Miscellanious Equipment


The bio-enhancer is a healing device. It consists of a table surrounded by computer consoles. Energy is showered upon the subject and the table, artificially stimulating the bodies natural healing processes to it's ultimate extent. The bio-enhancer restores lost health and Endurance ranks to injured characters at Amazing rank, once per day. The machine will heal all types of damage except for damage from diseases and poisons.

Booster Field

This field increases kinetic damage upon the wearer by +2CS which enables Maverick to absorb more energy. His power rank of the energy absorbtion power is increased by +1CS so use of this gadget is extremely dangerous since it may overload his power.


The Cerebro is an amplification device. To use it effectively, the wearer must first possess the mental powers Mutant Detection or Telepathy.

Cosmic Crown

by Michael Garrity

This device is a circlet of Unearthly strength material with a round gem set in the brow. Wearing it bestows Cosmic energy manipulation at Mn rank (along with the bonus power of Cosmic energy force bolts at Monstrous rank). The exception is that if the wearer has a Reason of less than Amazing, the crown's powers will be at a level equal to the reason score. Every month spent wearing the crown will raise the power scores +1CS.

For example, a person with Good reason puts on the crown; CE manipulation and CE force bolts will be at Good rank. One month later, the scores will be Excellent rank, etc until the full ranks of Monstrous are reached.

All manner of power stunts (manipulation, etc) can be developed.

Electro Magnetic Pulses

The following are different types of EMPs:

Energy Amplitude/Frequency Adjuster

This module fits over the emitter of an energy based device. It can do two things.

Energy Control Nullification Fields

These are small modular components you can wire into an electical system that you wish to be free from energy control tampering. The small modular box will set up an E.M flux field that follows each wire and circuit that comprises the system. Only one module is needed for man-sized or smaller objects. For larger items, the rule of thumb is a module for every 20 feet of wiring. The field strength with regard to resisting energy control attempts is Incredible.

Energy Spike/Waveform Detector

Military and government organizations will most likely have access to this type of sensing device. Scanning intensity is Incredible, and they need to be calibrated to filter out background energy patterns, or scanning ability is only Good intensity. The scanner will detect all Energy Emission powers, all Energy Control powers, and any Travel powers that are not psychically based. Will not detect magic or strictly biological energies. The range can be calibrated for 10 feet to 10 miles.

Forges Scanner

This hand held scanner will tell a character trained in reading its output who is or is not baseline human, mutant or alien. It even differentiates between Kree, Skrulls and other alien races. The scanner has a range of 10 areas.

Gateway Threat Response System ("Gator" system)

The Gator system is a backpack mounted device that makes use of technology that most humans do not understand. What it does is in response to targeted input from the operator or a computer system, it will create a 2 foot gateway in front of a targeted ranged attack and will either create an exit gateway to a preprogrammed coordinate or default to a gateway behind the operator, creating an unbroken line of fire. This will work only for ranged attacks like Energy Emission powers or Ballistics. This device is extremely difficult to get a hold of, unless you own a small country or have extremely good contacts! The intensity of the gateway is Good.

Genetech Genetic Resonator

This device uses high-spectrum radio waves to resonate genetic structures and detect variances in the genetics of the target from a preset "norm". The device can cause damage to the genetics of the target if exposure is too long (usually a minute is a little too long). A reading can be obtained in about 3 combat rounds. Intensity of scan is Remarkable. The device can be foiled by radiowave control powers, and electrical control can, on an In FEAT cause the scanner to show a false reading. (this weakness is inherent in each of the scanners listed) Range is about 3 feet.

Healing Tube

by ghost160

Healing tubes are metal capsules (Excellent material) with a clear plastic door (Poor material) through which the patient may enter/be seen in the front. Anyone using a healing tube is placed in a deep sleep from which the capsule automaticlly wakes the patient from if it is placed under attack. Anyone sleeping in a working healing tube is stabalized as if treated by someone with a remarkable rank medical talent. They regenerate 2 health points per round, regain 1 Endurance rank AND gain a new save vs. on going negative effects (like posion) each hour and regenerate all lost body parts in one day. The healing tube can be programed to remove or preserve cybernetic implants.

The healing tube heals any scar that is less than 72 hours old. It can't bring someone back from a 3 month old (or older) coma and it has no effect against ongoing mystical afflictions (like a curse).

Healing tubes can give a full diagnostic of a patients health in one round as though the patient recieved a full check up by someone with a remarkable talent in medicine. The patient doesn't have to be asleep for this check up to be done though if an affliction is mystical in nature the healing tube will only detect its physical effects.

Healing tubes have a 2 week power supply though they are usually pluged into a larger power supply.

