Assets

Table of Contents

General Equipment

Specialist Equipment (1-2 Cash): A catch-all for any piece of ordinary gear that provides an advantage or fulfils a vital function. Usually costs 1 load. For 1 Cash, you can get a variety of useful equipment:

For 2 Cash, you can get more advanced and highly-specialised equipment such as:

Fabricator (3 Cash): Uses cheap resin or metallic residue to print small handheld components. If you own a fabricator, you use a flashback to produce a component, small tool or simple weapon that you fabricated earlier. Items created by the fabricator are short-lived, and usually only last one session or mission; fabricated guns are single-use. The fabricator itself is microwave-sized, and isn’t portable.

Jammer Gun (2 Cash): A directed electronic countermeasure designed to disable drones and other wireless devices, as long as they’re not hardened. It has similar range to a pistol, and is blocked by line of sight. [1 load]

Fake ID (1 Cash): A fake ID for a specific situation or place. A decent forgery, but may not hold up to close scrutiny or a background check. [0 load]

Plasma Cutter (4 Cash): A bulky device that resembles a heavy weapon. You can activate it and cut through a door, ship hull or other obstacle. Not subtle or quiet, and generally too unwieldy to use in combat. Overuse may deplete the battery, costing 1 load to replace it. [2 load]

Medicine

Medkit (1 Cash): A portable clinic with medical tools and pharmaceuticals, perfect for performing basic first aid and diagnosis. You can also spend 1 load to produce a sedative, antidote, disease treatment or other appropriate medicine. If you overuse it, you might run out of meds until you get a chance to resupply for 1 Cash. [1 load]

Performance Drugs (1 Cash): Six doses of a performance-enhancing drug. Decide what kind of drug it is when you purchase this asset; the effects are entirely narrative, but may alter position and effect. Performance drugs always have some kind of benefit, but also come with a consequence (which can be resisted). [0 load]

Some example performance drugs:

Truth Serum (2 Cash): A refrigerated case with six doses of a powerful (and restricted) hypnotic drug that induces confusion, euphoria, and reduced inhibitions. Anyone suffering from its effects will struggle to keep their story straight, be easier to intimidate, and have a hard time keeping their mouth shut. While it makes people more likely to talk, it doesn’t necessarily guarantee truth. [1 load]

Lazarus Kit (2 Cash): A briefcase containing a single dose of Lazarus, a rare and expensive medication that can revive the clinically dead. Using Lazarus correctly requires a skilled medic and precise dosage, and every second counts; reviving someone who has been dead for more than a few minutes is impossible. [1 load]

Hypo Rifle (2 Cash): A large weapon resembling a plastic rifle with a long, narrow barrel; it pneumatically fires hypodermic cartridges. Allows you to deliver sedatives, performance drugs or other intravenous substances at a moderate distance, though the range is inferior to a real rifle. Ineffective against armored targets. [2 load]

Vehicles

Mobility Aid (1 Cash): Could be an electric bike, a hoverboard or a smartboard with telescopic wheels, or whatever. You can use it to get around faster than you would on foot, and it can be picked up or collapsed to make it easy to carry around. Counts for 1 load in its collapsed form.

Ground Vehicle (3-4 Cash): An old-fashioned wheeled vehicle such as a motorbike (3 Cash) or groundcar (3 Cash). More popular in less developed colonies because they’re easier and cheaper to produce.

Grav Vehicle (5-6 Cash): A gravbike (5 Cash) or gravcar (6 Cash) that can float above low obstacles, skim across the surface of water, and run for multiple days before it needs to be refuelled.

Aerocar (8 Cash): A high-end luxury car that performs similarly to a gravcar in most respects, but is capable of vertical takeoff and low-speed, low-altitude flight. Includes a basic autopilot package. Cannot leave atmo, and can only fly for a few hours before it needs to be refuelled.

Shuttle (12 Cash): A small, personal shuttle that seats up to 4 people and is capable of achieving a low orbit and rendezvous with a space station or ship. Basically an aerocar with spaceflight-grade engines and short-term life support. The kind of thing an oligarch uses to visit their orbital villa, or that a science vessel uses to send ground teams to a planet.

