Technology

partial subset, tables don’t copy/paste very well

C O S M E T I C E N H A N C E R
Costs 1 aspect
This common mod, originally used for vanity purposes, is
now part of the complex social rituals of the Commonal-
ity Core. You can modify skin, hair, eye colour; change sex,
mental state, muscle amount and tone; and increase or
decrease dopamine and other hormone levels. Superficial
changes take one scene, or much longer for more profound
modifications.
D E F E N C E C H I P
Costs 1-2 stunts
Mindscape-enhanced evasion and self-defence routines
analyse the flow of combat and let you use Unarmed or
Melee Combat to defend against Ranged Weapon attacks.
An additional stunt buys the advanced defence chip,
providing a +2 bonus to all Athletics, Melee Combat, or
Unarmed Combat defend actions.
E M PAT H I C L AC E
Costs 1 stunt
Gain a +2 bonus to Redaction attempts (page 87), but you
must take any consequences you treat onto yourself at 1
level lower. For example, if you use Empathic Lace to redact
a moderate mental consequence, you yourself incur a mild
mental consequence.
E X T E N D E D L I F E S PA N
Costs 1 aspect, 1 stunt
A high-tech version of longevity available in the Com-
monality, it’s usually taken during character creation.
Commonality citizens are geneered by default not to age
naturally after reaching maturity; this enhancement means
your character is already making use of this, ie is older than
a single unenhanced lifespan. He still has the body of a
mature human — a physiological age of mid- to late-twen-
ties — but is at least a century older.
M E TA B O L I C B O O ST E R
Costs 1 aspect
This nanoregime lets you metabolise and store greater
energy levels for other enhancements. It offsets the Drain-
ing flaw and helps with enhancements like Bioelectric Field
Implants, Subdermal Projectors, and Wings.
Invoke: To gain a bonus on another genurgic mod;
stay awake or keep active; gain a bonus to Physique
rolls.
Compel: To require increased food; become physically
weak after a large energy expenditure; be unable to
succeed at recovery obstacles after major use.

M I N D S C A P E I M P L A N T
Costs 1 aspect
The Mindscape implant is the defining technology of the
Commonality, permitting your character to access the inter-
stellar information storage and communications network
known as the Mindscape (page 186). Most Commonality
characters take this mod as a mandatory extra at charac-
ter creation; those who do not take an Implant Reject flaw
(page 68). Mechanical and installation characters take a
Mindscape Instance mechanical enhancement instead.
Invoke: To use the Mindscape, enhance an ability, or
remember an exomemory (page 188).
Compel: To be easily tracked or detected.
R E J U V E
Costs 1 aspect, 1 stunt
This low-tech version of longevity is used on rediscovered
and Fringe Worlds which don’t yet have full access to
Commonality tech, up to and including Stage Four Cultural
Integrity and cultures subject to the Commonality embargo
(page 343). Rejuve is a one-off medical procedure using
DNA recombination to reduce a person’s physical age,
usually taken when a character is over 50 years old. You
have a physiological age equal to your chronological age
minus 30, and gain 5 additional skill points and a longevity
aspect (page 110).
R E S P I R O C Y T E S
Costs 1 aspect
Respirocytes are artificial blood cells which oxygenate tis-
sues even when your heart has stopped. They enable you
to perform athletic feats that seem impossible.
Invoke: To hold your breath, have increased stamina
and resistance; gain bonuses to recover swiftly when
overcoming recovery obstacles.
Compel: To show up as enhanced on scans; be noticea-
ble due to rapid recovery, slow breathing, heartbeat, etc.
S K I L L C H I P
Costs 1 stunt
Aggregations of exomemory techniques, expert knowl-
edge, and neural and nervous system boosters, skill
chips provide a +1 bonus to a single specific skill when
connected to the Mindscape. They provide the core
knowledge and techniques required by a Commonality
professional.
It takes time to benefit from a skill chip; like any new
equipment, muscle and reflex memory must learn to
compensate for increased capacity and reaction speed. You
can’t simply plug in a new one and go.
A skill chip user often carries a personal Mindscape
instance (page 194) so that it continues to operate even
outside normal Mindscape range. This works seamlessly as
long as the PMI has been updated in the past few months;
older PMIs may provide more limited bonuses.
A skill chip may be damaged by mindburn or other
physical attacks (probably as a compel of a consequence
when you try to use the chip).
S P E C I A L O P S C H I P
Requires occupation permission, Mindscape implant
Costs 1 aspect
A form of Mindscape implant with the “safeties” taken off,
a special ops chip allows for illegal and damaging actions
in the Mindscape and against Mindscape users, including
technopsi attacks like mindburn, domination, and Mind-
scape hacking. Illegal versions are known as black chips.
S U B D E R M A L P M I
Requires occupation permission
Costs 1 stunt
The special ops version of the personal Mindscape instance
(page 194) is restricted in availability. Built into the owner’s
body usually as part of his Mindscape implant, it’s casually
undetectable, and with a monitor band cloak is detectable
only on a detailed scan.
S U B D E R M A L W E AV E
Costs 1 stunt
Permanent armour beneath your skin, undetectable on
casual scans. Gain an armour:1 rating.
T R A N S D E R M A L R E I N FO R C E M E N T
Costs 1 stunt
Your skin, bones, and musculature are genurgically
reinforced, undetectable on casual scans. You can take an
additional mild consequence.
VA R I FO R M P H YS I O G N O M Y
Costs 1 aspect
While non-synthetic organics don’t usually have variform
body plans, this lets you reconfigure your facial features,
disguising yourself and even mimicking other people.
Invoke: To be unrecognisable, look like someone else.
Compel: To elicit suspicion, disturb others by inadvert-
ently “morphing” or shifting features.
W I N G S
Costs 3 stunts + Draining flaw
You have enormous organic wings. You must modify an
aspect (probably your high concept) to reflect this.
Improvements
Improvements are special abilities applied to equipment.
It’s often easier to buy an improvement than, say, a genurgic