Hologram Projector

A nifty little device that works via a hand held projector and a button sized transmitter. When activated the projector displays a 3D holographic image of events occuring where the transmitter is located. Upto 3 seperate images can be displayed at once by one projector. Range is 11 areas.

Image Inducer

This is a cigarette pack sized device that can be programmed to create an image around the user. The image can be any human character desired. This is Unearthly ranked illusion.

Interphasic Energy Dampener

There are two versions of this dampening device. One is made for defense of areas, the other is made for personal defense. They are based on the same principal, so I will describe it generically and show the intensity ranks before and after a slash for personal and area versions.

The biggest difference between the personal version and the area based version is that the personal version can be worn in a backpack sized casing. The area based version is about the size of a shopping cart.

The device is based on the principal that with sound, if you generate a sound that has a peak in the wavelength where the opposing sound has troughs, and vice versa, the result is silence. This theory is applied to all E.M. bands of energy in use around it. Any energy in use is detected as it is being brought into use, and a counter-pulse or stream of energy is emitted in response. The result is that any energy emission or control is reduced by 20/40 points. The range of the Dampener is 10/50 feet.

Ionic Ray Treatment

 by Michael Garrity

The ionic ray treatment was used to give Wonder Man and Goliath their powers. For full affect, the treatment must be adjusted for the subject's genetic structure, yielding the following permanent effects:

If used on a different subject, the treatment will yield the same results, but will decline within 1-10 months to the following levels. Strength +3CS (maximum of Unearthly), Endurance +5CS (maximum of Unearthly); these are permanent. In either case, Fighting and Agility cannot exceed Amazing, while Strength and Endurance cannot exceed Unearthly.  In addition to the above adjustments, any subject of the treatment gains the following powers:

Lot Six

by Keith Kilburn

Lot Six is a drug created by Dr. Dennis Terral for the Project. A steroid derivitive that enhances physical prowess and enhanced his senses in some cases it enhanced regenerative processes within the body and they bodies ability to resist both Diseases and Toxins. The problem with this is that most of those who survived the process became amoral killers with little conscience and a low frustration tolerance level. There is a 90% chance that Lot Six will kill the character, if they survive then the following occurs.

Ability Increase

Standard Features:

"Magic" hat of Miracle Maxx

by Your Humble Servant

The nano-factory uses ambient air molecules to create items from seeming nothingness. This can be anything from the classic rabbit (Hey Rocky!), to explosives and laser wands. Any item created by the hat has a max ability/rank of Remarkable.

Mental Enhancer

by Michael Garrity

This device is a chair with an attached control console. A cable leads from the console to a helmet which is placed on the subject's head. Use of this device raises a subject's RIP scores as follows:

In order for the elevated RIP scores to remain in effect, the subject must receive regular treatments over the course of one year (two per month). At the end of that time, the subject must make a yellow FEAT for the boost to become permanent. If the FEAT roll fails, the treatments must continue for another year before another yellow FEAT can be attempted.

Monitor Console

by Michael Garrity

This device resembles a desk-size computer console with a large viewing screen. The console has a chair built into it. The console is made of Remarkable-strength material, and has the following detection powers at Monstrous rank:

Maximum range of all detection powers is 15,000 miles. The monitor console can be keyed to operate for one specific user, causing Monstrous rank feedback damage to anyone else who is making the attempt at using the equipment.


by Michael Garrity

This hand-held device is about the size of a cell phone. It is made of Ex/20-strength material, and has the following abilities:


A series of darts fired at +2CS that (if penetrating artificial armor) do Typical damage and inflict Typical damage for 1-10 rounds while giving of Neuro-stuns of Amazing intensity. The target must make an Endurance FEAT vs. this intensity each round or be stunned for 1-10 round cumulative.

Neuro-Muscular Enhancer 

 by Michael Garrity

Not a cybernetic device but a pair of wristband units connected to a belt power pack. When operating, It can increase the users Strength +6CS (maximum of Monstrous).

Null-Psych Beta-Wave Emitter

A fairly pricy item, usually only found in the hands of governments or very rich individuals who must have their privacy. This portable emitter throws a barrage of beta waves that resemble radio static for anyone trying to use mental powers on anything within 10 feet of the emitter. The emitter is small enough that it can be clipped to someone's belt. All mental powers in use in the 10 foot radius or that are targeting anything in the 10 foot radius are reduced by 40 points (eg: Amazing intensity becomes Good).

Wells-Ordin Bio-Metabolic Indicator

This device scans at Excellent intensity. This scan is a purely physical scan. It uses thermal, sound, and humidity based sensors to match metabolic activity to a "norm" variance. As an example, Armorskin will dull the readings the device recieves, heightened strength or endurance will show a higher body temperature or increased blood flow, etc. This will detect Self Alteration powers, Physical powers, and others on a case by case basis. Range is within 50 feet of the sensors.