Difference between revisions of "Equipment"

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==Surveillance==
==Availability==


{| border=2 cellspacing=0 cellpadding=5 align=center
An <b>Always</b> available item can be purchased, owned, and transported by anyone. A check to find such an item will only be required in unusual circumstances, such as trying to find a fresh-baked baguette at midnight in the barrens.
|-align=center
|colspan=2  align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''


|-
A <b>Restricted</b> availability item requires either a valid SIN or the use of the black market to purchase. These items are not strongly regulated, but are sufficiently restricted that they can't legally be bought with cash. A roll is likely required to find these items on the black market, but with Twists and Costs representing not necessarily a failure to find the item, but a cost, delay, flaw, increase in price, or other negative consequence. Restrictions on possession are unlikely to be enforced unless secondary to other legal or security interaction.
|colspan=6|
|-align=center
|colspan=2  align=left| Binoculars || 100¥ || Always ||align=left| Adjustable zoom up to 50x. Available in both pocket-sized electronic imagers and larger optical devices for magic users. ||align=left| Justifies detailed long-range observation.
|-align=center
| ||align=left| +&nbsp;Low-Light || +200¥ || Always ||align=left| Can be switched to a light-amplification imaging mode. Electronic imagers only. ||align=left| Removes Disadvantage for use in low-light conditions.
|-align=center
| ||align=left| +&nbsp;Thermographic || +250¥ || Always ||align=left| Can be switched to a thermographic imaging mode. Electronic imagers only. ||align=left| Allows viewing with Disadvantage when it would normally be impossible due to darkness.


|-
A <b>Controlled</b> item is highly restricted and requires licenses, permits, or other credentials attached to a valid SIN for purchase, possession, and transport. A basic fake SIN is insufficient to buy these items, and a roll is almost certainly required to find them on the black market, likely at disadvantage. Open possession of such items in a high-security area is likely to draw one or more of personal and electronic attention.
|colspan=6|
|-align=center
|colspan=2 align=left| Goggles || - || Always ||align=left| Available in strap-on headsets, helmet visors, and mask eye inserts. ||align=left| -
|-align=center
| ||align=left| +&nbsp;Magnification || +1,500¥ || Always ||align=left| Adjustable zoom up to 50x. Available in both pocket-sized electronic versions and larger optical versions for magic users. ||align=left| Justifies detailed long-range observation.
|-align=center
| ||align=left| +&nbsp;Low-Light || +2,000¥ || Always ||align=left| Can be switched to a light-amplification imaging mode. Electronic imagers only. ||align=left| Removes Disadvantage for use in low-light conditions.
|-align=center
| ||align=left| +&nbsp;Thermographic || +2,200¥ || Always ||align=left| Can be switched to a thermographic imaging mode. Electronic imagers only. ||align=left| Allows viewing with Disadvantage when it would normally be impossible due to darkness.


|-
==Strike Equipment==
|colspan=6|
|-align=center
|colspan=2 align=left| Laser Microphone || 1,500¥ || Always ||align=left| A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. ||align=left| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.


|-
Strike equipment can provide various benefits. In general, equipment provides a narrative benefit, something new the character can be justified as doing. In some cases, this is sufficient. For example, a retinal display in a cybereye provides a well-defined justification for a particular character action. However, where the narrative benefit is less well defined, particularly where a benefit primarily relates to improving performance, specifically-defined game benefits may be appropriate.
|colspan=6|
|-align=center
|colspan=2 align=left| Micro-recorder || 2,500¥ || Always ||align=left| Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter. ||align=left| Justifies secret recording.


|-
The benefits listed with equipment are open to change based on player interest, where appropriate, with possible adjustment of price. Example game benefits include, without limitation:
|colspan=6|
* Access to or training in a Restricted Skill. Training is more appropriate for Skills of limited direct benefit, that are more likely to be used as Related Skills. Access to a Restricted Skill is more appropriate for a Skill likely to be directly rolled.
|-align=center
* A Trick. In general, Tricks should provide narrative benefits beyond basic success on some kind of roll, with an impact generally equivalent to the Bonus received when rolling a 6.
|colspan=2 align=left| Shotgun Microphone || 1,000¥ || Always ||align=left| A dish-shaped directional microphone on a pistol grip, 30 x 8 cm. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
* Advantage on a particular type of roll.
 