mod; you don’t need a genotype aspect, for example. You
may need a permission (like an occupation permission) to
purchase hazardous or potentially illegal improvements.
B I O M E D A R R AY
Costs 2 skill points
Applied to armour or clothing, this provides a Fair (2)
Technical skill for overcoming mild consequence recovery
obstacles, avoiding the -2 penalty for operating on yourself.
E VA H A R N E S S
Costs 1 stunt
You may use your Athletics skill for zero-G movement
actions, incurring no penalties.
P SA
Costs 1 stunt and / or 2 skill points
The personal sensor array may be applied to armour or
clothing. For 2 skill points, it provides Fair (
2) Notice and
Investigate skills when used for sensorview actions; for 1
stunt, it provides a +2 bonus to sensorview actions.

R E G E N E R AT I N G A M M O
Costs 1 aspect
Your weapon contains a makepoint which gradually replen-
ishes its ammo supply (page 128). Most weapons acquired
on T9+ Commonality worlds have this as standard.
Invoke: To burn through ammo at a rapid rate, gaining
a bonus to hit or damage.
Compel: To be forced to scale back your attack because
your ammo is regenerating.
S E N T I E N T
Costs 1 aspect, plus (optionally) 1 or more stunts and skills
An item of equipment like a weapon has a synthetic
eidolon sentience (page 43). You take the item as an extra
with at least 1 aspect; you may also take skills and stunts for
the item. Most equipment acquired on T8+ Commonality
worlds has a basic sentience; this improvement indicates
the sentience is an eidolon; choose how that’s expressed in
its aspect (Sentient Blaster Veteran of the Xeno Wars, etc).
Invoke: Your equipment understands the task at hand
and gives you a bonus.
Compel: Your equipment misunderstands the task or
refuses to cooperate for some reason.
For example: Captain Gunne, Sentient ex-Military Blaster
Rifle; Regenerating Ammo; Average (+1) Notice, Ranged
Combat; Costs 2 aspects, 2 skill points.

VAC S E A L E D
Costs 1 aspect
Applied to clothing or armour, this indicates your apparel is
airtight with a 3-hour air supply. It may be combined with
Feeder Tanks (page 137) for virtually unlimited endurance.
Mechanical Enhancements
Mechanical enhancements usually apply to robots, star-
ships, vehicles, and other mechanicals (page 43). They
are fully artificial, requiring power, and may malfunction.
Organic characters with mechanical enhancements may
become cyborgs (page 449).
Table 8-4: Mechanical Enhancements lists those com-
monly available in the Commonality; see page 292 for the
corporacies which provide them.
B U I LT- I N W E A P O N
Costs 1 aspect
You have a weapon from “Weapons”, below, built into your
body; you may have to increase your scale with the Scale
Increase enhancement to accommodate it. You must pay
any costs for the weapon and this enhancement; use this
enhancement’s control index, or the control index of the
weapon minus 1, whichever is lower.

