Here's the remainder of the equipment list, and a repost of the character sheet for convenience:<br/><br/><br/>Basic Equpment:<br/><br/>Breathing Mask: A breathing mask fits over the mouth and nose, and provides protection against inhaled poisons and diminished air quality.  The rebreather unit supplied with a breathing mask has enough air for one hour, though it can last indefinately with a source of energy present.<br/><br/>Comlink: Comlinks in autocthonia use the wireless networks to communicate easily anywhere within the station.  The computer can cut off comlink links at any time, but cannot listen in on them without the help of god machine protocols.<br/><br/>Flashlight: Anyone intending to travel into the reaches needs to pack a flashlight, lest he be caught in the dark and surely doomed.  Renegade flashlights have batteries which last for 24 hours, though they will run out more quickly if the flashlight suffers shocks or gets electrified.<br/><br/>Tool Belt: Renegade tool belts typically contain a wide variety of tools, usually including several screwdrivers, a pen light, lockpicks, needles, voltometers, rachets, electronic connectors, and possibly a hydraulic jack.<br/><br/>Grappling Hook: Grappling hooks consist of a pronged hook with a magnetic clamp at the end, used to connect a long rope for climbing or swinging purposes.  Many renegades don't trust grappling hooks, and use spider walkers instead.<br/><br/>Handcuffs: Autocthonian handcuffs are available in several styles, from the common metal handcuffs, to padded restraints secured by lightweight carbon fiber tethers.<br/><br/>Welding Goggles: Welding goggles have black lenses which apply a -10% penalty to perception rolls, but protect the wearer from being blinded by sudden flashes of light.<br/><br/><br/>Lower Class Equipment:<br/><br/><br/>Autolabe: Autolabes are one of the standard autocthonian navigational tools.  The consist of a sphere of clockwork gears with a needle that points constantly to designated navigational beacons within autocthonia.  A number of scientific instruments built into the autolabe help to determine the current status of Autocthona to find routes through the reaches.  Autolabes run on low power, and can run for weeks before needing to be recharged.  Requires social status 10+<br/><br/>Data Inferface: Data interfaces consist of handheld screens which download information from the Computer, providing a primary outlet for research and assisting in locating interfaces to activate god machine protocols at.  Data interfaces remain powered for 12 hours before running out of power.  Requires social status 10+<br/><br/>Doctor's Kit: A doctor's kit contains all of the standard medical supplies, making advanced uses of the medicine skill possible, and providing a +10% bonus to first aid skill rolls.  A doctor's kit contains enough consumables to last for about 1 week of regular use, but contains templates to restock its consumables at any nutrient extruder.  Requires social status 15+<br/><br/>Energy Capacitor: Energy capacitors recharge electrical devices outside of villages.  An energy capacitor is an egg shaped device with a superconducting coil inside, giving it remarkable energy capacity.  It can provide 12 battery charges to smaller devices, or a single recharge to a larger device, like a spider walker or set of power armor, before having to be recharged at an energy core in a village.  Requires social status 15+<br/><br/>Floodlight Kit: Floodlights put out an incredible amount of light sufficient to light all but the largest chambers, and can be programmed to strobe or turn on at programmed intervals.  If run on battery power, floodlights last for 8 hours before needing a recharge.  Requires social status 15+<br/><br/>Light Amplification Visor: Light amplification visors enable the wearer to see in low light conditions, often enhancing the glow from electrical cables to permit proper night vision.  The visor applies a -5% penalty to perception rolls, and the user becomes blinded for 1 round if lighting levels suddenly increase.  Light amplification visors run for 8 hours before needing to be recharged. Requires social status 10+<br/><br/>Magnetic Climbing Clamps: Climbing clamps consist of strong magnets with handles connected to them, designed mostly for climbing up metal walls.  