Any item in the SINergy game is described using a set of categories covering its operation, price and availability. This applies to everything, weapons, Cyberware, drugs, tools, Bioware, computers, and software.
| Name: |
Obvious. |
| Description: |
What the item is for in plain language. |
| Rating: |
The level of the ability required to make it. |
| Availability: |
How difficult it is to get hold of. |
| Retail Cost: |
What you pay if you buy it over the counter. |
| Legality: |
Is it legal for the average person to own and if it isn't who can own it legally. |
| System Notes: |
What game advantage/disadvantage the item has. |
Name:
The name of the thing. In some cases this will be a specific 'brand' name; in others it will be generic of the type. Brand name items should also include the generic name of its type in brackets (e.g. 'Cyber dyne Raven 2001 ( Cyberdeck)'.).
Description:
The description should inform you what the item does as well as any flavor text to flesh it out, just as why it is favored by the professionals, or if it has a bug in it's software, or why it is unusually hard to get hold of. The description should not refer to the items in game effects.
Rating:
The items rating relates to how difficult the item is to produce. If a character with the appropriate skill wants to make the item they have to have a higher rating than their item in that skill. In addition the items rating is the number of time slots the character must use (in their turn sheet) to make it (or a batch of it for narcotics).
Availability:
This indicates if an item is difficult to find. If an item has any rating then it can only be found by a character that has a high enough rating in the appropriate area.
For Example: A Fixer with Street Deal 4 can locate stuff with Availability of 3 or less. A serving soldier (Military 3) can lay his hands on weaponry and the like with Availability up to 2. A character working as an accountant for a Bioware corporation (Using their Accountancy Rating 4 as their Job Resource) could argue that they can lay their hands on level 3 Bioware!
Availability is not directly reflected by its legal status. Certainly most illegal items will have an Availability rating, just because you can't get them unless you have some sort of contact, but it reflects more the rarity of an item.
For Example: Police Riot Armor has an Availability of 1. It isn't difficult to get hold of as long as you are in the law enforcement business. The Sig Sauer P226 automatic pistol is a cheap 20th century firearm, but it has an Availability of 5 because no one has them any more and it's difficult to find. The Chemtech brain accelerator combat drug is both expensive and illegal to own, but it has a high Availability simply because there isn't very mush of it produced.
Retail Cost:
This is the cost 'over the counter' for the object. If an item is illegal to own it will cost 200% retail. If the character can get the item direct from the supplier then they would pay 50% of retail cost. To be able to buy an item the item must be available (see above).
Legality:
Legality is recorded in the Retail Cost field. If an item is illegal for the average Joe to own then the Retail Cost will have a word after it indicating who can legally own the item. (Police: Military: Scientific: Corporate: Criminal) an illegal item costs twice retail cost to buy. Looking at real world examples will give a good idea of what sort of equipment is legal to own. Keep in mind the exceptions to this that apply to the SINergy setting (some guns, some drugs etc.). Also carrying illegal merchandise will get you into trouble if you are stopped by the police and can't produce a good excuse for having it.
System Notes:
These notes tell the player what effect if any the item has on the system. Some items are required to use a skill in the first place (i.e. you can't use the Paramedic skill unless you have at least a basic first aid kit). Some items duplicate the abilities of a skill at a set level (i.e. A skill chip for piloting AV's gives the character Pilot AV 3). Some items provide a modifier to a skill (i.e. A pistol smart link gives +1 to Firearms). Some items do combinations of all three. The system notes must be very specific as to what skills it affects. If it isn't noted here it does not affect the skill, even if it would makes.