F L I G H T C A PAC I T Y
Costs 3 stunts
You have grav lifters, fixed or rotary wings, or even dirigible
lifter tanks, depending upon available technology.
G L I D E C H U T E
Costs 1 aspect
You have a parawing, descent chutes, or even jet thrusters
allowing you to make a controlled gliding descent.
M I N D S C A P E I N STA N C E
Costs 1 aspect
This is the mechanical enhancement version of the Mind-
scape implant used by Commonality mechanical synthetics,
installations, sentient starships, etc. It’s also a limited copy
of the Mindscape (page 186).
S P E C I A L O P S M I N D S C A P E I N STA N C E
Requires permission
Costs 1 aspect
This is the mechanical enhancement version of the special
ops chip (page 121).

Virtual Enhancements
Virtual enhancements operate in the Mindscape, and have
no physical manifestation. They include fields, imposalities,
technurgy, and so on — see Chapter 11: The Mindscape.
Virtual enhancements are exposed via a character’s halo
(page 186). Attacks using virtual enhancements are tech-
nopsi attacks, usually affecting the mental stress track.
Table 8-5: Virtual Enhancements lists commonly availa-
ble virtual enhancements; see page 292 for the corporacies
providing them.
I M P O SA L I T Y
Requires Mindscape Engineer and Domination
Costs 2 stunts
Use the Technical skill to create a permanent imposality
(page 191) advantage in the Mindscape. You can invoke this
in a Will technopsi attack to “trap” a target in the imposality,
either using an ongoing mental attack, or a situation aspect
providing passive opposition to the target’s actions.
M I N D S C A P E C O M P E T E N C Y E N H A N C E M E N T
Costs 1 stunt
You have an increased capacity for expert action in the
Mindscape only.

S E N T I N E L S
Costs 1 stunt
Once per session, you may protect yourself with one or
more Mindscape sentinels (page 191). These operate like
minions (page 94).
HYPERTECH
Hypertech is advanced equipment available to Commo-
nality characters, including vehicles, weapons, personal
armour, and other items. Hypertech items are presented
below as extras, but may be acquired in several ways.
Starting character equipment is discussed on page 28;
this section discusses acquiring and using hypertech and
other equipment in play, as story detail, aspects, and extras.
Equipment As Story Detail
Sometimes you need equipment to describe an action
— perhaps a cheap optical fold to impress some natives,
or clothing to attend a social event. If it’s reasonable you
might already have such an item, you can spend a fate
point and write it on your character sheet. You don’t get a
bonus; it just gives you a permission to perform an action.
Equipment As Aspects
You automatically have the basic equipment you need
to use your skills — a handgun if you have the Ranged
Combat skill, etc. If you want something to give you a
rules mechanical effect, one of the simplest ways can
be to have an aspect. This requires a Resources roll to
acquire, creating an advantage for the item (page 145).
If you fail at this acquisition roll, you may succeed at a cost

(page 143) by incurring credit stress equal to the differ-
ence between your roll and the difficulty; this may inflict
consequences.
The passive opposition for this roll is determined as
usual (page 144); it’s probably Average (+1) unless the item
is scarce, expensive, or otherwise difficult to acquire. The
aspect you gain represents the item, and lasts as long as a
normal situation aspect (page 68). If you wish to keep the
item longer, you must cement it as an extra.
Equipment As Extras
For more complex mechanical effects, you can define an
item as an extra using your extras budget. Some items
may require a permission — at least a narrative justifica-
tion for how you acquired it. This may depend on the
control index (page 342) of the world you’re trying to
acquire the equipment on; or the character may have to
belong to a certain occupation or organisation. Restricted
items like this are indicated with an asterisk (*); it’s up to
the GM how difficult they are to acquire, but they should
at least require a permission, or Contacts, Bureaucracy,
Rapport or Resources rolls.
You can create items on the fly. As they’re a little more
involved than aspects, we’ve provided examples below; you
can customise them, acquire them at higher or lower cost,
with correspondingly poorer or greater abilities. Maybe the
item is broken or damaged, or an upgraded version?
Weapons
There are many weapons in Human Space, from standard-
issue handguns to disintegrators, meson rifles, and other
exotic energy weapons.