Alternatively, they can also be used to cling to magnetic surfaces, or assist in lifting heavy things.  Requires social status 10+<br/><br/>Sensor Jammer: Sensor jammers come in a variety of forms, from small electronic fobs to large cubes powered by turning a crank.  All sensor jammers blok the automated sensors of the computer in a considerable radius, providing an additional measure of stealth, and applying a -20% penalty to any attempts to activate god-machine protocols.  Sensor jammers can be unreliable, and they don't work in the Admin sector.  Requires social status 10+<br/><br/>Sonic Dampening Helmet: Sonic dampening helmets protect the ears of the wearer, enabling the wearer to concentrate on sounds delivered through headphones in the helmet.  The helmet applies a -5% penalty to perception rolls of the wearer, but protects against the risk of being deafened by loud noises.  Requires social status 10+<br/><br/><br/>Middle Class Equipment:<br/><br/><br/>Flaw Scanner: Flaw scanners are small, handheld devices which diagnose mechanical faults in machinery, providng a +10% bonus to repair, demolitions, or heavy machinery rolls.  Flaw scanners use a signifigant amount of energy, and need to be recharged after scanning 10 devices. Requires social status 20+<br/><br/>Infrared Visor: Infrared visors enable sight by using the characteristic signature of a human being's body heat.  They won't detect an individual protected by thermal camouflage, or in high temperature conditions where the infrared scanning gets overwhelmed.  An infrared visor runs for 6 hours before running out of power. Requires social status 20+<br/><br/>Motion Detection Visor: Motion detecting visors highlight motion, providing a decent degree of sight.  The wearer suffers a -20% penalty to perception rolls, but no penalty to detect objects or individuals which have moved signifigantly in the previous round.  Requires social status 20+<br/><br/>Portable Computer: Portable computers resemble modern clamshell laptops, but much more blocky.  They have a constant wireless connection to the networks of the Computer, and are excellent for activating God-Machine protocols.  A portable computer runs for 4 hours on battery power.  Requires social status 25+<br/><br/>Portable Nutrient Recycler: Portable nutrient recyclers convert organic material into food and water at a rate of efficiency determined by the base material.  They can't normally produce anything but food and potable water, and need to be recharged after producing 10 pounds of food.  Requires social status 20+<br/><br/>Spider Walker: Spider walkers consist of a backpack full of metal armitures capable of clinging to walls.  They are useful for climbing up walls and maneuvering through narrow ducts.  A spider walker runs for 12 hours before needing to be recharged.  Requires social status 25+<br/><br/>Stun Cuffs: Stun cuffs resemble normal handcuffs, though they also come in belt and chest harness form.  The cuffs can tighten and constrict, inflicting 1 point of damage 5 minutes on the wearer, and can also administer electric shocks which range from painful, to dealing 1d4 points of damage per round.  Stun cuffs cannot reduce a character to 0 hp, but can be programmed to keep the wearer continously unconscious.  Stun cuffs using their pacification features last for 2 hours before running out of power.  Requires social status 20+<br/><br/><br/>Upper Class Equipment:<br/><br/><br/>Augmented Reality Visor: An augmented reality visor shows anything known to the computer, at least until the wearer fine tunes the information that it displays.  The first time a character uses an augmented reality visor, it causes 1/1d6 sanity damage from information overload.  The visor will not detect anyone with a sensor jammer, or characters who have had absolutely no interaction with the Computer in the past few days.  Requires social status 35+<br/><br/>Deadlock: A deadlock is a magnetic seal which renders a door or hatch completely impossible to open, without any kind of lock to pick and with too much digital encryption to bypass even with god-machine protocols.  