* The removal of Disadvantage for a particular kind of impediment.
|-
* Bonuses are received on 4+ or 5+ instead of 6+.
|colspan=6|
|-align=center
|colspan=2 align=left| Telescopic Video Gear || $3,000 || Always ||align=left| A handheld video recorder with a stabilized 100x telephoto lens. ||align=left| Justifies recording high-quality video from a significant distance.
|}
 
==Cyberware==
 
===Cybereyes===
 
All costs are per-eye.  One or both eyes replaced as preferred so long as consistent with any augmentations selected.
 
{| border=2 cellspacing=0 cellpadding=5 align=center
|-align=center
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|colspan=6|
|-align=center
|colspan=2 align=left| Replacement Eye || 5,000¥ || Always ||align=left| 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. ||align=left| Justifies vision.
 
|-
|colspan=6|
|-align=center
|colspan=2 align=left| Cybereye || 10,000¥ || Always ||align=left| 20/10 vision with built-in image capture and display. A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. ||align=left| Justifies vision and recording.
|-align=center
| ||align=left| Cosmetic Modification || 1,000¥ || Always ||align=left| The color of the iris may be changed on demand for cosmetic purposes. ||align=left| -
|-align=center
| ||align=left| Eye Gun || 4,200¥ || Controlled ||align=left| A micro-dart gun implanted in the eye, able to deliver various compounds at short ranges (sold separately). ||align=left| Provides Advantage on close-range covert attack. Not typically effective in Tactical Combat.
|-align=center
| ||align=left| Face Recognition || 6,000¥ || Always ||align=left| Can be configured with a limited set of faces to watch for and notify the user if recognized. ||align=left| Justifies automatic notification from GM of registered faces. Provides Advantage to searching crowds and the like.
|-align=center
| ||align=left| Flare Compensation || 2,000¥ || Always ||align=left| Suppresses sudden flashes of light, such as stun grenades used by law-enforcement and military squads when assaulting a room. ||align=left| Immune to flash effects. Advantage on tests to resist stun grenades, automatic success if paired with Cyberears with Damper. Must be installed in both eyes.
|-align=center
| ||align=left| Laser Designator || 6,000¥ || Restricted ||align=left| A laser designated implanted in the eye, enabling the painting of a target with a look. For use with long-range missile systems, drones, or other computer-controlled weapons platforms. ||align=left| Provides Advantage to hiding covert target painting.
|-align=center
| ||align=left| Low-Light Sensors || 3,000¥ || Always ||align=left| Can be switched to a light-amplification imaging mode. ||align=left| Removes Disadvantage from low-light conditions.
|-align=center
| ||align=left| Microscopic Vision || 5,000¥ || Always ||align=left| Optical lenses enhance vision as if looking through a magnifying glass or microscope. ||align=left| Provides "Microscopic Vision" skill. Justifies close-range retinal scans with extended eye contact.
|-align=center
| ||align=left| Retinal Display || 200,000¥ || Controlled ||align=left| The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. ||align=left| Justifies deceiving a retinal scanner.
|-align=center
| ||align=left| Telescopic Vision || 4,000¥ || Always ||align=left| Adjustable zoom up to 20x. ||align=left| Justifies detailed long-range observation.
|-align=center
| ||align=left| Thermographic Vision || 3,000¥ || Always ||align=left| Can be switched to a thermographic imaging mode. ||align=left| Allows viewing with Disadvantage when it would normally be impossible due to darkness.
|-align=center
| ||align=left| Tool Laser || 3,000¥ || Restricted ||align=left| A mid-power laser that can cut thin objects and can create small welds. ||align=left| Justifies close-range laser effects.
|-align=center
| ||align=left| Vision Enhancement || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Provides Trick "I Saw That": spend an Action Point to pass a vision-related check.
|}
 
