To do: Technology - High-Tech, Technology - Bio-Tech, Psionic Powers
Sort: Into what has been invented, what is being invented, and what has not been invented but will be.

===Wristwatch Radiation Counter (TL9)===
This measures and displays the amount of radiation that the user is exposed to, and can be programmed to set off an alarm if dosage exceeds a designated level. The same unit can also present information on a HUD if built into a helmet visor.

===Timescanner (TL9-11)===
A timescanner is a device that can be used to see into the past; it is useful for archaeologists, detectives and genealogists. When activated, it provides a holographic image of whatever happened within a two-yard radius of the scanner. Nothing outside that area can be seen – it can’t be used as a “window” to scan the surrounding landscape. The place being scanned is relative to the nearest large mass (large being continent-sized). Thus, a timescanner can only be used to scan planetary surfaces.

A timescanner must be set for an arbitrary point in time in the past, e.g., 31 years, 84 days, 11 hours, and 50 minutes ago. Make a skill roll against Electronics Operation (Sensors or Temporal). A successful roll means the scanner has locked onto the correct period. Failure means that the mark was missed by 10% times the margin of failure (plus or minus, roll randomly). A critical failure means that it could be seeing anywhen. Other than visual evidence (“Why are they wearing togas? Are you sure this is 1945?”), there is no way to tell if the scanner is focused on the correct time.

The more distant the period to be scanned, the longer it takes the scanner to reach it. It takes 90 minutes to focus on something within the last 24 hours, three hours to focus on something within the last 10 days, six hours to focus on a point three months distant, 12 hours to focus on a point within the last two and a half years, 24 hours to focus on something within 25 years, two days to focus on something within 250 years, and so on. Each tenfold increase in temporal distance doubles the amount of time that it takes the scanner to reach that period.

After the scanner is ready, it projects the visual image of the area it occupies, which continues in “real time” until the scanner is deactivated. This can be unhelpful if, in the time being scanned, the area presently occupied by the scanner is filled with solid material.

For example, archaeologists take a timescanner to the ruin of an ancient palace. They set it up, then use astronomical data to choose an early morning exactly 3,200 years ago, the approximate date it was built. It takes four days for the scanner to reach back that far (whether it shows brief glimpses of intervening periods is up to the GM), and start relaying images.

What the archaeologists see is two halves of different rooms – a wall once bisected the area now occupied by the scanner. In one room, the scanner shows a bit of rug, and the corner of a chair. In the other room, the archaeologists can see half a bed, holding the bottom half of someone sleeping under a fur cloak. If they want to see more, they would have to wait for someone to come into the timescan field (perhaps the sleeper will get up and move into view). They could also try again, either resetting the time to be observed or physically moving the scanner. Either action breaks the lock.

If temporal technology is possible, timescanners are often developed at relatively low TLs. Portable models become available at very high TLs.

Timescanner (TL9): A room-sized facility. $800,000,
10,000 lbs., external power.

Time Viewer (TL11): A semi-portable unit. $100,000,
100 lbs., E/32 days.

===Phantom Places (TL10)===
Holotech projectors can create illusionary partitions and art images; redecoration is as easy as changing programs. Any room in the home or apartment might seem to be floating in starry space, or hidden in a tropical jungle. Scented air conditioning and realistic audio effects can complete the illusion.

===Inertial Navigation (TL9)===
These devices indicate the direction and distance traveled from any preset point on a planetary surface. It can be set for the location at which the user is physically present, or for any other coordinates (make a Navigation roll if the precise coordinates are uncertain). An inertial navigation system lets the user always know which way is north. He can retrace any path he has followed within the past month, no matter how faint or confusing. It does not work in environments such as interstellar space, but it does work underground, underwater, and on other planets.

Inertial Compass (TL9-12): This palm-sized inertial navigation system includes a tiny computer, a GPS, and a video screen. If digital maps are available, the compass can superimpose the user’s position and path on the map and display it on its screen. The compass can also connect to an HUD. Price and weight depend on TL.