W E A P O N A S P E C T S
Many weapons have aspects. When you buy a weapon with
your extras budget, you automatically get access to these
at no extra cost. They include:
Burst Fire: The weapon may fire bursts of 3 or so shots
against a single target. This may do more damage, increase
your chance of hitting, or provide suppressing fire. It may
be compelled to run out of ammunition.
Full Auto: The weapon may target multiple targets in a
single zone (page 175); you may divide your attack among
two or more opponents if you wish. It may be compelled to
run out of ammunition, overheat, and so on.
Heavy Weapon: The weapon is large and usually requires
special training to use (page 93). Heavy weapons may be
built into powered physical armour (page 132) at no extra
cost, negating the need for crews and bipods / tripods.
Recoilless: The weapon causes no recoil and is suited for
use in low- and zero-G conditions (page 176).
T H E W E A P O N S TA B L E S
The tables below present various weapons, from primitive
melee weapons to advanced energy weapons. They com-
prise the following columns:
Weapon: The weapon’s name.
Damage: How the weapon helps you damage your
opponent; a weapon rating (page 103) or attack bonus.
Range: The weapon’s range in zones (page 151). Range
0 indicates a melee weapon which uses the Melee Combat
skill; ranges 1 and above indicate ranged weapons using
the Ranged Combat skill.
Tech Index: The weapon’s tech index (page 116).
Control Index: The world control index at which a
weapon’s availability becomes restricted (page 117).
Notes: Weapon notes, including weapon aspects.
Cost: The weapon’s cost as an extra.

A R C H A I C W E A P O N S
Primitive weapons doing low-velocity impact or slashing /
piercing damage; at best they have a weapon rating.
B L A ST E R W E A P O N S
Advanced weapons using magnetically confined plasma
or flammable compounds. Blaster weapons do heat
damage; they have weapon ratings, and automatically
create advantages like Burning or On Fire when their
attacks succeed.
Notes:
Blaster pistols and blaster rifles include the Tyce Systems
T-20 20 megawatt blaster pistol and the Tyce Systems T-50 50
megawatt blaster rifle.
The meson rifle is a handheld particle accelerator, an
enormous weapon with suspensor field and steady har-
ness; the Pleskov (PASARM) Nova-1220 is a typical model.

G R E N A D E S A N D E X P L O S I V E S
Grenades use the Ranged Combat skill to attack, but may
only be thrown into your own or an adjacent zone. If a gre-
nade lands in your own zone, you may be affected.
Grenades use the area effect rules (page 175), and affect
friend and foe alike. Their range indicates the number of zones
they affect when they explode; “0” means the current zone, “1”
means the current zone and all adjacent zones, etc. When you
purchase grenades as an extra, you acquire several — maybe
a belt or case — although you probably don’t carry all of them
on your person. All grenades have Limited Supply and Easy
Target aspects.
Notes:
EMP grenades affect mechanicals’ mental stress tracks
and the systems stress tracks of starships, installations, and
similar constructs.
The grenade launcher attachment can be attached
to any kinetic, null, or blaster rifle, and projects grenades
to greater ranges with better accuracy than thrown
grenades. The grenade launcher is a standalone model,
roughly rifle-sized.
Sonic grenades require Standard (-1 to +1) atmos-
pheric pressure or above (page 325) to be effective.

K I N E T I C W E A P O N S
Mid-tech weapons using solid slug ammunition inflicting
kinetic damage, kinetic weapons (also known as kinori-
fles and kinopistols) have a weapon rating. Alternative
ammunition types may be available for an additional 1
stunt cost:
• Armour-Piercing: Reduces armour ratings by 2; may
be invoked against Heavily Armoured vehicles, etc.
• Dum-Dum: Imposes a -1 penalty on Ranged Combat
rolls, but you may require the target to take a conse

quence instead of marking off stress.
• High-Explosive: May be used against targets 1 scale
larger with only a -2 reduction in damage rather than -4
(page 174).
• Tracer: Automatically creates Tracer Targeting-type
advantages.

Handgun, Medium

Notes:
Examples of kinorifles include the Magnatech AR7 7mm
autorifle.

N U L L W E A P O N S
Advanced weapons using coherent beams of electromag-
netic spectrum energy like visible light or microwave lasers.
All null weapons have a Recoilless aspect, and are popular in
low or zero-G environments. They’re also known as beam-
ers or laser weapons. Very accurate, they provide an attack
bonus instead of a weapon rating — you can “sweep” the
beam across the target.

Notes:
Examples of null pistols and null rifles include the Tyce
Systems LP-25 25 megawatt laser pistol and the Mai Ling Null-
70 70 megawatt laser rifle.

