Equipment
Resources
The Shadow-Broker’s network has access to more than just cash. Equipment, blackmail, fuel, and of course information are all commodities. This game abstracts all of that into a single “Resources” number that represents your wealth or ability to procure whatever it is you need.
- 1-Resources: Represents a month’s rent, no-place fancy. You can buy some basic weapons (no more than 2-harm), a half-decent mercenary bodyguard’s services, or bribe a normal guy for something not too dangerous to him.
- 2-Resources: Represents a month’s rent in a pretty nice place, a more significant weapon (3-harm or less), a reputable mercenary, or small group of half-decent newbies, or the ability to convince a normal person to take a small risk to life or liberty on your behalf.
- 3-Resources: Represents a high-roller lifestyle if spent weekly, a serious, hard-to-find military-grade or hi-tech weapon, the services of a famous mercenary or small group of hard-cases, or finding a normal guy willing to risk his life for you.
- 4-resources: Represents a high-roller lifestyle for a month, a serious, hard-to-find military grade or hi-tech heavy weapon, the services of a disciplined gang of veteran mercenaries, or finding a normal guy willing to take stupid risks for you.
- 5-resources: Represents a down-payment on a persistently luxurious lifestyle, a serious, hard-to-find, military grade AND hi-tech heavy weapon, the services of a mercenary company, or finding a normal guy willing to take suicidal risks for you.
Weapons
Shields, Barriers, and Armor
Personal Shields: Most modern combat armor generates a personal shield. This shield generates a number of free, ablative harm-wedges that must first be filled before the wearer suffers any harm. The wearer can regenerate these shield-wedges by getting a hit on the battle move stay the heck down. Light Shields offer 2-shield. Heavy Shields offer 4-shield. Heavy Shields are typically only available on heavy mechs or gunships. Shields are immune to barrier-affecting moves, vulnerable to shield-affecting moves. Useable by any Tech or Combat class.
Biotic Barriers: Functionally identical to Personal Shields. Most combat-trained biotics can generate Light Barriers which offer 2-barrier. Heavy Barriers are typically only generated by masters of the Barrier move. Barriers are immune to shield-affecting moves, vulnerable to barrier-affecting moves. Usable by Biotic classes.
Shields and Barriers and the Harm move: damage to shield or barrier levels do not prompt the suffer harm peripheral move.
Shields/Barriers on gangs: If members of a gang are equipped with shields, or are biotics, the protection applies to the gang as a whole. The gang has a shield/barrier-rating equal to the number of gang members equipped with shields or capable of biotic barriers. Once the shield/barrier rating has been depleted, a gang cannot refresh it.
Armor
Armor can be alternatively termed as combat hardsuit (or combat hard-suit). Aside from allowing its wearer to survive in environments like outer space, it is also reinforced with sheets of ceramic plating on non-flexible parts of the body. Each set of armor, regardless of its weight, has a kinetic barrier generator and an onboard computer that can give readouts on the environment, liaise with terminals to download data, and check local wildlife against the xenobiology database.
- Light Combat Armor (1-armor, 2-shield optional, hi-tech)
- Medium Combat Armor (2-armor, 2 shield optional, hi-tech)
- Heavy Combat Armor (3-armor, 2 shield optional, heavy, hi-tech)
Miscellaneous
Omni-Tools and Biotic Implants: Every character has an Omni-Tool. They’re the future version of a smartphone, an all-purpose holographic tool for interfacing with galactic-standard technology. All biotic characters have implants and can select from an array of biotic amps. The effects of Bio-amps, Implants and OMNI tools is currently under development.
Bio-amps see here for details on current game mechanics.
Omni Tools see here for details on OMNI tools and game mechanics (in development)
Medical Kit: Trained medical professionals, such as those with the Battlefield Medic or Unity Personal moves, may use mundane medical supplies in the following fashion:
Your kit has all kinds of stuff in it represented by a “stock” score. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-Resources per 2-stock, if your circumstances let you barter for medical supplies.
To use it to stabilize and heal someone at 9:00 or past: roll +stock spent. On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on a 10+) or 2 (on a 7–9):
- they need to be physically stabilized before you can move them.
- even sedated, they fight you; you’re acting under fire.
- they’ll be in and out of consciousness for 24 hours.
- stabilizing them eats up your stock; spend 1-stock more.
- they’ll be bedridden, out of action, for at least a week.
- they’ll need constant monitoring and care for 36 hours.
- On a miss, they take 1-harm instead.
To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. They choose: spend 4 days (3:00) or 1 week (6:00) blissed out on drugs, immobile but happy, or power through and heal more slowly.
To use it to revive someone who’s on death’s door (at 12:00, not beyond): roll +stock spent. On a 10+, they recover to 10:00. On a 7–9, they recover to 11:00. On a miss, you’ve done everything you can for them, and they’re still dead.