Equipment (Old)

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Revision as of 15:19, 27 August 2016 by Bryanhm (talk | contribs) (→‎Weapons)
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Any equipment listed in any Shadowrun sourcebook is generally permissible to purchase.

Strike Rules

Tools

Some Skills require tools to use properly. If you don’t have any tools, you can’t attempt the task. If you have makeshift tools only, you may attempt it with Disadvantage. This may depend on the complexity of the task.

Your character starts play with appropriate tools for their starting Skills. These may be lost as a result of Twists. When you learn a new Skill you do not automatically get tools—you must acquire them in play.

Costs

Wealth level
0 Penniless
1 Poor
2 Rich
3 Super-rich
Item/cash parcel value
0 5¥ to 100¥
1 100¥ to 2,000¥
2 2,000¥ to 40,000¥
3 40,000¥ to 800,000¥
4 800,000¥+
Buying checks
Roll Cheap Same Level Expensive
6 Success + Bonus Success + Bonus Success
5 Success + Bonus Success Success + Cost
4 Success Success + Cost Success + 2 Costs
3 Success Success + 2 Costs Twist
2 Success + Cost Twist Twist + Flaw
1 Success + 2 Costs Twist + Flaw Twist + Flaw

Shadowrun Equipment

A restricted item can be purchased, owned, and transported only under special circumstances. You are allowed to purchase and own a gun with the requisite firearms permit, and you can carry it with you with a special concealed carry permit. Licenses and permits can be obtained through legal channels, as long as you’re a solid citizen with a legal SIN—of course, that goes for shadowrunners with fake SINs acquiring fake licenses, too. A fake license is connected to a fake SIN, and if one of them is exposed, the other becomes worthless.

Forbidden items are never okay for anyone to own or buy or have—at least not for you, a private citizen. No amount of licensing or permits will make owning one anything like permissible in the eyes of the law.

Weapons

Characters are assumed to start the game with standard shadowrunner weapons appropriate to their skills and combat build. Characters can buy special weapons that have advantages (e.g., narrative benefits, mechanical benefits, combat benefits) and/or flaws.

Melee weapons
Type Cost Legality Availability Special
Pro gear 1 Restricted Uncommon Quality melee weapons used by security professionals. Shadowrunner starting gear.
Drek 1 Restricted Common Second-hand weapons and weapons that weren't that good even when it was new. Comes with at least one downside.
Specific weapons
Monofilament whip 2 Forbidden Rare Terrifying. Deadly. Iconic. For an Action Point, you can XXX. When gaining a Strike for using this weapon, gain an additional Strike. Requires an appropriate Skill.

Example downsides:

  • Flaws: heavy, cumbersome, inconvenient
  • Breakable (destroyed one-sixth of times used)