The disintegrator rifle is experimental and hard to
obtain; it’s a large weapon, firing a torsion beam which
tears its target apart. The AFI X-2 Torsion Disintegrator (Clas-
sified) is an example.

The Venu protein disruptor pistol is a little-seen
weapon used by officers and the mysterious Venu techno-
priests — it’s just as unstable as the rifle version.
The Venu protein disruptor rifle is the main Venu
trooper weapon, a scaled-down version of the Venu disrup-
tor cannon based on stolen Commonality tech. It leaks
z-radiation.

S O N I C A N D ST U N W E A P O N S
Advanced non-lethal weapons projecting sonic or
high-gauss fields, overloading nervous or synthetic
pseudo-nervous systems and rendering targets uncon-
scious or incapacitated. Recoilless, they nevertheless
require a Standard (-1 to +1) atmospheric pressure or above
(page 325) to function.
Stun weapons function as the Mental Blast special
ability (page 110), causing mental stress damage or creating
advantages, but using the Ranged Combat skill. Sonic weap-
ons operate similarly but have limited range; they may be
used on a wide beam as a multiple target attack (page 175).
Notes:
The neural whip is a Venu weapon which causes agonising
pain at the slightest touch. It can be used in mental as well
as physical attacks.

S P E C I A L W E A P O N S
Special weapons don’t fit into any of the above categories.
They include both melee and ranged weapons.
Notes:
Energy knives, maces, and swords are often ritualised
duelling weapons, though some prefer them as supe-
rior close combat weapons. They may be used with the
Blaster Bolt Defence and Lightning Attack Melee Combat
stunts (page 90). The Hydrodyne M-200 Integral Defender,
frequently built into p-suits as a holdout weapon, is an
example energy mace.
The monofil is a lethal invisible blade comprising a
single monofilament (a wire one molecule thick) held in
place by a suspensor field. If two monofils ever connect,
one or both suspensor fields may collapse and the blades
drift free, causing terrible damage.
Vibro weapons are early powered melee weapons with
rapidly vibrating blades. They cause bloody wounds.

Armour
There are two types of personal protection against physical
attacks: physical armour, and non-physical force fields.
Like weapons, armour may have armour aspects.
P H YS I C A L A R M O U R
For 1 stunt point, you can buy physical armour providing
an armour:1 rating against physical stress, representing
basic mesh armour. For each additional stunt point, you
may upgrade to a better type of physical armour, increas-
ing your armour rating (to a maximum of armour:3) and
perhaps absorbing additional consequences.
Assault Armour
Costs 5 stunts
Comprising powered exoskeleton, reinforced polymer
plates, and variform weave, and forming a sealed combat
suit adaptable to many combat environments, assault
armour is frequently improved with heavy weapons, EVA
harness, biomed array, and so on.
Combat Suit
Costs 2 stunts
A heavy duty adaptive weave coverall for combat use,
frequently combined with a haze or dispersion field.
Compound Armour
Costs 4 stunts
A mixture of reinforced polymer plates and adaptive weave,
compound armour is obvious and bulky, and the preferred
choice of AFI professionals.

Hi-Threat Assault Armour
Costs 6 stunts
High-end powered armour, sealed and with a sentient
exoskeleton, this is the nearest physical armour gets to a
fully-enclosed combat walker (page 254). It’s massive and
extremely intimidating, usually vac sealed, and frequently
paired with EVA harness, heavy weaponry, strength boosts,
and combat drones.
Mesh
Costs 1 stunt
The lightest modern armour, consisting of adaptive fibre
covering torso and abdomen which goes rigid against
blunt trauma damage. Lower tech mesh refers to the
heavier “bulletproof jacket”.
Shocksuit
Costs 3 stunts
A bulkier version of the combat suit, the shocksuit comprises
a reactive variform weave powered by a built-in ZIP cell.
FO R C E F I E L D S
For 1 stunt point, you can buy a force field giving you a
+1 defend bonus against physical attacks, representing a
basic haze field. For each additional stunt point, you may
upgrade to a better type of force field, increasing your
defend bonus (to a maximum of +3) and perhaps absorb-
ing additional consequences.

Absorption Field
Costs 4 stunts
A self-contained version of the genurgic mod (page 118),
the absorption field is noisy, and distorts the user’s visual
signature and manipulative ability. It’s powerful enough to
be airtight, though doesn’t usually come with an air supply.

