Equipment Listings
Any item in the SINergy game is described using a set of categories covering its use, 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 and flavor text for the item. |
| 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. |
Creating Equipment Lists
Not every field will apply to every item, but you must consider each before you decide what is and isn't applicable.
When assigning levels to the fields ensure that the item balances with other items of a similar type (for price, legality, rating and Availability). If the balance is lower in one field then it must higher in another etc.
Remember when assigning numbers to keep in mind the ratings of the characters in the system. Remember the rules of thumb for skill ratings (1; Amateur, 3: Professional, 5: Best in the business, 8: Best in the world). For example a police officer, on average will have a Law Enforcement rating of 2 or 3 so most police equipment can't be higher than Availability 1.
Keep items effects very specific. Reflex boosters might add 1 or 2 points to your Dodge skill, but each specialization of Dodge (bullets, melee, hand to hand etc.) each require their own type of reflex booster. There is no bleed over between skills and their specializations, or if there is you need to mention it specifically.
Fields of Detail
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 favoured 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 Armour 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.
| Law (Enforcement) |
Items it is only legal for law enforcement officers and security personnel to own. |
| Mil(itary) |
Items it is only legal for military personnel to own. |
| Scientific |
Items restricted to registered scientists or scientific lab staff to own. |
| Corp(orate) |
Items only licensed to corporate personnel. |
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.
Modifications to item ratings (the flangey bits to cover all the bases).
These modifiers apply to all branches of making stuff universally. It is suggested that no abuse of these notes should be able to generate anything above a +2 skill modifier or duplicate anything over a Level 5 skill without specific ref input and addition specific resources or equipment.
Making Equipment In Character
To make an object you require a certain amount of equipment, the equivalent of a workshop/lab (and somewhere to set it up)! This amounts to another set of equipment for the equipment appendix to expand the basic tool kits.
Tool Kits
The basic 'tool kits' contain everything that is necessary to use the relevant primary skill in play. Where applicable the basic kits also allow the character to repair/maintain items relating the skill in the field.
| Name |
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
| Mechanical |
|
N/A |
0 |
100cr |
|
Pre requisite |
| Electrical |
|
N/A |
0 |
60cr |
|
Pre requisite |
| Micro Electrical |
|
N/A |
0 |
200cr |
|
Pre requisite |
| Cyberware |
|
N/A |
0 |
200cr |
|
Pre requisite |
| Bioware |
|
N/A |
1 |
800cr |
Science |
Pre requisite |
| Gunsmith |
|
N/A |
0 |
150cr |
|
Pre requisite |
| Hvy Weapons |
|
N/A |
1 |
250cr |
Military |
Pre requisite |
| Demolitions |
|
N/A |
2 |
600cr |
Military |
Pre requisite |
| Scientific: Specify |
|
N/A |
0 |
150cr |
|
Pre Requisite |
| Medical* |
|
|
|
|
|
|
Workshop/ Lab
The bare minimum to allow the construction/manufacture of the relevant item in small batches or single items (the equivalent of a garage workshop or back street lab). Facilities for large scale production are beyond the scope of simple purchase and require in game action and ref input to acquire!
| Name |
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
| Mechanical |
|
N/A |
0 |
2000cr |
|
Pre requisite |
| Electrical |
|
N/A |
0 |
2500cr |
|
Pre requisite |
| Micro Electrical |
|
N/A |
0 |
3000cr |
|
Pre requisite |
| Cyberware |
|
N/A |
0 |
2500cr |
Science |
Pre requisite |
| Bioware |
|
N/A |
2 |
4000cr |
Science |
Pre requisite |
| Gunsmith |
|
N/A |
1 |
2500cr |
Law/Mil |
Pre requisite |
| Hvy Weapons |
|
N/A |
2 |
4000cr |
Military |
Pre requisite |
| Demolitions |
|
N/A |
2 |
3000cr |
Military |
Pre requisite |
| Pharmaceutical |
|
N/A |
1 |
2500cr |
Science |
Pre Requisite |
| Scientific: Specify |
|
N/A |
1 |
2000cr |
Science |
Pre Requisite |
| Software |
|
N/A |
1 |
4000cr |
Corp |
Pre Requisite |
| Entertainment: Specify |
|
N/A |
0 |
2000cr |
|
Pre Requisite |
| Medical* |
|
N/A |
1 |
3500cr |
Science |
Pre Requisite |
Specialization Tool Kits
Tools needed for characters using specialization skills (all stats relate to the stats of the primary skill tools)
| Name |
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
| |
|
N/A |
+2 |
50% |
As per. |
Pre requisite |
Specialization Workshop/lab
Equipment needed for characters using specialization skills (all stats relate to the stats of the primary skill workshop etc)
| Name |
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
| |
|
N/A |
+2 |
50% |
As per. |
Pre requisite |
* As handled in the existing equipment section
** Technically a surgery!
Manufacturing Items
Cost of manufacture - 50% of retail (Requires access to the appropriate workshop/laboratory through the manufacture time).
