PERSONAL DEVICES OpNet Account: OpNet accounts are capable of receiving text, voice, visual and/or holographic messages from any other OpNet account. The telephone has been in practice more or less supplanted by the OpNet terminal even in the OpNet-unfriendly FSA. Portable op-net terminals typically are only able to transmit and receive text, voice and visual materials. Maintenance robots: Most homes have a little group of scurrying, automatic mouselike robots to take care of the floors, toilets and so forth. They learn your schedule (if such a thing is possible) and only come out when you're not home or if they need maintenance. In the poorer sections of town, they tend to be more limited, perhaps only handling plumbing and certain sections of carpet before limping back to their little rechargers. Cooking ovens: Ovens that make their own fresh food exist, and are even common. However, fresh food is not something that the poor in urban areas of the FSA can really get, and so they have to make do with prepackaged food. On the other hand, this prepackaged food has significantly increased in variety and quality. In rural areas of the FSA, though, fresh fruit, vegetables and meat are very common, and there has been something of a resurgence of the old tradition of mealtimes being the social center of the day as a result. Fast food restaurants are almost always completely automated. However, the hand-cooked meal is always considered superior no matter how expensive or inexpensive it may be. (i.e. it's considerd better to buy a hot dog from a vendor on the street than a pizza from the Pizza Belle automat down the street, no matter how good the pizza there is.) Computer interface: Computer interface is still either with a keyboard or with voice dictation. The population is essentially split on which is better, because of different ways of learning (visual as opposed to audio) - fortunately, it's fantastically cheap to do either well, and most computers come with both interfaces. About half the keyboards are holo-projected keyboards which can be customized to fit users preferences and minimize wrist strain. BodyNet Adapter: This is the nearest thing to cybernetics that the Trinity world has developed. This adapter allows any electronic device to be controlled by small movements of the fingers independent of any other adapter. It consists of a fairly tight wristband and a small set of very generic plugins to the device. The adapter uses microelectric impulses across the skin of the hand to determine the movements, with the added advantage of being able to connect directly to other adapters simply with a handshake. It is, however, very expensive. (Trinity Technology Guide) Mini-Rebreather: A small folding face-mask connected to a fist-sized oxygen supply, usually worn around the neck. The refillable tank lasts for half an hour. It's practically required to own at least one of these in Los Angeles. Hence, they are relatively inexpensive. (Trinity Technology Guide) Vidspecs: These eyeglasses allow 2D recording of what is seen. Although this is key for investigative journalists, 3D holography with independent cameras is still the main format for shows and movies. The very basic vidspecs are not too expensive, although with the add-ons, it can become extremely, extremely expensive. Add-ons include variable electronic optics to allow the wearer to magnify distant objects up to 10 times normal vision, additional memory space to improve the storage capabilities of the glasses from 20 hours of storage to 500, a high-grade directional microphone to improve audio quality and depth, hologram filtering features that will eliminate all legal frequencies of hologram transmissions, infrared and ultraviolet optics, and cellular uplink for immediate realtime broadcast or transmission. (The realtime uplink is illegal in the FSA without a permit.) (Trinity Technology Guide) Directional Microphone Pen: This looks (and writes) like an ordinary ballpoint pen, but is capable of recording and amplifying whispers from 5 meters away, normal conversation from 30 meters away, and louder sounds even beyond that. It can record up to 100 hours of sound before you need to upload it. This device isn't illegal in the FSA, however, if identified, it's awfully suspicious. It's not all that expensive. (Trinity Technology Guide) Voice-Stress Bracelet: This is essentially a voice stress analyzer device implanted into a small decorative bracelet. It has no superior qualities to ordinary voice-stress analyzers, but it can be used surrepititiously. It's pretty expensive. (Trinity Technology Gude) Grippers: You know those suction cups that spies and thieves use in the movies? Well, these are like those except better. They have a biotechnological glue and glue neutralizer that allows you to even climb up sheer, slick or wet surfaces. Only specially made plastics can resist grippers' glue. They're not very expensive, but unless you're on a mountain climbing trip, they're a bit suspicious. Wingpack: This psion-formatted piece of biotechnology allows the wearer to fly actively for one hour, or soar and swoop more or less indefinitely. It has about an eight-foot wingspan and uses specially enahanced musculature and telekinesis to lift the user, plus about 100 kg more. (No piggybacking. Sorry.) This biotechnology is licensed in the FSA. Also, flying is frowned upon in urban areas, as maglev vehicles are often in the air. Wingpacks are very expensive. (Trinity Technology Guide) (Note that psion-formatted technology can only be used by psions.) VEHICLES Groundcars: Groundcars are simply electric cars. They cost about as much as cars do today. Skimmers: Skimmers are electric cars that hover. They can cross a much wider variety of surfaces much more easily, however, they need recharging much more often. They tend to cost about as much as cars do today. This is far more common in LA than a groundcar. Maglev skimmer: Maglev skimmers are the oft-promised "flying car". They guzzle energy like crazy, but can go in 3 dimensions. They cost about what a luxury car does today. You can expect to increase the price of a vehicle for various add-ons, like armor, extra speed, convertibility, the "North African Option", which is a static field