Assault Field
Costs 5 stunts
A more advanced version of the absorption field, it’s less
restrictive to the user’s manipulative ability, and absorbs
more damage.
Dispersion Field
Costs 2 stunts
Not overly obtrusive but nevertheless easily detectable,
dispersion fields are the entry-level combat force field.
Haze Field
Costs 1 stunt
Ubiquitous in the Commonality, haze fields are low-level
force fields, subtle and generally unobtrusive, and often
paired with cosmetic enhancers (page 120).
Repulsor Field
Costs 3 stunts
High-energy combat force fields, repulsor fields distort the
light around the wearer and are easily visible.
Singularity Field
Costs 6 stunts
Also called the blacklight unit, this is the most power-
ful force field known to the Commonality. It uses planing
theory to shunt damage into 2-space, shrouding the user in
an angular black field from which no light escapes.
S P E C I A L I ST A R M O U R
Some forms of personal protection combine elements of
physical armour and force fields.

Low Signature Insertion Suit
Costs 2 stunts
A combined adaptive weave and custom haze field p-suit,
specially designed for stealth missions. It’s largely undetect-
able without a blatant physical search.
P-Suit
Costs 2 stunts
A one-piece fitted adaptive weave coverall incorporating
a haze field, standard issue for active personnel. Low-pow-
ered, with a force visor sealing against inimical or hostile
environments and 3 hours of breathable air recycled
from the wearer’s body (with optional feeder tanks), it
can incorporate an EVA harness, personal sensor array, or
biomed array.
Reflective Armour
Costs 1 stunt
A low-tech highly reflective foil coverall capable of reflect-
ing the energy from visible light null weapons, ie lasers. It
offers no protection against other weapons, although it
may be combined with mesh armour and even a p-suit.
Venu Light Armour
Costs 1 aspect and 1 stunt
Also known as a Venu status suit, this includes various
light armours worn by Venu officers and commanders. It
incorporates a Venu mask, and can be pressurised for a
few minutes. Shipboard officers often combine it with an
EVA harness.

Venu Marauder Armour
Costs 5 stunts
The best available Venu armour, this powered exoskeleton
can’t be used around unprotected allies due to its high-
intensity z-radiation bleed. It incorporates an unstable
dispersion field and gives its wearer a Strength Boost aspect.
Venu Trooper Armour
Costs 3 stunts
A heavy duty suit of composite ceramic plate usually in
Venu legion colours, it has a primitive unstable force field
and is airtight, with limited EVA capability. Expensive, hard
to maintain, and bulky, it’s standard issue for Venu troopers.
A more expensive vac-sealed EVA version known as Venu
g-armour is worn by Venu marines.
Zero-G Armour
Costs 3 stunts
A flexible suit of vac-sealed adaptive mesh incorporating
a force helmet and EVA harness, this is standard issue for
Space Force marines. It incorporates the Vac Sealed and EVA
Harness improvements for a single stunt cost. Improved
Zero-G Armour also incorporates a dispersion field.
Stealth Gear
Mindjammer stealth missions are a constant battle of
measure and countermeasure, involving Mindscape deceit
and stealth as much as physical subterfuge.

E F F E C TO R S
Cost 1 aspect, 1 stunt
Aka finger fields or fiddlers, these very small tractor fields
allow micro-level manipulation. Some stealth drones (page
139) use them, although it lowers their stealth profile. You
can have one built in as an enhancement, but large-scale
manipulation makes power an issue, so most are palm-
sized Mindscape-controlled modules in p-suits or EVA /
utility harnesses. Effectors allow physical manipulation
without physical contact at up to 1 zone range — effec-
tively technopsi telekinesis.
H E AT S H I E L D
Costs 1 stunt
This basic stealth field masks infrared signatures, providing
a +2 bonus to avoid detection by IR or similar technologies.
I N T R U S I O N FO L D
Costs 1 stunt
An aggregation of intrusion measures to thwart security,
locks, sensors, automated defences. It doesn’t mask your
signature, but insinuates itself into security systems and
prevents them from operating. It provides a +2 Intrusion
bonus to overcome security measures.
M O N I TO R BA N D C L OA K
Requires occupation permission
Costs 1 stunt
A small field projector dampening a Mindscape implant’s
monitor band, rendering your character virtually unde-
tectable by Mindscape tracer, but also preventing you
from using the Mindscape while it’s active. You can deac-