Powered Exoskeleton (6 Cash): A wireframe “exosuit” that allows the wearer to exert superhuman physical strength when jumping, climbing, lifting, and in melee combat. However, it is extremely heavy and loud, and somewhat clumsy. The suit compensates for its own weight, but is far too heavy to carry when unpowered.

Recon Armor (9-10 Cash): A light power armor suit; effectively a powered exoskeleton combined with a set of sealed military-grade armor that has its own air supply. Impervious to small arms fire, but high-caliber firearms are still a threat. The 10 Cash version has a communications and targeting system built into the HUD, and jump-jets for space maneuvering or a short “bounce” in atmosphere.

Wearable Assets

Fancy Clothes (2 Cash): This is not just one set of clothes, but a stylish wardrobe. Whatever the situation, you will always have the right outfit. [0 load]

Mantle (1 Cash): Ordinary clothing that has been modified to include electroshock pads. If someone tries to grab or attack you with their bare hands, it will discharge a shock that forces them to let you go. After discharging, it can’t be used again until you recharge it. [1 load]

Protective Gear (1 Cash): Heavy clothing, “road leathers”, or stabproof materials. You can mark it to mitigate a condition or injury by one level (i.e. an injury becomes a condition). The asset is then used up until your next downtime phase. [1 load]

Covert Armor (3 Cash): Discreet armor that is layered into and under clothing, but isn’t as protective as heavy-duty armor. You can mark it to mitigate a condition or injury by one level (i.e. an injury becomes a condition). The asset is then used up until your next downtime phase. [0 load]

Combat Armor (2-3 Cash): Heavy duty kevlar or even military armor. You can mark it to mitigate a condition or injury by two levels (i.e. a serious injury becomes a condition). The asset is then used up until your next downtime phase. For 3 Cash, it’s a full-body suit with sealed components and integrated goggles, protecting against flashbangs and gas weapons. [2 load]

Holographic Projection Armor (3 Cash): A holoprojector array built into your clothes that can distort and displace the wearer’s image. While active, the HPA blurs your features and makes you harder to target with ranged weaponry. Fragile and easily defeated by advanced sensors. [1 load]

Squidsuit (6 Cash): An advanced variant of the Holographic Projection Armor that uses the holoprojectors to confer limited invisibility as long as you move at a slow walk. Useless in combat or when you need to move quickly. [1 load]

Computing Assets

Datapad (0-1 Cash): Everyone has one in their pocket, so a basic datapad is available to most characters at minimal cost (unless there’s a good reason they might not have one). Datapads come in many forms and price points: a plastic brick with a screen, a sleek sheet that can be folded or rolled up, a wristband with a built-in holoscreen, or even a featureless “card” that can only be used with smart glasses. They’re fine for day to day use, but not good for hacking or heavy-duty work. [0 load]

Hacking Suite (2 Cash): A heavy-duty device packed with the utilities and programs used for hacking. They come in many forms - a portable “deck” console, a sophisticated cranial implant, or even just a stationary terminal tricked out with custom hardware and software. You’ll need one of these to hack effectively; without a hacking suite, you will always suffer reduced effect when trying to hack. [1 load]

Smart Glasses (1-2 Cash): These can connect to devices in order to play back video, send messages, link to a smart gun, et cetera. Lets you use your datapad or other linked device while keeping your hands free for other things. For 2 Cash, it’s a set of discreet contact lenses. [0 load]

Network Tap (1 Cash): A radio relay that you can plug into a system or network port. Allows you to connect to (and hack) the tapped device or network remotely, as long as the tap is in place and the signal isn’t blocked. Maximum range of 200 meters, unless you connect it to the public grid instead. [1 load]

Databank (1-3 Cash): An offline repository of knowledge on some topic or field, or a database filled with proprietary manuals or other information that isn’t in the public domain. It puts information at your fingertips that isn’t freely available, and makes research or information gathering in a specific area easier. Can be a software package or a standalone device; the more proprietary and/or illegal the information is, the more it will cost.

