Melee Weapons: Because of the trains' (and their guards') generally plated armour, melee weapons like hammers or large sturdy wrenches are more effective than
Cannister: a metal silo, between one and two feet tall and about half a foot in circumference. They are usually strapped to the back. These are used as fuel for small steam-powered devices, such as hand-cannons and arm cannons, to which they connect by pipes. Such pipes may emerge from either the top or bottom of the silo. They contain a finite amount of pressurised air, which will immediately and violently escape if the cannister is punctured.
Spare: a huge cannister, very heavy, which can be brought on a raid to refuel other team members' cannisters in moments of rest. It too has a finite supply of pressure, but obviously much more.
Boiler: a large cannister-like object which does not contain prepared steam. Instead, it has a lever, which, when cranked, compresses the air inside. This air can be used directly from the generator, or transferred to a cannister in order to replenish it. Generators are very bulky, and take a lot of effort to actually operate. Boiler is technically a misnomer (since they don't boil anything), but it's what they've become known as. There'll definitely be one or two boilers on a Skimmer, but they aren't often taken on raids.
Hand-Cannon: a small, revolver-sized (and shaped) cannon, connect to, usually, a cannister. They may or may not have a cylinder, but those that do tend to be weaker, because cylinders tend to reduce air-tightness. They generally fire tiny steel spheres called shots, which are directly inserted down the barrel. The trigger connects the barrel to the pressurised cannister, which accelerates the shot. A good choice for those with keen eyes and a steady hand they're not loaded with firepower, but they can incapacitate somebody if you're accurate.
Arm-Cannon: a larger cannon, which is generally bound to the forearm for carrying convenience. They generally don't have a handle of any kind, and are simply a cylinder, with a barrel. Instead of the tiny shots, arm-cannons fire a broader range of ammo, usually scraps of metal that have just been found. Arm-cannons are simpler to make and use, sturdier, more powerful, and easier to reload, but they are bulky and extremely inconvenient as a result, as well as slower to reload. They may be strapped to one's back for convenience, but they take a long time to set up. The barrel, which often extends beyond the arm, can be used as a crude melee weapon and battering ram. They are loaded through a hatch in the barrel. Cranking a small lever connects the barrel to the cannister, just like the hand-cannon. A good choice for somebody that doesn't really have to aim, but just needs to break stuff.
Psychic Set: a headset worn on, funnily enough, the head. These vary hugely, and the only thing consistent with them is that they connect to the earlobe, and hold sensors around the head usually in front of the forehead, but more intricate sets will have sensors all over the head. Psychic sets register and amplify beta waves coming from the brain, which can be used in conjuction with other pieces of kit. Other nearby humans will cause interference with psychic sets, especially if they are also wearing sets. Because other people disrupt the sensors, these are largely unheard of outside Jenvia. Bulkier sets may be robust more stripped-back sets will be flimsy.
Comm Set: a second kind of psychic headset, also powered in the same way. However, it requires much less concentration to use, and can generally be operated whenever. It's also much harder to disrupt a comm set, since they don't need so much beta input. They connect to other sets psychically, and use earpieces and mouthpieces to enable communication over distances of up to one hundred metres. The sets usually use the wearers' subconscious to decide whether or not to connect incoming communications. Pretty much everybody involved in this RP will use one.
Gauntlet: heavy, metal gloves that are generally very restrictive on the wearer. They connect to psychic sets with electrical wires, and can directly expel the beta waves in such a way that the user can direct them to move objects: ie, telekinesis. It takes a lot of concentration to use them, and pain or sensory overloads will quickly shut it down. Generally, people only use one glove because they can't easily be removed and will likely stop the user actually holding anything. They are generally pretty tough and punching an enemy with them will hurt (both of you) pretty badly. They are one of the more effective means of operating a boiler's lever. Their range is generally about fifteen metres.