===Cyberears===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|colspan=6|
|-align=center
|colspan=2 align=left| Replacement Ear || 4,000¥ || Always ||align=left| Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear. ||align=left| Justifies hearing.
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cyberear || 11,000¥ || Always ||align=left| Peak human hearing ability with built-in audio recording and playback. One or both ears replaced as preferred so long as consistent with any additional augmentations selected. ||align=left| Justifies hearing and recording.
|-align=center
| ||align=left| Damper || 4,500¥ || Always ||align=left| Suppresses sudden bursts of sound, such as stun grenades used by law-enforcement and military squads when assaulting a room. ||align=left| Immune to sonic effects. Advantage on tests to resist stun grenades, automatic success if paired with Cybereyes with Flare Compensation. Must be installed in both ears.
|-align=center
| ||align=left| Enhanced Microphones || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Provides Trick "I Heard That": spend an Action Point to pass a hearing-related check.
|-align=center
| ||align=left| Parabolics || 4,000¥ || Always ||align=left| The ear can shift in shape to become a parabolic microphone, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
|-align=center
| ||align=left| Spatial Positioning Sensors || 4,000¥ || Always ||align=left| Additional implanted sensors around the dome of the head allow the precise location of the source of perceived sounds. ||align=left| Provides Advantage to detecting the location of sounds.
|}
 
===Headware===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-align=center
|align=left colspan=2| Cortex Bomb || 500,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Used with DNI-only access by high-level operators to have a final way out of a torture scenario or implanted for radio activation to ensure the loyalty of key employees. ||align=left|
|-align=center
|align=left colspan=2| Cybernose || 2 || Restricted ||align=left| Perform chemical analysis of gaseous compounds. ||align=left|
|-align=center
|align=left colspan=2| Cybertongue || 2 || Restricted ||align=left| Perform chemical analysis of liquid and solid compounds. ||align=left|
|-align=center
|align=left colspan=2| Data Filter || 2 || Restricted ||align=left| Can be activated to prevent the formation of long-term memories. ||align=left|
|-align=center
|align=left colspan=2| Datajack || 1 || Always ||align=left| Provides an external link for an implanted DNI and relevant implanted devices. ||align=left|
|-align=center
|align=left colspan=2| Datajack (Induction) || 2 || Restricted ||align=left| The datajack terminates beneath the skin, masking the presence of the datajack. A connected jack cable requires an magnetic induction adapter to work with the induction datajack. ||align=left|
|-align=center
|align=left colspan=2| Face Lifts || 4 || Restricted ||align=left| Buried inflatable sacks allowing broad readjustment of the face. They don't offer sufficient control to imitate a specific face, but can be used to defeat face-recognition software. ||align=left|
|-align=center
|align=left colspan=2| Head Rig || 3 || Restricted ||align=left| An implanted control rig. Wireless link required for wireless access; datajack required for wired access. ||align=left|
|-align=center
|align=left colspan=2| Laser Rangefinder || 3 || Restricted ||align=left| An optical band around the rim of the head provides 360° distance perception in the immediate area. ||align=left|
|-align=center
|align=left colspan=2| Mouth Gun || 2 || Controlled ||align=left| A micro-dart gun implanted in the mouth, able to deliver various compounds at short ranges. ||align=left|
|-align=center
|align=left colspan=2| Personal Black Box || 4 || Restricted ||align=left| The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract. ||align=left|
|-align=center
|align=left colspan=2| Reality Check || 1 || Restricted ||align=left| An implanted coded chip with protected DNI access. Can be used to verify whether one is unknowingly experiencing full-immersion simsense. ||align=left|
|-align=center
|align=left colspan=2| Skilljack || 2 || Restricted ||align=left| Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft. ||align=left|
|-align=center
|align=left colspan=2| Skull-deck || 3 || Restricted ||align=left| An implanted deck. Wireless link required for wireless access; datajack required for wired access. ||align=left|
|-align=center
|align=left colspan=2| Sleep Regulator || 3 || Restricted ||align=left| Sleep requirements are halved in both duration and frequency, what little sleep that is needed can be achieved on demand, recovery from sleep is nearly instantaneous, and other appropriate functions. ||align=left|
|-align=center
|align=left colspan=2| Tooth Compartment || 1 || Restricted ||align=left| A hollow tooth, openable, and optionally breakable, with a tiny storage compartment inside. ||align=left|
|-align=center
|align=left colspan=2| Voice Mask || 2 || Controlled ||align=left| Distorts the pitch and timbre of the user's voice so as to make it unrecognizable. ||align=left|
|-align=center
|align=left colspan=2| Voice Remodulator || 3 || Controlled ||align=left| Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation. ||align=left|
|-align=center
|align=left colspan=2| Wireless Link || 1 || Always ||align=left| DNI access to wireless telecommunications and for relevant connected devices.
|}
 
