Difference between revisions of "Equipment"

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Augmentation is a core theme of Shadowrun. People in the game do whatever it takes to give themselves an edge. As such, as part of the translation of the setting to Strike, it is assumed that the tactical combat ability of a player character, if they're equipped and ready to fight, will be possible to detect given a reasonable examination. This may be represented by different forms of augmentation of the player's choice: cyberware (e.g., smart link, move-by-wire), bioware (e.g., orthoskin, synaptic accelerator), adept ability (e.g., improved ability, improved reflexes), or magic sustained by focus (e.g., armor, increased reflexes). But some form of augmentation should be chosen and available to discuss when a question of, for example, sneaking, combat ready, into a secure area is proposed.
Augmentation is a core theme of Shadowrun. People in the game do whatever it takes to give themselves an edge. As such, as part of the translation of the setting to Strike, it is assumed that the tactical combat ability of a player character, if they're equipped and ready to fight, will be possible to detect given a reasonable examination. This may be represented by different forms of augmentation of the player's choice: cyberware (e.g., smart link, move-by-wire), bioware (e.g., orthoskin, synaptic accelerator), adept ability (e.g., improved ability, improved reflexes), or magic sustained by focus (e.g., armor, increased reflexes). But some form of augmentation should be chosen and available to discuss when a question of, for example, sneaking, combat ready, into a secure area is proposed.
==Kits==
We're not using Kits in the game. However, Kit features are appropriate inspirations for benefits of equipment/spells/training/etc.


==Wealth Conversion==
==Wealth Conversion==

Revision as of 16:58, 5 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+.

Tactical Combat

Augmentation is a core theme of Shadowrun. People in the game do whatever it takes to give themselves an edge. As such, as part of the translation of the setting to Strike, it is assumed that the tactical combat ability of a player character, if they're equipped and ready to fight, will be possible to detect given a reasonable examination. This may be represented by different forms of augmentation of the player's choice: cyberware (e.g., smart link, move-by-wire), bioware (e.g., orthoskin, synaptic accelerator), adept ability (e.g., improved ability, improved reflexes), or magic sustained by focus (e.g., armor, increased reflexes). But some form of augmentation should be chosen and available to discuss when a question of, for example, sneaking, combat ready, into a secure area is proposed.

Kits

We're not using Kits in the game. However, Kit features are appropriate inspirations for benefits of equipment/spells/training/etc.

Wealth Conversion

Convert wealth level to an equivalent treasure parcel by adding one.

Gain 20,000¥ for each tier 2 treasure parcel and 1,000¥ for each tier 1 treasure parcel.

Gain 40,000¥ for most recent job.