Broadcaster: a small handheld device resembling a science fiction laser gun. Generally it has a handle with a trigger that is pulled to operate the device. Its 'barrel' is usually snubby with a little blunt point and often a small revolving node on the end. A metal ring, between a third and half a foot in diameter is usually attached to this node by two chains at opposing ends of the ring. Normally the ring hangs limply, but it rises to the chains' full length and spins to show when the device is operational. Like the gauntlets, the broadcaster is attached to a psychic set, and intense concentration is required to use the device. What does it do? The broadcaster connects to psychic and comm sets that it is pointed at, and can interact directly with the target's brain. Essentially, the broadcaster enables telepathy the user can read the target's thoughts, suggest or implant ideas, and, if the user is extremely strong, directly override the target's brain and control their body directly. Targets with psychic sets are more susceptible to broadcasting because they have more wave-sensors. They can have a range of up to thirty metres, but take a fair bit more focus than a gauntlet to operate. Works like a dream (pun intended) on unconscious targets, and direct control is usually pretty easy. Targets equipped with Disrupters may be able to activate them subconsciously, but the general resistance levels will be very very low.
Goggles: there's a lot of sand in the desert, which is whipped up by the Kolibra if nothing else. Bring goggles.
Eye Set: usually integrated into goggles in some way, they are powered psychically. They may be connected to psychic sets, but they don't take much power to operate, so can be powered by their own sensors if a psychic set is unavailable or undesirable. Eye sets consist of a series of lenses that are lowered over one or both eyes to affect what the wearer sees: magnification is a common choice for those toting cannons, but there are other variations, including ones that pick up sensors through walls and over distances, alerting the user to anybody present.
Wires: connected to the psychic set. In theory, any part of one's equipment can be psychically-automated if you've got the skills to do it. However, it does mean that a wirejacker can hi-jack these wires to shut down your equipment - or take control of it.
Wirejacks: similar to the broadcaster in operation and appearance. Instead of going for the target's brain, however, the jammer instead targets wires and devices involved in psychic, comm, and eye sets. They can cause such devices to malfunction, or shut them down entirely. In extreme cases, they can hi-jack wire-based technology entirely; putting automated pieces of equipment on a kind of manual override. This can be very dangerous, and lead to hacking into a whole team's communications system and even take over heavily-automated battlesuits. Equally as dangerously, they can jam and prevent disrupters from operating properly - exposing victims to broadcasters. Recovery time for any of these devices varies, but disrupters are often heavily affected, and can take up to ten minutes to become operational again.
Disrupters: usually attached to head-gear of some kind. These resemble sensors, but essentially do the opposite job: they jam brain signals, coming in and out. It is the only true protection against broadcasting and wirejacking. If one suspects their set is being hacked in anyway, they simply need to will the disrupters to become operational, which will jam all signals, and prevent broadcasting or wirejacking (almost) entirely. Absolutely vital, especially for those with lots of, or strong, psychic sensors.
Head Piece: for those with many sets. This is just the term for disrupters and sets that are combined into one larger set to increase efficiency of the sets themselves, to defend them, and to keep annoying wires and bits of tech all in one place. Generally a good idea. They may also incorporate goggles. The head piece may well be incorporated into or onto a hat of some kind for comfort.
Clothes: fabrics that one wears. Obviously. Comfort, support, and practicality are key. Consider other pieces of equipment you will be wearing buckles and straps are good for holding things, particularly cannisters and generators. It's best not to have to ferret through a bag, so pouches and pockets for smaller items are good choices. Remember you'll be running around trains, climbing on and off the Kolibra, and, you know, fighting in a desert; fancy dresses and dapper suits probably aren't good choices. For the ladies, traditional corsets aren't a great choice, but they may be adapted to keep buxom parts of the anatomy under control. Everybody should wear boots. Hats aren't obstructive, and are often integrated into head-pieces, but may well fall off in the high winds of the desert, so it may be best to keep them attached or weighted in some way. This is set in some slightly antiquated world, though, so there a certain element of smartness and propriety is expected from everybody. Practicality comes first, but nobody likes a slob.
Armour: for wimps. You will be fighting, but, in this job, speed is probably more important than defence. It's usually about getting the first strike in, and cumbersome metal worn on the body will slow you down, and, frankly, weigh down the Kolibra, and we can't have that. Leather may be a good choice to cushion blows, but armour plates should only be used in extremis. Non-privateers, such as the guards of trains, will be much more inclined to use armour, though, so, beware.
Tips:
Waste nothing. Everything is expensive, and hard to get one's hands on in Jenvia. This is true of electrical wires, rubber pipes, and even scrap metal. It can all be used, so don't just throw anything away.
Two psychic tools can't be used simultaneously by the same person.
Everything breaks! Be prepared.