===Bodyware===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Bone Lacing || 2 || Restricted ||align=left| The bones are laced with a reinforced mesh and cannot be broken except by incredible force. ||align=left|
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Health Monitor || 1 || Always ||align=left| Sensors implanted throughout the body provide real-time feedback of health status, with customizable alerts. ||align=left|
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Motion Remapper|| 4 || Controlled ||align=left| Micro-controllers implanted throughout the body subtly change one's movement profile to prevent gait or other motion analysis or to match a recorded pattern. ||align=left|
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Oxygen Reserve Tank || 2 || Restricted ||align=left| An implanted tank of air supplies sufficient oxygen for a few hours. Refills through breathing over the course of a day, with an optional external rapid-refill port. ||align=left| Justifies not breathing for an extended period.
|}
 
===Cyberarms===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-align=center
|align=left colspan=2| Replacement Cyberarm || 50,000¥ || Restricted ||align=left|
 
 
 
 
A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left|
 
 
 
|-align=center
|align=left colspan=2| Cyberarm || 2 || Restricted ||align=left| A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left|
|-align=center
| ||align=left| Arm Compartment || 2 || Restricted ||align=left| A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left|
|-align=center
| ||align=left| Climbing Claws || 1 || Restricted ||align=left| Extrude tough, unsharpened claws that provide some of the benefit of climbing gear. ||align=left|
|-align=center
| ||align=left| Fine Senses || 2 || Restricted ||align=left| Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects. ||align=left|
|-align=center
| ||align=left| Fingernail Compartment || 1 || Restricted ||align=left| A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left|
|-align=center
| ||align=left| Fingerprint Remapper || 3 || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left|
|-align=center
| ||align=left| Fingertip Datajack || 1 || Restricted ||align=left| A datajack hidden within the fingertip. ||align=left|
|-align=center
| ||align=left| Fingertip Injector || 1 || Restricted ||align=left| A needle injector hidden within the fingertip that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. ||align=left|
|-align=center
| ||align=left| Flex Hands || 2 || Controlled ||align=left| Memory plastic is used for the structural elements of the replacement hands – or to replace existing bones – allowing deformation of the hands, such as to escape restraints. ||align=left|
|-align=center
| ||align=left| Gyroscopic Stabilization || 2 || Restricted ||align=left| A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount. ||align=left|
|-align=center
| ||align=left| Implanted Electrical Tools || 2 || Restricted ||align=left| Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current). ||align=left|
|-align=center
| ||align=left| Implanted Lockpicks || 1 || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. ||align=left|
|-align=center
| ||align=left| Implanted Mechanical Tools || 2 || Restricted ||align=left| Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). ||align=left|
|-align=center
| ||align=left| Implanted Weapon || 2 || Controlled ||align=left| A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed. ||align=left|
|-align=center
| ||align=left| Magnetic Grapples || 2 || Restricted ||align=left| A powerful electromagnet is implanted in the palm. ||align=left| Advantage when climbing or gripping ferromagnetic items or surfaces.
|-align=center
| ||align=left| Optical Sensor || 2 || Restricted ||align=left| An optical sensor implanted in the hand. ||align=left| Justifies viewing from the perspective of one's hand.
|-align=center
| ||align=left| Prybar || 2 || Restricted ||align=left| Massive force can be slowly expended in prying something apart. ||align=left|
|-align=center
| ||align=left| Natural Covering || 1 || Restricted ||align=left| The arm passes for natural on casual observation. ||align=left|
|-align=center
| ||align=left| Telescoping || 2 || Restricted ||align=left| The cyberarm can extend by several feet, but is clumsy to use when this is done. ||align=left|
|}
 