Deadlocks can still be bypassed by smashing a hole in whatever is sealed with them, however. Requires social status 30+<br/><br/>Motorcycle: Motorcycles provide useful transportation in conduits that support their use, and cargo carrying capacity elsewhere.  A motorcycle has 25 hp, and requires social status 35+<br/><br/>Magnetic Insulation Shield: Magnetic insulation shields provide complete protection from electricity, as well as creating a 2 meter radius bubble of protection.  A magnetic energy sheld provides 6 hours of protection before shutting down.  Requires social status 30+<br/><br/>Thermal Camouflage: Thermal camoflage consists of a full body suit with a layer of insulation against the skin.  When activated, the thermal camouflage completely conceals the wearer from infrared detection, for up to 3 hours before the batteries need to be recharged.  Requires social status 30+<br/><br/>Thinsuit: A thinsuit is a specialized spacesuit that clings to the skin, providing protection against extremes of pressure, as well as providing a sealed air supply.  Thanks to its design, nearly any biological function is possible while wearing a thinsuit, including sexual intercourse, though the suit blocks the transfer of body fluids.  A thinsuit has a 2 hour air supply, and can connect to a standard breathing mask to extend the air supply. Requires social status 35+<br/><br/><br/>Noble Equpment:<br/><br/>Gigamagnet: A gigamagnet is a handheld device connected to a powerful electrical inducer.  When activated, the gigamagnet rapidly creates an incredibly powerful magnetic field, either quickly pulling the character holding the magnet towards a metal surface, or instantly disarming an enemy of a metallic weapon.  A gigamagnet functions for 10 rounds before having to be recharged.  Requires social status 40+<br/><br/>Hologram Pod: Hologram pods are fabric chambers which convey an image of the user to the Computer, which can project the image of the character wherever the user desires.  The user gains no special insight into the place where the projection goes, though high ranking proletarians often communicate via holograms.  The internal batteries of the pod have enough energy for 30 minutes of use. Requires social status 50+<br/><br/>Jetpack: Jetpacks enable a character to move at incredible speed, at equally incredible risk.  Failed pilot rolls with jetpacks often lead to horrible injury, though hitting a character flying with a jetpack using ranged weapons is nearly impossible.  A jetpack has 15 hit points and requires social status 40+<br/><br/>Security Collar: Security collars are an evolution of stun cuffs, designed to inflict greater pain on the wearer.  If the wearer goes more than 100 meters away from the owner of the collar, the owners life signs terminate, or the owner presses a switch on a remote control, the collar constricts around the wearer's neck, inflicting 1 point of damage per minute.  The collar can also administer a variety of electric shocks, including shocks capable of dealing 1d4 damage, on the command of the owner.  Requires social status 40+<br/><br/>Speeder: Speeders are hovercraft that can move at high speed through tunnels large enough to accomidate them.  Speeders have 50 hit points and 6 points of armor.  The battery on a speeder lasts 5 hours.  Requres social status 50+<br/><br/>Tracking Device: Tracking devices are incredibly dangerous, since the Computer uses them to try to track down the renegades.  Stolen tracking devices are sometimes modified for renegade use, providing a convenient way to track enemies.  Tracking devices can stay operational for up to 1 month before their batteries run out. Requires social status 40+<br/><br/>Space Pod: Space pods are designed to operate in space, but they also make excellent armored spearheads in seige situations.  Space pods have a set of tank treads to maneuver on, and manipulator arms to interact with the outside at STR 20 and limited dexterity.  A space pod can hold up to 3 individuals, and has 12 armor points and 30 hit points.  Requires social status 55+<br/><br/>Noetic Interface: A noetic interface is a helmet which connects the brain of the wearer directly to the Computer, allowing easy use of God Machine protocols.  