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Equipment

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fourtykiller fourtykiller's picture
Equipment
So i'm gearing up for our first campaign and am super excited but I'm not really understanding the point of getting a bunch of equipment at character creation if the characters will be egocasting for Firewal quite a bit, wouldn't they lose it unless the mission was where their habitat is? I understand that Firewall provides some equipment for its proxies for missions, do you just give the players equipment from these caches that is what they purchased during character creation? Thanks for the help.
Arenamontanus Arenamontanus's picture
Re: Equipment
Equipment sometimes helps flesh out a character - it is the stuff they own or treasure. But often it is indeed rather pointless due to egocasting, unless it is services, blueprints or software. Again, getting players to realize this is an important part of getting them used to the setting.
Extropian
nerdnumber1 nerdnumber1's picture
Re: Equipment
I wouldn't say equipment is useless. When the mission is over, you might be able to stash the goods for next time you come to the hab (only useful in habs that you know you'll be returning to, mission hubs, etc.), sell the gear/morphs for credit (or donate them for rep) so you can buy gear in the next adventure, or (in very rare cases) send the stuff snail mail to a hab where you think you'll need them at a later date (might be useful, but normally impractical). I definitely wouldn't spend all my CP or rez points on equipment, but firewall is a volunteer conspiracy with finite resources, so they might not have everything you want, so having spare equipment, or the personal resources to get them, is a good plan. Also, some GMs may keep players in a single area for an extended period.
Decivre Decivre's picture
Re: Equipment
nerdnumber1 wrote:
I wouldn't say equipment is useless. When the mission is over, you might be able to stash the goods for next time you come to the hab (only useful in habs that you know you'll be returning to, mission hubs, etc.), sell the gear/morphs for credit (or donate them for rep) so you can buy gear in the next adventure, or (in very rare cases) send the stuff snail mail to a hab where you think you'll need them at a later date (might be useful, but normally impractical). I definitely wouldn't spend all my CP or rez points on equipment, but firewall is a volunteer conspiracy with finite resources, so they might not have everything you want, so having spare equipment, or the personal resources to get them, is a good plan. Also, some GMs may keep players in a single area for an extended period.
In my games, I've created services that get around these issues. In the outer system, Hawalas exist that have decided to exit the traditional economic model, and instead will take an item you have, recycle or reuse it, then give you tokens (or a digital equivalent) which can be exchanged for that same item elsewhere for the cost of a Low favor.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Arenamontanus Arenamontanus's picture
Re: Equipment
Decivre wrote:
In the outer system, Hawalas exist that have decided to exit the traditional economic model, and instead will take an item you have, recycle or reuse it, then give you tokens (or a digital equivalent) which can be exchanged for that same item elsewhere for the cost of a Low favor.
That is a great way of handling it. Any writeup for the Hawalas?
Extropian
Tyrnis Tyrnis's picture
Re: Equipment
Decivre wrote:
In my games, I've created services that get around these issues. In the outer system, Hawalas exist that have decided to exit the traditional economic model, and instead will take an item you have, recycle or reuse it, then give you tokens (or a digital equivalent) which can be exchanged for that same item elsewhere for the cost of a Low favor.
I like this idea quite a lot. Consider it stolen, should I ever run a game set in the outer system.
Decivre Decivre's picture
Re: Equipment
Arenamontanus wrote:
That is a great way of handling it. Any writeup for the Hawalas?