===Cyberlegs===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-align=center
|align=left colspan=2| Cyberlegs || 2 || Restricted ||align=left| The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left|
|-align=center
| ||align=left| Climbing Claws || 1 || Restricted ||align=left| Extrude tough, unsharpened claws that provide some of the benefit of climbing gear. ||align=left|
|-align=center
| ||align=left| Hidden Holster || 2 || Restricted ||align=left| A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left|
|-align=center
| ||align=left| Launching Hydraulics || 2 || Restricted ||align=left| Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long. ||align=left|
|-align=center
| ||align=left| Leg Compartment || 2 || Restricted ||align=left| A large compartment hidden within the thigh or calf. Very difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left|
|-align=center
| ||align=left| Magnetic Grapples || 2 || Restricted ||align=left| The limb can hold metal to itself, or cling to a metal surface. ||align=left|
|-align=center
| ||align=left| Prybody || 2 || Restricted ||align=left| ''Requires cyberarm prybar.'' The whole body can prybar, including lifting massively heavy objects off the ground. ||align=left|
|-align=center
| ||align=left| Natural Covering || 1 || Restricted ||align=left| The leg passes for natural on casual observation. ||align=left|
|-align=center
| ||align=left| Shock Reinforcement || 2 || Restricted ||align=left| Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls. ||align=left|
|-align=center
| ||align=left| Tremorsense || 3 || Restricted ||align=left| Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity. ||align=left|
|}

Latest revision as of 21:16, 16 July 2017

Availability

An Always available item can be purchased, owned, and transported by anyone. A check to find such an item will only be required in unusual circumstances, such as trying to find a fresh-baked baguette at midnight in the barrens.

A Restricted availability item requires either a valid SIN or the use of the black market to purchase. These items are not strongly regulated, but are sufficiently restricted that they can't legally be bought with cash. A roll is likely required to find these items on the black market, but with Twists and Costs representing not necessarily a failure to find the item, but a cost, delay, flaw, increase in price, or other negative consequence. Restrictions on possession are unlikely to be enforced unless secondary to other legal or security interaction.

A Controlled item is highly restricted and requires licenses, permits, or other credentials attached to a valid SIN for purchase, possession, and transport. A basic fake SIN is insufficient to buy these items, and a roll is almost certainly required to find them on the black market, likely at disadvantage. Open possession of such items in a high-security area is likely to draw one or more of personal and electronic attention.

Strike Equipment

Strike equipment can provide various benefits. In general, equipment provides a narrative benefit, something new the character can be justified as doing. In some cases, this is sufficient. For example, a retinal display in a cybereye provides a well-defined justification for a particular character action. However, where the narrative benefit is less well defined, particularly where a benefit primarily relates to improving performance, specifically-defined game benefits may be appropriate.

The benefits listed with equipment are open to change based on player interest, where appropriate, with possible adjustment of price. Example game benefits include, without limitation:

  • Access to or training in a Restricted Skill. Training is more appropriate for Skills of limited direct benefit, that are more likely to be used as Related Skills. Access to a Restricted Skill is more appropriate for a Skill likely to be directly rolled.
  • A Trick. In general, Tricks should provide narrative benefits beyond basic success on some kind of roll, with an impact generally equivalent to the Bonus received when rolling a 6.
  • Advantage on a particular type of roll.
  • The removal of Disadvantage for a particular kind of impediment.
  • Bonuses are received on 4+ or 5+ instead of 6+.