tivate an active monitor band cloak if you know someone
has one and you’re at handshake range (the same zone);
it’s a hacking attempt (page 87) against Fair (2) passive
opposition, or an active opposition by the target’s Intru-
sion (Security Specialist), Deceive (Suspension Matrix),
Stealth (Ghost in the Machine), or Technical (Mindscape
Engineer) skill.
N A N O B U G S
Cost 1
skill points
Tiny, insect-sized low-level sentiences, nanobugs infiltrate
areas and conduct passive surveillance (using the Notice
skill). When passive, they’re at least Superb (5) to detect,
or the surveilling agency’s Stealth roll, whichever is
higher. If they detect something, they immediately return
to base, simultaneously transmitting their findings, when
they may be detected actively or passively against only a
Fair (
2) opposition. Stopping a nanobug from escaping
or transmitting is a hacking attempt against Fair (+2) pas-
sive opposition or the Intrusion roll of a security specialist
(page 87).
ST E A LT H F I E L D
Costs 1 or more aspects
A variation on haze fields making subjects appear invis-
ible or part of the scenery. They operate in multiple parts
of the electromagnetic spectrum — visible light, electro-
magnetic, gravitic, and so on — selected when you take
the item.
Invoke: To avoid detection in that energy spectrum.
Compel: To emit an energy surge in that spectum.
W E A P O N S I L E N C E R
Costs 1 aspect
Weapon silencers exist for most weapons which emit noise
when fired, and are generally not interchangeable.
Invoke: To attack silently.
Compel: To misfire or be off target.
General Equipment
Enhancements aren’t always appropriate, even in the
Commonality, and equipment replicating their effects is
ubiquitous on lower tech worlds where enhancements may
be restricted or unavailable. Here are some examples.

E VA H A R N E S S
Costs 1 stunt
For use in zero-G environments (space walks, EVA, etc), the
EVA harness lets you use your Athletics skill for movement
actions in zero-G with no penalty (page 176).
F E E D E R TA N K S
Costs 1 aspect
These small genurgy tubes create breathable air to
sustain characters indefinitely, as long as they’re “fed”
occasionally.
H A N D S C A N N E R
Costs 1+ skill points
Sensor suites with a raft of sophisticated motion sensors,
radar, sonar, and organic and synthetic life signs detectors,

Commonality scanners are DI-equipped (page 114), and are
intelligent enough to answer questions. They usually have
the Notice and Investigate skills; some models may also
have Knowledge and Science.

M I N D S C A P E T R AC E R *
Costs 1 stunt
A standalone device or extension to hand scanner, PSA
(page 121), or starship sensor suite (page 201), this lets you
locate and track an individual by his unique Mindscape
ID. It requires orbital sensor support (perhaps provided by
global Mindscape node) for ranges greater than continen-
tal, but otherwise is the same as detecting the monitor
band (page 189). Mindscape ID availability depends on the
target and the world’s control index.
P E R S O N A L M I N D S C A P E I N STA N C E *
Costs 1 aspect
A small portable instance of the Mindscape with limited
functionality, it’s described more fully on page 195.

Medical Equipment
AU TO D O C
Costs 1 aspect, 1 stunt, and 1+ skill points
An advanced sentient biomed array (page 121) in the form
of a non-portable rig usually built into an installation like
a starship, large vehicle, or dedicated medical facility. It
usually has at least a Great (+4) Technical skill, the Meditech
stunt, and the Regeneration extra.

B I O M E D K I T
Costs 2 skill points
Similar to a biomed array, this portable device gives you a
Fair (+2) Technical skill for recovery obstacles. It contains a
basic sentience, diagnostic routines, and essential treat-
ments. You may use it on yourself at the usual penalty.
STA S I S C H A M B E R
Costs 1 stunt
The discovery which took the First Commonality to the
stars; a spacetime distortion field which slows the pas-
sage of time in a restricted volume to practically nothing.
Affected volumes acquire a grey reflective sheen, and
no force may enter; an operational stasis field may pass
through the heart of a star. For a fate point you may
activate a stasis chamber and “freeze” everything within
(usually 1 zone in size) in indefinite suspension. You may
deactivate the field (for a fate point) at any point. You may
activate the field with you inside, but may not deactivate it,
although you may set a timed deactivation. Activation and
deactivation are usually by Mindscape or nanocell; “locked”
stasis chambers may require an Intrusion roll.
Drones
Drones are ubiquitous in the Commonality, providing
PCs with useful skills for missions. At the beginning of a
mission or adventure, characters with appropriate per-
missions or resources may select a drone to accompany
them; it provides additional skills and possibly teamwork
bonuses, and optionally a stunt and / or aspect. Your
character may only spend his extras budget or advance-
ments on drones, but may change the invested budget