Sure thing. [b]Al-Uqab[/b]
Quote:
The Fall was very devastating to the hawala network of Earth. There were no hawalas off-planet before the exodus, and much was left behind in the chaos. Few hawaladars stayed in the inner system, largely on account of the hectic restructuring of the Inner System with new political blocs and governments. Instead, most of the hawaladars found a new home amongst the scum and anarchists of the outer system, thus creating a second hawala network. This came to be known as "Al-Uqab"... "The Eagle". The post-scarcity economy was a boon to the new hawalas, allowing them to transition quite easily to a means of making profit without relying on the currencies which so easily collapsed on them in the Fall. A customer submits an item which is recycled (or taken to be used by the hawala). The customer then names another location in the Al-Uqab network, then gives a password or requests a chit (digital or physical). At any point in time after that transaction, someone may go to the hawala requested and either give the password or chit. If verified, the item will be fabricated; blueprints may need to be given if the network does not have them for the item in question. The hawala network does not keep many physical records, and operates more on an honor system. As such, payment is not generally received in the form of a reputation boost. Instead, the hawala that fabricates the object in question often requests an extra amount be payed upon the reception of goods, often in the form of a certain weight of rare metals, or equipment and devices (at least of Low cost, possibly higher). Alternatively, the customer can offer the blueprints of the item being transferred as payment (if they do not already have those blueprints), which can then be added to the network's collection. In the traditional hawala network, a hawala transaction would require no immediate transfer of funds between hawalas, and hawaladars basically owed debts to the hawala that accepted the transfer. In Al-Uqab, often no transaction occurs at all. Instead, Al-Uqab has its own private reputation economy, in which a favor is payed with favors. Hawaladars often have secondary jobs as body brokers or info dealers, and will often turn to other hawaladars that already owe them favors to aide them in transmissions or legwork. Furthermore, blueprints are freely exchanged among hawaladars in Al-Uqab, making them one of the biggest repositories of blueprint data, and goods by proxy. As such, most hawaladars have high @-rep, and enjoy a relatively cushy life because of it. The traditional hawala network is still prominent in the inner system, and currently exists separately from Al-Uqab. Rumors abound of various inner system hawalas that are members of both networks. If true, this exists under the table, as Al-Uqab has a reputation for being used by criminals and anarchists that has kept it largely banned in the inner system.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Arenamontanus Arenamontanus's picture
Re: Equipment
Great writeup! I'll use this in my game. Seems to have plenty of potential for recurring NPCs and interesting non-Firewall missions.
Extropian
Decivre Decivre's picture
Re: Equipment
Arenamontanus wrote:
Great writeup! I'll use this in my game. Seems to have plenty of potential for recurring NPCs and interesting non-Firewall missions.
Thanks. The Muslim faith has actually become a prominent element in my outer system campaign. One of my players is Muslim, and gave me the inspiration for the hawala network, along with other things. Of course, I wish he would have brought more info to me about it... how weird is it for a person to recommend some ideas from their culture for the game, but not know anything about how it works ("You mean to tell me I have to do homework about [i]your religion[/i]?" ಠ_ಠ).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Xagroth Xagroth's picture
Re: Equipment
First off, I would speak with the GM about how much mobility and equivalency are we going to have. If the morph is not extremely expensive because of the implants, the GM might agree (for the sake of simplicity) to have a similar one where you arrive (much more easy for synthmorphs). blueprints are, of course, something really usefull, and I suggest buying (or crafting if you have the knowledge and time) the following ones: - A knife it is always useful and serve much more purposes than just harm people. Couple with exceptional stealth capabilities for "stack-popping" stalking... Easy to design, by the way. - A Fabber. It is usually an unrestricted item, and you can always buy a "program to unlock its capabilities, so it will be able to assemble a full Cornucopia Machine". This can allow you to make your own CM nearly everywhere if you are careful enough (be mindfull, however, that logistic exists here, so you need to provide the raw materials for the stuff. It is easy to know what somebody is crafting for the type and amount of raw materials he buys). - A Desktop Cornucopia, Cornucopia Machine or Hive. I suggest the desktop version for mobility and stealth (and you can always hide it after the job's finished), but it will take longer building times. - Ectos. Yes, they are cheap, and yes, they have a limited usefullness. However, you can use them to mask yourself when undergoing hacking operations, or other stuff. Essentially, they are the equivalent of what we see in spy movies as "burn phones" (phones that cannot be tied to anybody, and are hard to track because you can get only the antennas of the are it's in). - A gun. Preferably, a small or medium pistol (not a railgun one), because they are easy to hide and use common materials. It might come without the extras mentioned in the core book, however. - Bullets. I suggest normal ones and perforating. - Gray Box (Panopticon, pg 150) which is essentially a USB you can plug to any system that opens a WI-FI signal for you. - Chamaleoon cloack (cheap invisibility!) - Tactical network software (all need a copy in the group) is always a good investment. - One or two of your favourite drugs (combat, mind-boosting, etc...) if you use them heavily. I tend to pass on those, though, to simplify my gameplay. There are more gear you might want to have always at hand, but I think those blueprints are the most useful ones. Of course, they don't include implants or morphs, since you won't be placing much body banks on your own! However, if you want to have some backup or help, buy the Case morph blueprint and load a beta fork of yourself in.
