Difference between revisions of "Equipment"

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==Surveillance Gear==
==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'''
|-
|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| -
|-
|colspan=6|
|-align=center
|colspan=2  align=left| Field Optics || 2000¥ || Always ||align=left| A handheld unit that can function as either a personal imager or a field camera. The optics include an adjustable zoom up to 100x and both light amplification and thermographic modes. Includes a basic microphone, viewfinder, and both wired and wireless rigger access. ||align=left| Avoids Disadvantage for recording in all but pitch-black conditions.
|-align=center
| ||align=left| Laser Microphone || 1,500¥ || Restricted ||align=left| An optional attachment for the field camera. A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. ||align=left| -
|-align=center
| ||align=left| Shotgun Microphone || 1,000¥ || Always ||align=left| An optional attachment for the field camera. 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| -
|-
|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| -
|}


==Wearable Gear==
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.


{| border=2 cellspacing=0 cellpadding=5 align=center
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.
|-align=center
|colspan=2  align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|colspan=6|
|-align=center
|colspan=2 align=left| Combat Mask || - || ||align=left| Protects the face. Assumed for PCs, assumed in Tactical Combat. ||align=left| -
|-align=center
| ||align=left| Optics || 5,000¥ || Always ||align=left| Adjustable zoom for telescopic vision. ||align=left| Gain "Telescopic Vision" skill.
|-align=center
| ||align=left| Electronic Sensors || 5,000¥ || Always ||align=left| Light amplification and thermographic imaging. Cannot be used for spellcasting. ||align=left| Avoids Disadvantage for seeing in all but pitch-black conditions.
|-align=center
| ||align=left| Flare Compensators || 5,000¥ || Always ||align=left| Suppresses sudden flashes of light. ||align=left| Immune to Flash effects.
|-align=center
| ||align=left| Sound Dampers || 5,000¥ || Always ||align=left| Suppresses sudden bursts of sound. ||align=left| Immune to Sonic attacks.
|-align=center
|align=left colspan=2| Voice Mask || 100¥ || Controlled ||align=left| Distorts the pitch and timbre of the user's voice so as to make it unrecognizable.||align=left| -
|}


==Cyberware==
==Strike Equipment==


===Cybereyes===
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.


All costs are per-eye.  One or both eyes replaced as preferred so long as consistent with any augmentations selected.
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.
{| border=2 cellspacing=0 cellpadding=5 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.
|-align=center
* Advantage on a particular type of roll.
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
* 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| 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| -
 
|-
|colspan=6|
|-align=center
|colspan=2 align=left| Cybereyes || 100,000¥ || Always ||align=left| A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. 20/10 vision with built-in image capture and display. Priced and sold as a pair. ||align=left| Immune to Flash effects.
|-align=center
| ||align=left| Enhanced Image Processing || 20,000¥ || Always ||align=left| Image processing software captures details that might otherwise be missed. ||align=left| Gain Trick "I Saw That": spend an Action Point to pass a vision-related check.
|-align=center
| ||align=left| Improved Optics || 20,000¥ || Always ||align=left| Adjustable zoom from telescopic to microscopic vision. Can capture a retinal pattern with very close eye contact. ||align=left| Gain "Microscopic and Telescopic Vision" skill.
|-align=center
| ||align=left| Low-Light Sensors || 20,000¥ || Always ||align=left| Light amplification and thermographic imaging. ||align=left| Avoids Disadvantage for seeing in all but pitch-black conditions.
|-align=center
| ||align=left| Retinal Display || 100,000¥ || 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| -
|}
 
===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 || 5,000¥ || Always ||align=left| Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear. ||align=left|
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cyberears || 75,000¥ || Always ||align=left| A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human hearing ability with built-in audio recording and playback. Priced and sold as a pair. ||align=left| Immune to Sonic attacks.
|-align=center
| ||align=left| Enhanced Microphones || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Gain Trick "I Heard That": spend an Action Point to pass a hearing-related check.
|-align=center
| ||align=left| Parabolics || 20,000¥ || 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| -
|}
 
===Cybernose===
 
{| 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 Nose || 5,000¥ || Always ||align=left| A decent sense of small. A good quality electronic replacement for a damaged or impaired nose. ||align=left| -
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cybernose || 20,000¥ || Restricted ||align=left| Perform chemical analysis of gaseous compounds. ||align=left| Gain "Nose Chem Sensors" skill.
|}
 