to keep dust and sand from touching the car, and so forth. Amphibicars: These are of limited usefulness outside of "flooded cities" like Los Angeles, (the real) Venice, and Middle Florida, so they would normally be quite expensive. However, government subsidies tend to push the price down. They are almost always primarily either ground vehicles or water vehicles, and the other function of the vehicle suffers as a result. WEAPONS Poison Glove: This lovely piece of biotechnology (illegal in the FSA, most common in Central and South America), has thousands of tiny stinger cells, similar to those on a sea anemone. They can deliver a lethal or nonlethal poison so long as you can grab someone's bare skin with it. There is a non-psion version of the glove which is activated by touching the wristband and charged up by soaking it in a small nutrient bath (different baths for the lethal and nonlethal poisons). Psions who use the glove don't need to recharge it - the glove recharges itself with the desired poison from the biological energy of the psion themselves. The lethal poison does 3d damage and the nonlethal poison painfully incapacitates the target into unconsciousness for 1-3 hours. Both can be resisted with a roll against HT. The weapon is fairly expensive even in South America. There is a poison knife version which, because of the smaller line of stinging cells only delivers 1 hour of unconsciousness or 1d+3 points of damage. (Trinity Technology Guide) Sonic Knife: This rather unlikely piece of hardtech disrupts organic material with sound feedback that extends about six inches, invisibly, from the hilt. However, nonorganic material does indeed block the blade completely. The weapon can be set to stun or kill - either way the damage is your Swing (yes, that's the same as hitting someone with a sword). Because this is a very new piece of technology with fairly limited applications, it's very, very expensive. However, security forces on space stations tend to like it very much, since you can't accidentally ventilate the station with it. On the other hand, anti-psion terrorists also like it, because you can slice through biotech - even biotech armor - with it. (Trinity Technology Guide) Vibroblade: Vibroblade technology has just been allowed to leave Nippon. This orbital-steel blade can be made to vibrate thousands of times a second, allowing it to cut through nearly anything, given time. It also does plenty of extra damage: sw+3/thr. (Thrusting the vibroblade makes the vibration rather pointless, and it's not really done.) Since this is another very new piece of technology, it's extremely very expensive and not many people know how to use them yet. (Trinity Technology Guide). Coil Carbine: These railgun-style carbines are not the top of the line as far as small, rapid-fire arms go. In fact, they're really not all that much better than the assault rifles of a hundred years before, with a few exceptions: because it's powered by a magnetic pulse, the barrel doesn't get hot - because the magnetic pulse is directed, there's no appreciable recoil - and because it's an electric-powered gun, there's very little sound (only the bullet breaking the sound barrier) - because slugs are essentially just steel spheres, ammunition is much cheaper. There are assault cannons that are much better, but the carbine is the most cost-effective way to arm a large number of people with good firepower. It's illegal to have in the FSA without a government permit, and is very expensive (though very competitive in price with other weapons.) (Trinity Technology Guide.) Damage: 6d, SS: 14, Acc: 9, RoF: 60/3 Clip: 60 (yes, you can rip the clip in one round). Rcl: 0. (Trinity Technology Guide) Plasma Pistol: In a way, this gun is the energy-weapon version of the Desert Eagle - too much recoil to be good for repeat shots, but in the hands of a skilled user, powerful enough not to need repeat shots. It's illegal in the FSA and still not quite competitive with ordinary slugthrowing high caliber handguns in terms of price, even counting in the need for ammunition. Damage: 5d. RoF: 1. Clip: 10. Rcl: -3. (Trinity Technology Guide) Anti-Pursuit Liquids: These capsules, about the size of two fists atop each other, contain compressed liquid that hinders pursuit: Stickum (hard to run across), BadFumes (causes nausea and vomiting), and the more illegal FireFun, in which encapsilated reactive materials are suspended in an aqueous flammable gel. It's fine until someone steps on it. Then foom. It's a bit pricey as far as canisters of stuff go, but not too bad as far as weapons go. (Chromebook 4.) Nanopaper: One of the first widespread uses of nanotechnology, this high-security paper will dissolve into untraceable dust when you shine a particular sort of light on it. It's about four dollars per page. (Chromebook 4.) MILITARY STUFF This is stuff that I see being almost exclusively in the hands of the military simply because it's not very useful outside a military context. Because this isn't a military game, I'm not really going to go into much detail. TechnoDyne "Jupiter" Lightning Gun: It's a tripod-mounted biotechnological device that, yes, shoots lightning. It was mostly constructed for anti-vehicle and EMP uses, but it nicely fries anyone in or near the vehicle, too. (Trinity Technology Guide) Pulse Cannon: This is a laser-guided particle stream accelerator cannon that requires a crew of two to fire and is used against large vehicles and Aberrants. It's standard fare in military forces around the world, having been introduced nearly thirty years ago in an Aberrant attack against a FSA space fortress. (Trinity Technology Guide) VARG and bioVARGs: These are hardtech and biotech versions of giant robot suits (though they're only mildly giant - usually standing about 10-20 feet tall). These allow Legion and other military forces to at least stand some chance in a toe-to-toe fight against minor and moderately powered Aberrants, though because of their speed and power, they are useful in a wide variety of military situations. The limiting factor on both is price - bioVARGs have the additional limitation of requiring a psion to pilot them. Naturally the adventures of VARG pilots are a favorite topic for "reality holo" shows.