entirely at the beginning of a new mission or adventure
(or appropriate milestone).
Most drones are Small (-1) (page 174), usually with one
or two stress boxes and one or two consequences. Star-
ships may also have drones like space combat and system
survey drones, usually Medium (+0) scale (page 212).
The drones in Table 8-19 are examples; characters may
take greater or lesser versions for the appropriate cost.
STARSHIPS AND VEHICLES
This section presents starship and vehicle extras with
example skills, stunts, and aspects, which characters may
buy with their extras budgets. See Chapter 12: Constructs,
Chapter 13: Starships and Space Travel, and Chapter 14:
Vehicles and Installations for starship and vehicle rules.
When a character purchases a starship or vehicle extra,
its skills are construct skills (see Chapter 12: Constructs)
which may be used for construct actions. Starship and vehi-
cle extras may also have stress tracks and consequences:
see page 199.
Vehicles
AT V
Costs 1 aspect + 6 skill points
The Hydrodyne Habitat ATV (page 253) is an all-purpose
pressurised all-terrain vehicle found on worlds throughout
Commonality Space, and particularly on the Fringe.
AVATA R
Costs 1 aspect, 2 skill points
Gives you a synthetic body you can remote control using
technopsi, effectively using it as a “vehicle”. It has physical
and systems stress boxes, and takes up to 3 consequences.
Use your Drive or Pilot skill instead of Athletics; you may
also give it skills and stunts as an extra (avatars generally
take character skills and stunts instead of construct ones).
Many stunts and extras (like the construct Marksman extra)
automatically provide an avatar at no additional cost.
C O M M O N A L I T Y A S SAU LT WA L K E R
Costs 1 aspect, 1 stunt, + 6 skill points
A 4-metre tall humanoid assault walker usually fitted with
auto- or laser cannon. It has a single person crew, and may
be remote controlled using technopsi (page 254).
F LY E R
Costs 2 skill points
A usually unpressurised personal grav vehicle capable of
reaching orbit, and the most common vehicle on Common-
ality worlds (page 255).
L I F T E R
Costs 1 stunt + 1 skill point
A large exoskeleton used for shifting heavy loads, it may be
piloted physically or remotely using technopsi (page 259).

T R I P H I B
Costs 2 stunts + 6 skill points
A grav flyer with submersible and orbital capability, often
carried aboard explorer ships.
Starships
If you’re investing many extras budget points and advance-
ments in a starship extra, you may want to note it on a
construct sheet (page 476) as well as on your character sheet.
B OTA N Y BAY – C L A S S E X P L O R E R
Costs 1 aspect, 2 stunts, + 9 skill points
The core of the Space Force exploration fleet with a crew of
50-100, this is a good ship for a PC party to take as a shared
extra (page 105); check out a full stat block on page 231 to
see other capabilities which may not be under the players’
control.
H E R A L D – C L A S S FA ST C O U R I E R
Costs 1 aspect, 1 stunt, + 6 skill points
Small agile ships used by the instrumentalities for urgent
business, fast couriers have a crew of 1 or 2 in addition to
the ship sentience, and from 3-4 passengers, expandable
up to 40 or so with passenger modules (page 213).

I C A R U S – C L A S S S C O U T
Costs 1 aspect, 1 stunt, + 6 skill points
A small 1-man scout complementing the Event Horizon
Probes (page 235) and the Botany Bay-class explorer, it can
squeeze in an extra crewmember for a limited period, or up
to 3 passengers in great discomfort for a week or so.
M I N D JA M M E R
Costs 2 aspects, 1 stunt, + 6 skill points
The signature ship of the Commonality, Mindjammers
travel the spacelanes updating the Mindscape and tying
the Commonality together. They often travel with up to 4
organic and synthetic companions.

P R O F I T – C L A S S N E W T R A D E R
Costs 1 stunt + 4 skill points
A cramped 1-person freighter with room for 1 other crew
member and 2 passengers or additional crew. It has a
cargo hold, but usually also bolts on additional cargo
pods (page 213).
P R O S P E C TO R – C L A S S M I N I N G V E S S E L
Costs 1 aspect, 1 stunt, + 6 skill points
Often two-person vessels, with one organic and one star-
ship sentience, both loners and happy with the isolated life
in asteroid belts and accretion disks. They can take 3 more
crew at multiple occupancy

Technology

Mindjammer! tetrasodium tetrasodium