Zero-Day Exploit (3+ Cash): A private exploit that isn’t on the public radar yet. Gives you an edge while hacking, but for one hack only. Once you “burn” the exploit, security systems will adapt and patches will be released. The base price is for consumer or enterprise-grade software; anything more secure than that will command a suitably inflated price tag.

Drones

A basic drone costs 2 Cash. It can be operated at a range of up to 1 mile for about 8 hours, and usually must be actively controlled by its operator. The exact form of your drone depends on what tags it has, but a basic drone will typically move around using small articulated legs. Most drones can be folded up into a hard case that counts for 2 load.

A basic drone also has one tag from the list below. You can get more tags by spending more money or by completing long-term projects to upgrade your drone. If you’re paying for them, each standard tag costs 1 extra Cash:

The following tags cost 2 Cash:

Hardpoint Assets. If your drone has the Hardpoint tag, you can equip it with any weapon or tool that’s small and light enough for a drone to operate. You can’t just strap a pistol to a drone and call it a day, however. You’ll need to either purchase special drone-specific versions of these assets, or you’ll need to complete a long-term project to modify an existing asset and turn it into an attachment for your drone. Such assets cost the same amount as usual, but they can’t be used manually.

Other Robots

Autoturret (4-5 Cash): A tripod-mounted fully-automatic “perimeter defense system” that can be operated remotely. They can also operate offline in autonomous mode, firing on anything that doesn’t transmit the correct “friendly” radio signal. For 5 Cash, it has thermal and nightvision capabilities built into their optics.

Anthroform Robot (6+ Cash): A humanoid robot with articulated limbs, highly maneuverable and flexible. These robots are rarely seen because they’re expensive and relatively fragile (though still stronger and tougher than most humans). Hospitality models are popular with the wealthy, and anthroforms are also sometimes used for “telepresence”. Autonomous models cost much more than the basic “worker” model.

Heavy-Duty Robot: A mechanical hulk which towers above a human and rolls along on mechanical treads. It has a human-like torso and a pair of fine manipulators, either of which can be replaced with weapons or tools. These robots are used in heavy industry, riot control and private security, but aren’t good in tight spaces.

Automechanical: An enormous, vaguely humanoid robot. They’re squat and immensely heavy, standing more than 10 feet tall and weighing several tons. They can be piloted remotely or operate autonomously, but many models also have space for a human pilot. Used by military and defense forces - they’re the big guns. Automechs cost millions of credits to manufacture; like starships, they aren’t available for purchase with mere Cash.

Weapons

Melee Weapons

Melee weapons come in three broad flavours:

Most weapons count for 1 load, unless they’re especially big and bulky. You can decide narratively whether a weapon is quiet or loud, sharp or blunt, easily concealed or obvious, and whether or not it can be effectively thrown in combat.

Guns

Guns have tags that define their capabilities and limitations in relation to each other:

Here are explanations for the tags above:

Some other tags a gun might have include:

Weapon Ranges. You can use the following scale to talk about how far away a target is and whether they’re in range: point-blank range, throwing range, pistol range, rifle range, sniper range, extreme range.

Explosives

You can buy a box of 6 grenades for 2 Cash, and producing them costs 1 load. Grenades can affect multiple people at once and be thrown around corners or over obstacles. Each type of grenade has a tag that determines its exact effects:

For an extra 1 Cash, you can get grenades with an additional tag:

Instead of a box of frag grenades, you can obtain a brick of plastic explosives (with remote detonator) or a tube of nanothermite paste for the same price. These require skill to use effectively, and they can’t be thrown like regular grenades.

Augments

Cosmetic Augment (1-2 Cash): A living tattoo, biomonitor, skinwatch, modification to hair, skin or eyes, or other augmentation installed for cosmetic or convenience purposes. Programmable versions can be used to change your appearance on the fly, and cost more.

Prosthetic Eyes (2 Cash): A cybernetic eye or eyes that work as well as the organic part they were designed to replace. Your eyes function as a pair of smart glasses, connecting wirelessly to your datapad or hacking suite. Each additional Cash you spend lets you pick two tags to add: thermal vision, night vision, magnification, recording, flashbang filter, hardened, lifelike.

