equipment detail (Equipment)



Starting kit. Choosing a role puts its weapons, armor, tools and clothes
in your inventory, plus 500eb to keep or spend. Armor and clothes start
worn. See your role's file (help solo, help medtech). Starter gear is
unbreakable for now: when armor wear and weapon damage arrive, it won't be
affected.

How you look. look <person> shows their Description and their
Equipment: what they're wearing and the weapons they carry. look me shows
your own, with everything you carry and your eddies. Descriptions are written
for you from your role and the clothes you wear, and the higher your COOL, the
more those clothes look like they were made for you.

Not live yet: the carrying limit, shops and weapon quality below.

Carrying. You can carry 10 items plus one per point of BODY. A Carryall
bag adds 5. Worn armor and clothes, installed cyberware and money take no
space.

Price tiers

  Cheap 10eb     Everyday 20eb     Costly 50eb     Premium 100eb
  Expensive 500eb    Very Expensive 1,000eb    Luxury 5,000eb+

Street shops sell up to Premium. Anything pricier comes from a Fixer who
knows your name, or from a Night Market.

Quality. Weapons come in poor, standard and excellent. Poor weapons are
cheap and jam on a natural 1. Excellent ones give +1 to hit and cost far more.

Tools that matter

- Agent: your pocket assistant. Calls, maps, the Data Pool.
- Medtech Bag: needed for serious medical work.
- Tech Bag, Techtool: for repairs.
- Flashlight: darkness is a penalty you can buy your way out of.

See also: weapons, armor, cyberware, money