TL9: $120, 0.2 lbs., A/200 hr.
TL10: $60, 0.1 lbs., A/200 hr.
TL11: $30, 0.05 lbs., A/200 hr.
TL12: $15, 0.025 lbs., A/200 hr.

Inertial Navigation System (TL9): An extremely precise system. It has the capabilities of an inertial compass, but adds a +TL/2 (quality) bonus to Navigation (Air, Land, and Sea). $5,000, 20 lbs., B/100 hr.

===Vapor Canteen (TL9)===
This canteen draws moisture from the atmosphere. How quickly it works varies with the amount of water vapor in the air – with an Earth-standard humidity of 50%, the time required to extract a quart of water is four hours (TL9), three hours (at TL10), two hours (at TL11), or one hour (at TL12). It has a capacity of one quart. $450; 2 lbs. (empty) or 4 lbs. (full), B/100 quarts.

===Vapor Collector (TL9)===
A larger version of a vapor canteen for base camps, settlements, etc. It is 60 times faster, producing one quart every four minutes at TL9. It is standard for expeditions and military or police outposts; it frees them from the necessity of establishing a post near a water source. Sabotaging the vapor system is a favorite ploy of villains in adventure stories. The plot is so hackneyed that real adventurers laugh at it, and may not be prepared if it happens. Usually connected to a water tank, but has an internal capacity of 20 quarts (five gallons). $10,000, 120 lbs., E/30 days.

===Amplifier Throne (TL9)===
This is a throne-like chair, with a helmet, biofeedback monitors, and a computer. The user sits in the chair, and power floods through him to be channeled into psionic energy. Unless the user is very powerful, machines amplifying teleportation will move the user, but not the machine! $200,000, 1,000 lbs., external power. Machines that can amplify more than one power at once are available – add $100,000, 500 lbs. per extra power.

===HoloPaper (TL11)===
This device can instantly morph to create a realistic falsified document, suitable only for fooling a visual search. It will not defeat examination at its own TL or higher, but is quite realistic for lower TLs. $100, 0.1 lb.

===Laser Fences (TL9-12)===
These project a continuous beam between two emitters, which may be built into fence posts, doorways, or corridors. Each emitter weighs 10 pounds and may be no more than 10 yards apart.

Open: The standard “cinematic” beam fence, this produces a fixed or moving pattern that can be avoided.

Tight: A tight grid of beams, or a thick, continuous energy field. It can’t be avoided; anyone passing through takes damage. (It does, however, require more power to generate.) A computer-controlled system could start with an open pattern, then switch to a tight pattern if an intruder avoids the beams.

Laser Fence (TL9): This inflicts up to 6d(2) tight-beam burn damage. $5,000 per post for an open fence, double cost for a tight fence.

Electrolaser Fence (TL9): An electrical fence using energy beams instead of wires. It delivers  1d-3 burn damage; use the rules for military electrolasers. The fence can be set to “stun” or “kill.” $5,000 per post for an open fence, double cost for a tight fence.

Rainbow Laser Fence (TL10): This inflicts up to 6d(3) tight-beam burn damage. $3,000 per post for an open fence, double cost for a tight fence.

X-ray Laser Fence (TL11): This inflicts up to 6d(5) tightbeam burn damage with the radiation and surge damage modifiers. $4,000 per post for an open fence, double cost for a tight fence.

===Sonic Barrier (TL9)===
This generates a curtain of high-intensity sound, inaudible until someone tries to cross it. It can be turned on or off remotely. There may be a faint ripple in the air from the sonic field. It inflicts an affliction on anyone trying to cross, with the effect of a sonic nauseator beam weapon. $3,000, 10 lbs. per 10 square yards of field, external power.

===Monowire (TL9)===
Deadly and nearly invisible, monowire can cut an intruder to pieces without warning. People who prefer less lethal defenses use fragwire or sensor wire, or mix an outer perimeter of ordinary wire with an inner perimeter of monowire.

Anyone walking through a monowire “spiderweb” will take 2d(10) cutting damage per strand. This damage is reduced to 1d(10) if moving very slowly, and increased to 3d(10) if running. Care must be taken to avoid injury when stringing monowire, since it is hard to see and cuts almost anything. On a critical failure when using it, the user takes 1d(10) cutting damage to one hand.

===Computer Pill (TL10)===
Designed to be disguised as a piece of candy, a raisin, a pill, or a seed, this is a disposable organic computer that activates once swallowed. It attaches itself to the user’s stomach, remaining in the body. It has its own microcommunicator, which only has a range of a few feet inside a body. That’s enough to contact any radio communicator implanted in or carried by the person who consumed the pill.

The computer is complexity 3, stores 1 TB, and costs $50. Its integral power supply operates it for one week. Increase Complexity by +2 and data storage by a factor of 1,000 per TL after introduction.

===Brainwipe Machine (TL9-10)===
This technology is much less subtle than neural programming. It involves using focused energy fields or nanomachines to alter brain structure and destroy memories.

Brainwipe is used to punish criminals or dissidents, and to erase sensitive information from the minds of those who know too much. Brainwipe causes classic amnesia, erasing all memories of the subject’s personal life. It leaves personality and abilities intact. After brainwipe, a victim’s skills and mental disadvantages remain unchanged. He can function in society, but can’t remember his name, or anything from his past, even when confronted with the evidence. It can only be used to give the subject the Amnesia disadvantage.

Clinical Brainwipe Machine (TL9): This is a room-sized device incorporating a specialized diagnostic bed. At TL9, it’s the only system available; at higher TLs, it gives a +1 (quality) bonus to operator skill. $100,000, 100 lbs., D/10 days.

Portable Brainwipe Machine (TL9): A helmet-sized device, plus an attached briefcase-sized control unit. $10,000, 5 lbs., C/24 hr.

===Mechanical Mind Probe (TL10-11)===
This device, also called an extractor, probes a subject’s mind and retrieves memories. As the operator questions the subject, the extractor stimulates the brain to recall specific memories. It then uses electrochemical means to read those memories as they are formed.

Use of the device takes a specified time (varying by TL) per attempt, and requires a successful knowledge of electronics operation. Critical success retrieves the exact memory the questioner wishes to evoke. Success retrieves some of the desired memories, mixed up with exaggerations, errors, or unrelated associations. Failure retrieves fragmentary memories of no interest to the interrogator, or obviously false memories. Critical failure results in the subject’s brain constructing false memories that seem realistic.

All memories are in the form of a raw sensie feed. Its length depends on the duration of the probe. This information must be accessed via neural interface before the user knows whether the attempt succeeded or failed.

A mind probe may be used as a fast or slow probe. A slow probe is safe, but takes eight hours per attempt. A fast probe takes only an hour per attempt, but is dangerous to the subject: whether the probe succeeds or fails, he must roll vs. the operator’s skill. Failure means brain damage (-1 to IQ); critical failure means he suffers the Coma mortal condition, and cannot be further interrogated until he recovers. Repeated fast mind probes can reduce a subject to a drooling idiot.

Clinical Mind Probe (TL10): This is a room-sized scanning device incorporating a specialized diagnostic bed. At TL10, it’s the only system available; at higher TLs, it gives a +1 (quality) bonus to operator skill. $200,000, 200 lbs., D/10 days.

Portable Mind Probe (TL11): A helmet-sized device, plus an attached briefcase-sized control unit. $20,000, 10 lbs., C/24 hr.

A mechanical mind probe can also incorporate a brainwipe setting, equivalent to a similar-sized brainwipe machine, for +50% to cost and no extra weight. The time required for fast and slow scans is halved at TL11, and again at TL12.

===Neural Disruptors (TL11)===
This family of weapons stimulates the nervous system, causing pain, pleasure, seizures, or other effects. They are popular for covert operations, as self-defense or dueling weapons, or as coercive weapons for slavers, prison guards, and security forces.

Neural disruptors project ranged cone attacks. The beams are ranged contact agents – ignore DR unless the target is sealed, in which case there is no effect. They deliver an affliction attack. The victim gets a HT roll to resist, at a penalty dependent on the weapon. Add +3 to resist beyond 1/2D range. Failure means the  victim suffers a particular affliction for minutes equal to the margin of failure. The affliction suffered depends on the type of beam fired:

Agony: The victim suffers the Agony incapacitating condition. After recovery, he suffers Moderate Pain (p. B428) for an equal length of time.

Ecstasy: As above, but the victim suffers Ecstasy* followed by Euphoria.

Neural Stun: The victim suffers the Unconsciousness condition.

Paralysis: The victim suffers the Paralysis incapacitating condition.

Seizure: The victim suffers the Seizure incapacitating condition. If struck by an Agony or Ecstasy attack, a failure by 5+ causes a Heart Attack mortal condition.

Tunable Weapons: Each extra setting after the  first adds +50% to cost. Changing settings is a Ready maneuver.

===Sonic Stunners (TL10)===
These advanced stunners fire a narrow, intense beam of ultrasonic sound that can shut down the target’s nervous system. Unlike a nauseator, a sonic stunner can affect someone who is deaf.

A hit requires a HT roll to resist at the penalty noted for the weapon. Add +3 beyond 1/2D range, and +1 per 5 DR the victim has at the point struck. If he fails, he suffers the Unconsciousness incapacitating condition for minutes equal to the margin of failure on his HT roll. The beam is narrow enough that if a limb or extremity is hit, it is incapacitated instead of the victim being rendered unconscious.

===Personal Radar/Laser Detector (TL9)===
This alerts the user if he’s in the path of a radar or laser beam at up to twice that beam’s range. It  cannot detect radars of a higher TL than its own. TL9+ soldiers often carry radar detectors built into combat helmets. $50, 0.5 lbs., A/10 days.

===Hibernation Chamber (TL9)===
This chamber slows down a living subject’s metabolic activity through chemical means. It reduces oxygen consumption, body temperature, food and water consumption. It is the lowest-TL means of achieving “suspended animation.”

It takes an hour to reduce the subject to a hibernation state, after which he is unconscious and his life support requirements drop by a factor of 10. He also “ages” at roughly one-tenth the usual rate. The subject may be kept unconscious indefinitely if the chamber is equipped to provide for life support. Once the chamber is opened, the subject will be at 0 FP (or his current total, if less). He can recover FP normally, although stimulants may also be used.

Hibernation is used to give critically ill patients awaiting organ transplants more time, to keep patients suffering severe blood loss alive long enough for surgery, and to reduce life support requirements during long voyages.

Hibernation Chamber (TL9): Houses a single person. It is equipped with life support systems to keep the patient alive at his low metabolic rate, stimulate muscles, etc. These must be connected to an external life support source, but the occupant uses up one-tenth the normal life support requirement. $20,000, 200 lbs., external power.

Suspended Animation Tube (TL10): Has a self-contained regenerative life system that maintains all needs for as long as the power holds out. It will auto-revive if power is about to fail. $50,000, 750 lbs., 5E/10 years (or indefinite with external power).

Hibernation Case (TL10): A compact unit that fits inside a trunk. Designed mostly for storing organs and pets, but a child, dwarf, or small teenager (SM -1) could fit inside. It will auto-revive if power is about to fail. $10,000, 125 lbs., 5D/1 month.

Hibernation chambers are specific to classes of species (e.g., mammals) and may not work on some races.

===Nanostasis (TL10)===
This is a means of safely shutting down a person’s metabolism, putting him into a state of permanent suspended animation, in which no special preservation tank is needed. It uses nanomachines to install protective scaffolding and fixatives around and within every cell in the patient’s body. Once placed in stasis, an organism does not require any oxygen or food, and cannot age or deteriorate, although it remains vulnerable to physical damage. Reversal of nanostasis requires similar bio-nanotech to remove the preservatives and restart bodily functions.

A living being placed into nanostasis is not dead. However, it is inanimate and unconscious, with IQ 0 and the Immunity to Metabolic Hazards, Injury Tolerance (Unliving), and Unaging advantages. Nanostasis can also replace the need for anesthesia during TL10+ surgery.