To make an item requires the expenditure of funds equal to 50% of the items retail value. This is the bare minimum required. It includes the raw materials, access to licensed data/patents and any incidental costs. Under no circumstances (outside of serious ingenuity) can an item be made for less than this cost! This cost is paid at the start of the manufacture period.
Time to manufacture minus one time slot per rank of the item.
The total number of time slots can be split between several months (turn sheets), but at least 1 time slot must be spent on the process each month until completion or the entire project fails (and the basic expenditure in cash is lost).
Being really good at building something! - Time taken is lessened by 1 time slot for each skill rank above the required success level the character has (minimum of one time slot).
Experts can build easier equipment faster than less skilled technicians. If their skill/specialization in the field exceeds the rating of the item they are manufacturing by more than the required 1 point (successful skill use requires the character to have a greater level of skill than the difficulty of the task!) they can reduce the manufacture time (time slots equal to the items rating) by one time slot per point of excess. No item can be produced in less than one time slot (saving ref blagging).
Making customized items - Item rank +1 (and +1 to time taken), + Retail Cost.
To customize an item for someone effectively increases the difficulty to make it. The item is considered one rank higher for determining whether the manufacturing character can make it. Manufacture time is likewise increased by 1 point.
The cost of customization is equal to the retail cost of the item (50% of which is considered basic required expenditure (Cost to Manufacture).
Customization has no in system benefits. The item is tailored to owner so that any one else using it suffers a -1 modifier. Customization can also include modifying the superficial appearance (if you want a batch of special LSD made up with your company logo on the tab and tailor it to your brain chemistry, then that is customization. If you want your Mk 23 SOCOM balanced and remodeled for your grip, and gold plated then this is customization.
Making superior items - Item rank +2 (and +2 to time taken), + Retail Cost x2.
Successful manufacture gives the item an additional +1 modifier. If this process is applied to a customized weapon then the modifier will only apply to the owner of the item. The base cost of producing the item is half of the retail cost of the superior item (equal to the original retail cost of a basic item).
Making Master Quality Items - Item rank +3 (and +3 to time taken), + Retail Cost x3).
As above, but the item provides an addition +2 modifier to the items abilities. This may not be stacked with the modifier for a superior item (see above), but does stack with any natural modifiers the item has.
This is the highest quality of item that can be produced within the scope of the manufacturing system, although items with greater modifiers are possible by major corporations.
Making new items - Various.
A manufacturer that attempts to invent a new item must first have it rated by a ref. This determines it's level, legality cost etc. Once this is established (assuming the character is capable of making the item) they must first construct a prototype. The prototype is made to the rank, cost and time as if they were producing a superior version of the item (rank +2, time taken +2, Retail Cost x2). The resulting prototype is a -2 version of the desired model (this may result in prototypes with 0 level skill ratings). Once the prototype is complete the character may produce the item at its normal rating. A character may not make a prototype that is customized, superior, or master quality!
Taking your time - +1 Time Slot, x2 Manufacturing cost.
A manufacturer can build items that they would not normally be able to create if they spend more time doing so. If an additional time slot is spent in the manufacture (and an additional amount of credits equal to what they would normally have to spend on raw materials etc.) then their character's skill is considered 1 higher than their normal rank. Under no circumstances can a character's skill be increased any more a single rank by spending more time (and/or money).
This process produces a great many possible variations on the basic them of making something. Any player who is in the business of manufacture must be aware of these variables. It is their responsibility to know what they are capable of and how much it will cost.
Repairing Items
Ability to repair - Rating of the item minus one.
It is easier to repair an item than it is to manufacture one. If a character is attempting a repair their skill rating is matched against the items rank -1 level.
Cost to repair - 50% of retail.
Getting any damaged item repaired will typically cost half of its retail price. You may try to argue that minor repairs will cost less with a ref. A ref may argue that extensive repairs will cost more!
For characters who are making the repairs the base cost to do so is half of the repair cost (25% of the retail).
Time to repair - Rating of the item minus one.
It is quicker to repair an item than to build it. The number of time slots required is one less than the time it takes to build (Item rank -1).