organ or function.
ANABOLIC PROTOPLASER/DERMAL REGENERATOR (PART OF MEDKIT)
The dermal regenerator stimulates an injured humanoid's natural healing process to accelerate the production of new skin cells and connective tissue.
EMERGENCY SURGICAL KIT (OPPORTUNITY 1)
A standard emergency surgical kit provides single-use medical supplies capable of allowing a trained physician the means to perform complex surgical procedures in the field at the expense of equipment durability. The kit contains a built-in PADD that gives readouts on basic biological functions important to physicians such as blood pressure, heartbeat, temperature, etc. The display walks unskilled civilians through triage steps.
LASER SCALPEL (PART OF MEDKIT)
Laser scalpels, also known as exoscalpels use a thin low-power laser beam to cleanly cut through tissue to a predetermined depth.
HYPOSPRAY (PART OF MEDKIT)
Hyposprays provide an efficient means to deliver drugs that would otherwise have to be given by hypodermic needle or IV drip.
Other Equipment
ANTI-GRAV SLED (OPPORTUNITY 2)
The anti-grav sled resembles a small cart without wheels. On the bottom of the device are multiple graviton emitters that counter the local gravity field, effectively making the sled and any items placed on it nearly weightless, though not massless.
BEACONS (OPPORTUNITY 1)
The standard issue Starfleet beacon has a wide range of functions including changing the frequency of the light emitted from near-infrared to long-wave ultraviolet and providing a ‘white’ light for species that evolved with different natural light. Beacons can also be set to emit entirely in the near-infrared, providing a short-term heat source in a survival situation.
COMMUNICATOR (STANDARD ISSUE)
During the 22nd and 23rd centuries, these devices were handheld and allowed the user to communicate with a starship in orbit or another communicator another communicator. By the 24th century, the communicator was, making it small enough to be worn as a badge.
AUDIO RECEIVER (STANDARD ISSUE FOR COMMS OFFICER, OPPORTUNITY 1 OTHERWISE)
The audio receiver ties into shipboard communication networks and allows the user to listen to data coming across subspace frequencies typically used for longrange communication and ship to surface, but also listening to computer alerts and and data. The receiver can also be programmed to provide aural or vibrational feedback, allowing sensor operators greater accuracy in their duties. Characters using the audio receiver reduce the complication range of tasks involving communications, starship operations, or sensor operations by 1.
HOLOGRAPHIC IMAGER (OPPORTUNITY 1)
The holographic imager is a hand-held multi-spectral camera capable of recording nearly unlimited still and moving images with a resolution down to the micron level. The device’s output can be used to recreate the setting inside holodecks, allowing for accurate computer simulations.
ORION MULTI-KEY (NOT WIDELY AVAILABLE)
A traditional tool of Orion merchants and pirates. Each one appears as a short cudgel (counts as a bludgeon in combat). Each tool can fold open, with extendable prongs serving a variety of functions, from overriding security systems, prying open panels, opening bottles, and even extracting teeth.
PADD (NO COST)
The ‘Personal Access Display Device’ allows crew to access the database of their posting, tying them into the subspace network subspace network. This gives a user as much data access as they have clearance for, access to subspace communication, and the ability to record and transmit text, audio, and video recordings.
PATTERN ENHANCER (OPPORTUNITY 1)
Used to boost the resolution and strength of a transporter scanning beam, pattern enhancers allow transporter systems to achieve a signal lock even with interference from terrain or cosmic phenomena. These devices are approximately a meter long when deployed on tripods and require at least three to function when placed equidistant around a target. Each device’s power cell allows for two transports, and additional pattern enhancers can increase the area and number of transports.
UNIVERSAL TRANSLATOR
A standard part of Starfleet communicators since the late 23rd century. Characters not possessing a universal translator, either through destruction or removal of a communicator, will be unable to converse with beings who do not understand the character’s languages. Obtaining a separate universal translator (Opportunity 1) provides a stand-alone unit, typically bulkier and more powerful than communicators.