This section covers the wide variety of general gear available to adventurers of all sorts.
Many of the objects in this section are battery--operated. Any device that uses batteries comes with them. As a general rule, ignore battery life-assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries have a purchase DC of 2 and can be changed as a
move action.