The first time a character uses a noetic interface, it causes 1d3/1d8 sanity damage.  With a successful electronics roll, a noetic interface can be used to trap the wearer in a virtual environment.  On battery power, a noetic interface runs for up to 2 hours before needing to be recharged. Requires social status 60+<br/><br/><br/>Hero Equipment:<br/><br/>Haywire Bomb: A haywire bomb causes massive malfunctions in every technological device within 100 meters of detonation, often creating an extremely dangerous hazard.  The principles that power these incredible weapons are unknown.  Requires social status 80+<br/><br/>Nerve Stapler: By pressing these powerful devices against the head of the victim, the nerve stapler attacks the subject's mind, causing 1d6/1d20 sanity damage.  If the nerve stapler causes temporary insanity, the subject becomes completely compliant to the wishes of the person who nerve stapled him or her, until the insanity ends.  Using a nerve stapler on an unwilling subject requires the victim to be either completely restrained or grappled and immobilized. Requires Social Status 90+<br/><br/>Nuclear Bomb: Several atomic weapons were imported to Autocthonia, though the Computer seems to have constructed several additional weapons as well.  The damage caused by a nuclear weapon is incredible; in general, assume that anything that gets nuked is gone.  Requires Social Status 110+<br/><br/>Oil Diver: Oil Divers are large, heavily armored vehicles designed to be operated in a liquid environment.  They can traverse the oil ocean of the diesel sector, the metal sea of the furnace sector, the boiling sea of the clockwork sector, and the battery ocean of the electrical sector.  An oil diver has 20 points of armor and 60 hit points. Requires social status 90+<br/><br/>Portable Nuclear Reactor: Portable nuclear reactors have sufficient energy to recharge energy capacitors, and move on metal legs.  Nuclear Reactors have 40 hit points and 4 points of armor. Requires social status 95+<br/><br/>Regeneration Tank: Regeneration tanks use a supply of bioreactive gel to regenerate injured bodies.  A character in a regneration tank heals 1d6 points of damage per hour in the tank, so long as nothing disturbs the character, and dying characters inside a regeneration tank have no risk of death.  Requires social status 80+<br/><br/><br/><br/><br/>Name:<br/>Gender:<br/>Age:<br/>Nationality:<br/>Profession:<br/><br/>Description:<br/><br/>Strength:<br/>Constitution:<br/>Size:<br/>Intelligence:<br/>Power:<br/>Dexterity:<br/>Appearance:<br/><br/>Hit Points:  (Average of strength and constitution)<br/>Combat Actions: (Dexterity + Intelligence divided by 11, rounded up)<br/>Damage Bonus: (see table)<br/>Charisma: (Appearance x 5)<br/>Bioelectric Energy: (Power)<br/>Sanity: (Power x 5)<br/>Max Santy: (99 - skill in autocthonian lore)<br/><br/><br/>Strength + Size_______Damage Bonus<br/>2-10___________________-1d6<br/>11-15__________________-1d4<br/>17-19__________________-1d2<br/>20-25__________________+0<br/>26-30__________________+1d2<br/>31-35__________________+1d4<br/>36-40__________________+1d6<br/>41-45__________________+1d8<br/>46-51__________________+1d10<br/>52-58__________________+2d6<br/><br/><br/>Skills:  (base chance)<br/><br/>Anthropology (5%)<br/>Astronomy (5%)<br/>Autocthonian Lore (0%)<br/>Athletics (STR+DEX)<br/>Biology (1%)<br/>Brawl (DEX+SIZ)<br/>Chemistry (1%)<br/>Command (APP)<br/>Craft (10%)<br/>Demolition (5%)<br/>Disguise (1%)<br/>Dodge (DEX x 2%)<br/>Electronics (10%)<br/>Energy Weapons (5%)<br/>Etiquette (5%)<br/>Fast Talk (5%)<br/>Fine Manipulation (DEX/2)<br/>Firearms (0%)<br/>First Aid (INT+DEX+10%)<br/>Grapple (STR+SIZ)<br/>Heavy Machinery (15%)<br/>Heavy Weaponry (0%)<br/>History (10%)<br/>Insight (5%)<br/>Law (5%)<br/>Martial Arts (5%)<br/>Medicine (1%)<br/>Melee Weapons (STR+5%)<br/>Navigation (5%)<br/>Perception (INT+POW)<br/>Perform (APP/2)<br/>Persuade (10%)<br/>Physics (1%)<br/>Pilot (DEX)<br/>Psychology (5%)<br/>Repair (INT+5%)<br/>Research (10%)<br/>Robotics (1%)<br/>Sleight of Hand (5%)<br/>Social Status (5%)<br/>Stealth (DEX+INT)<br/>Strategy (1%)<br/>Teach (10%)<br/>Track (1%)<br/><br/><br/>Equipment:<br/><br/>Background: