Gear

Sep 27, 2021 4:09 pm
Gear
Any time you have creds burning a hole in your pocket, it's time to take a look at your gear. Gear is the only way to get better at what you do, and you do have a reason to keep running, right friend? Remember that gear is purchased either with ¥€$ (pocket change), or bigger piles of cash (which equate to a grade ---see Basic Rules//Gear and Advancement//Payoff). The cost determines how effective a piece of gear is when you have to roll. Each section will delineate the type of gear that's accessible, its legality, and how to procure it.
Sep 27, 2021 4:10 pm
Drones
Drones are robots of various shapes and sizes used for a variety of tasks (spying, guarding, combat, exploration, assistance, etc.). They are controlled in one of two ways: manual control (where a drone operator is jacked in to the drone) and autonomous function (where the drone is run by a program). In street lingo operating a drone remotely (aka piloting it) is called Hi-Jacking whereas autmated control is called a Low-Jack. Things marked * require a permit, while things marked ** are illegal.

B:> CONTROLLEDˍDRONES.exe
Anyone with a Jack (see Cyberware) and an Operate program (see Hacking) can run a drone manually. When being operated, the controller rolls + Jack cyberware grade. Wireless connection is common, but subject to detection, jamming, distance limitations, and hacks.

B:> AUTOMATEDˍDRONES.exe
When the operator is disconnected, a Drone program takes over. Drone programs are ranked in grades. When there's a question of how well the drone does at a risky or dangerous action roll + Drone program grade. A base drone comes with a pocket change (+0) program.

Drone programs are fairly simple AI designed to perform specific tasks on specific hardware, so they aren't hot-swappable (in the sense that a Crawler Drone program can't be loaded into a Barker Drone and expected to work). They come with a small set of commands. If the drone pilot isn't forcibly disconnected (say by a Jammer) they can set any of the pre-programmed commands (for example tell a Barker to protect a place). Most drones can take voice commands. If there is a question of what an uncontrolled drone does in a situation, consult their programming and treat it as if it were an instinct or drive.

B:> SAMPLEˍDRONES.txt
Here are some drones you could possibly acquire.

Backpack
Small. Can ride on someone's back or arms. Has spider-like limbs. Has tools and storage space.
Programmed: To follow. To cut. To short-circuit. To repair. To cling and stay still.
Stats: 4 hp.
Cost: 250 ¥€$

Barker *
Medium dog-sized. Can fight. Has a gun mount (buy weapon separately).
Programmed: To defend (person/place). To attack. To self-repair.
Stats: 6 hp. 1 armor.
Cost: 1000 ¥€$

Crawler *
Tiny. Fits in the palm of a hand. Onboard camera and mic.
Programmed: To hide. To observe.
Stats: 1 hp.
Cost: 500 ¥€$

Hopper
Small. Has circular propellers and a camera. Room for a small payload (stims, a wireless node, extra ammo). Can be modified for a small gun mount (300 ¥€$).
Programmed: To survive. To escape.
Stats: 4 hp.
Cost: 250 ¥€$

One-Eyed-Jack **
Tiny. Crawls. Has a wireless repeater.
Programmed: To find a network plug and Jack-in.
Stats: 1 hp.
Cost: 250 ¥€$
Sep 27, 2021 4:10 pm
Vehicles
Vehicles are bought in grades. Normal street vehicles (a sweet red bike, a black-windowed car) are street grade (+1). Anything hover or submersible runs at least serious cash (+2). Anything with mounted hardpoints, or that can take drone pilots takes lots of zeroes (+3).

You can add tags or fictional benefits by spending additional money to upgrade your vehicle. The price may change depending on what your base vehicle costs (nitrous for a car might just be a street grade +1 boost, but afterburners for a gunboat are probably significantly more). Talk to your GM and table and agree on something appropriate. As a rule of thumb, cosmetic changes (sweet decals, neon lines) cost a few hundred ¥€$. Legal vehicle systems are street change. Any vehicle mounted guns are at least serious cash (+2), and frequently require adidtional power systems to be installed first. Armor can vary, depending on how much it docks your speed.
Sep 27, 2021 4:11 pm
Cyberware
Unless otherwise noted, cyberware is only bought with grades. Talk about what the implant and recovery process is like when you add new chrome. Note: The list below is not final. Talk to your table and add your own. Modular voice-box that lets you sound like anyone you record? Sure. Want sweet cyberlegs? Think about what can they do. Attach to ceilings, rotate backwards for faster speed? Pick one per grade.
Augmented reflexes: If there is a a question of who goes first, it's you. (ties resolved by cyberware grade).
Blood/Platelet Factory: Built right into your marrow. Pick one per grade: [+1 hp per hit die] [filter toxins in blood] [auto-stabilize at 0 hp or less]
Bionic Arms: Polymer muscle strands. Can be all metal. Pick one per grade: [grapple hand] [hidden blades] [toolkit]
Bone Lacing: Metal-laced bones. Adds 1 hit die, per grade.
Camo Skin: Optical invisibility. Tends to short out in water... or bullets.
Chem Reservoir: Choose 1 per grade. Can choose each more than once. [holds 1 Stim] [holds 1 Chem Kit charge (see Patcher)] [preset release trigger]
Cyberears: Pick one per grade: [directional mic] [stress analysis] [noise filtering]
Cybereyes: Pick one per grade: [IR/UV] [low light] [retina duplication] [targetting] [telescopic] [recording + Black Box functionality]
Cyphercrack: Breaks door and safe codes. Might take some time.
Dermal Plating: Kevlar-weave skin. Subdermal plates. +1 armor per grade.
Digital Tatoos/Fiberoptic Hair: You look totally crash. Style is important. Cosmetic only. 50-100 ¥€$ per.
Hidden Compartment: Small pocket. Hard to find. Holds a knife or data drive.
Jack: Implanted in the skull. Lets you operate drones and electronics, and jack-in to hack. Holds 2 programs per grade. Gives you 1 rez die per grade.
Jammer: Short out enemy signals and communications in a nearby area. Can fry devices that accept a signal, but this may damage the cyberware.
MemSoft: Neural interface to plug in memories and specific knowledge. Want to pilot the new Eizenkranst chopper? Vet 14th century French art? Speak Brazillian Portugese? Go EVA on a satellite without training? MemSoft. Interface comes with one. Extras run 50-250 ¥€$ based on rarity.
Moldable Face: Just like clay. You can save a couple presets.
O2 Supply: For when they try to smoke you out. Holds an hour reserve.
Prehensile Tail: Can have a blade at the end of it. Attached to back or spine.
Phermone Farm: Will only work in proximity. Pick 1 type per grade: [calm] [fear] [confusion] [honesty] [attraction]
Sep 27, 2021 4:11 pm
Equipment
Equipment is bought for ¥€$ unless specified. This is not an exhaustive list (just common questions players ask). Ask your GM for anything not on it. Note: Anything with a * requires a permit. The Law can and will hassle you and check. Anything marked ** is seriously illegal. Civvies may run screaming, corp security will shoot first and ask questions later. Cops won't bother asking questions.
Ammo: Carry up to 6. Spend an ammo to spray an area, or to re-roll one damage die from a gun by throwing more bullets at your problem. Cost: 10 ¥€$.
Body Armor: Wear it. Grants +1 armor. Cost: 100 ¥€$.
Crossbow: Can't use Ammo to re-roll. Comes with a quiver. Silent. Damage: 1d6. Cost: 30 ¥€$.
Exo Suit*: Power suit. Grants +2 armor. Not subtle. Has built-in comms. Cost: serious cash (+2 grade).
Gun*: Fired using a single hand. Loud. Damage: 1d6+1. Cost: 30 ¥€$.
Big-Ass Gun**: Takes two hands. Can shoot through thin walls. Very Loud. Damage: 1d6+2. Cost: 70 ¥€$.
Grenade**: Damages anything not behind cover in an area. Super loud. Damage: 2d6+2. Cost: 30 ¥€$ per.
Katana: Who knows why these are popular. Corps don't care but are happy to assure you they're superior to any other sword. Damage: 1d6+1 Cost: 20 ¥€$.
Knife: You can have a knife. Or two, Or three. It's ok. Blades are cheap. Damage: 1d6. Cost: Don't worry about it.
Med Kit: A well-stocked Med Kit. Uses: 3. Cost: 100 ¥€$.
Monofilament Whip**: Ignores armor. Damage: 1d6+2. Cost: serious cash (+2).
Stim Pack: Stabilizes critical patients. Dulls pain. Disinfects. Dangerous if used more than once per day. Cost: 30 ¥€$ per. You want some.
Holo Projector: Projects a simple disguise on top of your features. Cost: 300 ¥€$.
Programs: See Hacking section for list. Cost: 100 ¥€$ per.

Because Bangers will always ask ---yes, you can gratuitously overspend and use payout grades to add mods to a weapons/armor. Pick up to your grade in mods. This may affect legality. Here's a list of possible mods you can apply to your equipment:
Armor: [color changing] [oxygen supply] [self-repairing] [thermal insulation]
Blade: [made by famed craftsman] [monofilament** ---ignore armor] [unbreakable]
Exo Suit: [airtight] [electrified**] [jetpack] [strength assist]
Guns: [additional ammo types] [biometric lock] [collapsible*] [shoot around corners]
Sep 27, 2021 4:17 pm
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