Prosthetic Ears (2 Cash): An auditory implant that works as well as the organic part it was designed to replace. Your ears work like a commlink, and can wirelessly connect to a datapad, radio, or listening device. Each additional Cash you spend lets you pick two tags to add: sound amplifier, wide frequency, thought-to-speech, universal translator, recording, hardened, inconspicuous.

Prosthetic Arm (2 Cash): A cybernetic arm that works as well as the organic part it was designed to replace. Your arm doesn’t feel pain or tire, and is a bit stronger and tougher than regular flesh and blood. However, it needs to be charged every night, and will require repairs if damaged. Each additional Cash you spend lets you pick two tags to add: augmented strength, extended reach, extended batteries, heavy-duty, lifelike.

Prosthetic Legs (2 Cash): Cybernetic legs that work as well as the organic parts they were designed to replace. Your legs don’t feel pain or tire, and they are a bit stronger and tougher than regular flesh and blood. However, they need to be charged every night, and will require repairs if damaged. Each additional Cash you spend lets you pick two tags to add: augmented athletics, extended batteries, shock absorber, wall walker, lifelike.

Integrated Asset (2 Cash): Choose one of your assets to integrate into your body or one of your augments in some way. You can integrate anything that makes sense, such as a weapon, medkit, lockpicks, a hacking suite, or even specialised equipment like a rebreather. The integrated asset generally folds or retracts when not in use; it can be deployed with tactile or voice controls, or wirelessly.

Hidden Compartment (2 Cash): Your load limits increase by 1, and you can hide a handheld object from casual inspection. A standard scanner or detector might notice that you have an augment, but will not reveal the nature of the augment or its contents. Your mileage may vary with advanced scanners and sensors.

Specialized Augment (3 Cash): Any kind of augment that makes you better at performing tasks related to a specific specialty. For example, a cognitive booster might help with Study, while synthetic muscle fibers might help with Assault. When you push yourself using that specialty, it only costs 1 stress.

Neural Implant (3 Cash): An invasive brain implant that allows you to interface directly with networks and systems using your brain. Allows you to hack at the speed of thought, amongst other benefits and drawbacks. See the cyberspace page for more information.

Military-Grade Augments

Armature (4 Cash): A heavy frame that includes extensive subdermal armor, bone reinforcement and other protective implants. Gives the same benefits as combat armor (and stacks with whatever armor you’re wearing). It’s impossible for this Augment to be inconspicuous.

Biorepair System (4 Cash): Several of your internal organs have been replaced with artificial variants that operate more efficiently than the originals. You are immune to tear gas and other irritants, very resistant to toxins and poisons, and recover from injuries faster than an ordinary person. Rest and recuperation gives you 2 ticks of the recovery clock, instead of just 1. There are some concerns that this shortens lifespan in the long run.

Chem Injector (5 Cash): Releases psychoactive drugs into your bloodstream on command - suppressing hunger, increasing alertness, and heightening reflexes. You can go up to a week without eating or sleeping without feeling any discomfort or suffering any penalties - the crash afterwards won’t be pretty, though. Alternatively, gives you the effect of a single performance drug on command - including the drawbacks.

Time Dilator (5 Cash): Modifies the nervous system to affect how you perceive time; known as “wired reflexes” in some circles. Whenever there’s a question about who acts first, the answer is you. You also get +1d when rolling to resist any consequence that you can avoid with quick reflexes or lightning-fast reaction times.

Illegal Augments

Daredevil Wire (7 Cash): Amplifies the extremes of emotional highs and lows, sharpening instincts and giving you incredible confidence - but tends to give you a feeling of invincibility. You can activate this at any time, and it lasts for the rest of the scene or fight. It gives you +1d on all action rolls, but -1d on all resistance rolls. Incompatible with the Serenity Wire.

Serenity Wire (7 Cash): Flattens emotional highs and lows into an enduring sense of serenity and calm, which permanently increases your maximum stress by 1. Called a “zombie wire” in some circles because the implant gives you a flattened affect and monotonous tone, and makes it harder to care too much about anything. Incompatible with the Daredevil Wire.