===Cybertongue===
 
{| 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 Tongue || 5,000¥ || Always ||align=left| A decent sense of taste. A good quality electronic replacement for a damaged or impaired tongue. ||align=left| -
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cybertongue || 20,000¥ || Restricted ||align=left| Perform chemical analysis of liquid and solid compounds. ||align=left| Gain "Tongue Chem Sensors" skill.
|}
 
===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'''
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cortex Bomb || 500,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Used by megacorps with wiring for radio activation to ensure the loyalty of key employees. ||align=left| -
|-align=center
|align=left colspan=2| Data Filter || 50,000¥ || Restricted ||align=left| Can be activated to prevent the formation of long-term memories. ||align=left| -
|-align=center
|align=left colspan=2| Decker Implants || 100,000¥ || Restricted ||align=left| Connect to a deck and deck. ||align=left| -
|-align=center
|align=left colspan=2| Face Lifts || 100,000¥ || Restricted ||align=left| Buried inflatable sacks allowing broad readjustment of the face. They offer insufficient control to imitate a specific face, but they can be used to defeat face-recognition software. ||align=left| -
|-align=center
|align=left colspan=2| Personal Black Box || 50,000¥ || 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| Rigger Implants || 100,00¥ || Restricted ||align=left| Control vehicles and drones through mental command. ||align=left| -
|-align=center
|align=left colspan=2| Skilljack || 100,000¥ || 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| Sleep Regulator || 50,000¥ || Restricted ||align=left| Stay awake for several days without ill effect. ||align=left| -
|-align=center
|align=left colspan=2| Voice Mask || 1,000¥ || 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 || 100,000¥ || 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 || 5,000¥ || Always ||align=left| An embedded smartphone. ||align=left| -
|}
 
===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| Health Monitor || 10,000¥ || Always ||align=left| Sensors implanted throughout the body provide real-time feedback of health status. Gain extensive information about any injuries suffered or other bodily effects. ||align=left| -
|-align=center
|align=left colspan=2| Motion Remapper|| 100,000¥ || 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| -
|-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| -
|}
 
===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'''
|-
|colspan=6|
|-align=center
|align=left colspan=2| Replacement Arm || 5,000¥ || Always ||align=left| A good quality electronic replacement for a damaged or impaired arm. ||align=left| -
 
|-
|colspan=6|
|-align=center
|align=left colspan=2| Cyberarms || 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| Arm Compartment || 20,000¥ || 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 || 5,000¥ || Restricted ||align=left| Extrude tough, unsharpened claws. ||align=left| Gain Advantage to climbing rough surfaces.
|-align=center
| ||align=left| Fine Senses || 20,000¥ || 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 || 1,000¥ || 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 || 50,000¥ || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left|
|-align=center
| ||align=left| Fingertip Injector || 5,000¥ || 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 || 20,000¥ || 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| Gain Trick "Escape": escape from any restraint that depends on the hands.
|-align=center
| ||align=left| Implanted Electrical Tools || 20,000¥ || 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| Gain Advantage on fine-scale electrical work.
|-align=center
| ||align=left| Implanted Lockpicks || 20,000¥ || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. ||align=left| Gain Advantage to picking locks.
|-align=center
| ||align=left| Implanted Mechanical Tools || 20,000¥ || Restricted ||align=left| Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). ||align=left| Gain Advantage on fine-scale mechanical work.
|-align=center
| ||align=left| Implanted Weapon || 20,000¥ || 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 || 5,000¥ || Restricted ||align=left| A powerful electromagnet is implanted in the palm. ||align=left| Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
|-align=center
| ||align=left| Natural Covering || 10,000¥ || Restricted ||align=left| The arm passes for natural on casual observation. ||align=left| -
|-align=center
| ||align=left| Optical Probe || 5,000¥ || Restricted ||align=left| A short-range extendable optical probe. Can view around corners, through cracks, etc. ||align=left| -
|-align=center
| ||align=left| Prybar || 20,000¥ || Restricted ||align=left| Massive force can be slowly expended in prying something apart. ||align=left| Gain Trick "Pry": pry apart anything but the most heavily reinforced infrastructure.
|-align=center
| ||align=left| Telescoping || 20,000¥ || 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+.