Nanostasis is safe, but the subject will be disoriented for hours (sometimes days) afterward. Upon revival, the process supervisor makes a Physician roll. Critical failure means the patient has the Confused (9) disadvantage for 20-HT hours, and Amnesia (Partial) for at least a week; roll vs. HT weekly to recover. Failure produces the same effects, but roll vs. HT daily to regain memory. On a success, Confused lasts only (20-HT)/2 hours and there is no memory loss. Critical success means immediate recovery.

Nanostasis Tank (TL10): A growth tank modified to place someone into nanostasis, or to revive him. It takes five hours for the process to slow and then completely stop the patient’s metabolism.  Afterward, he can be safely removed. Reviving a patient takes eight hours. The tank uses up one package of nanomachines ($5,000, 0.1 lbs.) per patient. $300,000, 250 lbs., E/200 hours.

Nanostasis Pod (TL10): An armored and radiationshielded (DR 50, PF 100) pod that contains a nanostasis tank and automatic suspension and revival equipment (Physician-14 for this purpose only). It powers down when not in use; it is designed to keep someone preserved for centuries. It can revive its occupant at a pre-set date. $500,000, 500 lbs., E/200 hours (when not powered down).

===Regeneration Tank (TL10)===
A regeneration tank is a biofab optimized for rapid whole-body cell repair. The tank contains mechanisms for controlling nanomachines as they permeate the user’s body, instructing and assisting every viable cell in what repairs to make. Nonviable cells are programmed to self-destruct, or are removed and replaced with clones of healthy cells.

A Physician roll is required to supervise the procedure. Success means it works normally; failure takes twice as long as usual. It can heal everything up to permanent crippling injuries, at 1 HP per 12 hours, or radiation at 10 rads per day. Missing limbs and organs regrow in six weeks. $500,000, 600 lbs., 2E/200 hr. A regeneration tank requires nanomachines and feedstock: a week’s supply is $1,000, 1 lb.

===Rejuvenation Tank (TL10)===
This specialized regeneration tank reverses the aging process. Its nanomachines reset cellular clocks, killing senescent or dying cells and replacing them with healthy ones.

Rejuvenation requires three months of treatment (TL10), six weeks of treatment (TL11) or a week (TL12), after which the subject’s body is restored to young adulthood and full health. All age-related disadvantages and attribute losses are removed, as are any crippling injuries.

Rejuvenation is a risky procedure. The process supervisor must make a Physician roll. On a critical success, the patient is rejuvenated and fully recovered. Success means that the patient is rejuvenated but suffers Confused (9) for 1d days as he adjusts to his rejuvenated body. Failure means the structures of his memory were permanently disrupted: he has Partial Amnesia (p. B123). A critical failure results in either a messy death (such as being turned into a mass of cancer cells) or revival with no mind at all. Rejuvenation treatments may also have other limits, such as sterility or a set limit on the number of rejuvenations one can sustain.

A rejuvenation tank can also function as a regeneration tank. $300,000, 600 lbs., 2E/200 hr.

===Chip Slots (TL9)===
A chip slot is a sterile dime-sized skull socket, covered with a cap, into which modular brain implants (“chips”) can be inserted. Each chip interfaces directly with the recipient’s brain and nervous system, providing knowledge and ability. Chips containing individual skills, techniques, or mental advantages can be manufactured and purchased.

Chips: Chips themselves are tiny plugs that weigh 0.05 lbs. (just under an ounce). Skill chips cost $1,000 per character point at TL9, $500 per point at TL10, $200 per point at TL11, or $100 per point at TL12. Most are

Statistics: Variable. Buy the Chip Slots advantage with the limitation (Temporary Disadvantage, Electrical, -20%). A suggested maximum number of slots is (TL-7). A suggested maximum points per chip is (TL-7) ¥ 5.

Availability: Major procedure (minor at TL10-12). Cost is $5,000 per slot plus $3,000 per point of abilities that a chip can hold.