nerdnumber1 nerdnumber1's picture
Re: Equipment
Xagroth wrote:
First off, I would speak with the GM about how much mobility and equivalency are we going to have. If the morph is not extremely expensive because of the implants, the GM might agree (for the sake of simplicity) to have a similar one where you arrive (much more easy for synthmorphs). blueprints are, of course, something really usefull, and I suggest buying (or crafting if you have the knowledge and time) the following ones: - A knife it is always useful and serve much more purposes than just harm people. Couple with exceptional stealth capabilities for "stack-popping" stalking... Easy to design, by the way. - A Fabber. It is usually an unrestricted item, and you can always buy a "program to unlock its capabilities, so it will be able to assemble a full Cornucopia Machine". This can allow you to make your own CM nearly everywhere if you are careful enough (be mindfull, however, that logistic exists here, so you need to provide the raw materials for the stuff. It is easy to know what somebody is crafting for the type and amount of raw materials he buys). - A Desktop Cornucopia, Cornucopia Machine or Hive. I suggest the desktop version for mobility and stealth (and you can always hide it after the job's finished), but it will take longer building times. - Ectos. Yes, they are cheap, and yes, they have a limited usefullness. However, you can use them to mask yourself when undergoing hacking operations, or other stuff. Essentially, they are the equivalent of what we see in spy movies as "burn phones" (phones that cannot be tied to anybody, and are hard to track because you can get only the antennas of the are it's in). - A gun. Preferably, a small or medium pistol (not a railgun one), because they are easy to hide and use common materials. It might come without the extras mentioned in the core book, however. - Bullets. I suggest normal ones and perforating. - Gray Box (Panopticon, pg 150) which is essentially a USB you can plug to any system that opens a WI-FI signal for you. - Chamaleoon cloack (cheap invisibility!) - Tactical network software (all need a copy in the group) is always a good investment. - One or two of your favourite drugs (combat, mind-boosting, etc...) if you use them heavily. I tend to pass on those, though, to simplify my gameplay. There are more gear you might want to have always at hand, but I think those blueprints are the most useful ones. Of course, they don't include implants or morphs, since you won't be placing much body banks on your own! However, if you want to have some backup or help, buy the Case morph blueprint and load a beta fork of yourself in.
While having a nice library of useful blueprints on hand is always a good idea (information is easy to transport), but to use them you need raw materials, access to a good fabber, the ability to unlock the fabber to non-standard blueprints, and, most importantly, TIME. Putting together a desktop CM from fabbed parts could take a very long time, and hogging CM cycles and materials for fabbing a case morph is sort of low priority. Many missions are time sensitive and networking can get most of what you need in many cases. Try to have a diversity in your equipment-finding strategies for the odd ends of the bell-curve. Now when you do have the time and equipment, fabbing is a great option for obtaining your favorite equipment for trivial cost discreetly without rellying on local help.
Xagroth Xagroth's picture
Re: Equipment
Sometimes the thing you need most is dicretion, not speed. A fabber is legal even in Planetary Consortium-controlled space, and having your own fabber blueprint (that you know exactly how to hack to unlock all its capabilities once it has been assembled) can be very useful. Not to mention, bullets (and the pistol, if maybe on two or three parts) can be made inside the fabber (if unlocked). Yes, raw materials will be needed. However, they can be obtained from several avenues. Project Ozma, in my view of the setting (at least when we are using Firewall as "player glue") tends to track the buying orders of kitchen appliances, because with a set of knifes you can make a very good combat knife, and with all the cooking pots you get a lot of metal. Yes, in AF10 there are fabbers, but there are also replicators in Star Trek, and lots of people prefer cooked meals if they have time (even if they have to replicate some of the ingredients), not to mention it is a little cheaper (it requires less energy). Other item they track are chemical sets for children and new people, because there you can get a lot of gunpowder (there are other items in the list, which expands with my player's ideas every now and then). Now, you are looking at this small list the wrong way, number1. You are thinking of money/favours, but I am thinking on the tracking of the items built. Your gear cannot be tracked to you if you never bought it in the first place, after all!
nerdnumber1 nerdnumber1's picture
Re: Equipment
Xagroth wrote:
Sometimes the thing you need most is dicretion, not speed. A fabber is legal even in Planetary Consortium-controlled space, and having your own fabber blueprint (that you know exactly how to hack to unlock all its capabilities once it has been assembled) can be very useful. Not to mention, bullets (and the pistol, if maybe on two or three parts) can be made inside the fabber (if unlocked). Yes, raw materials will be needed. However, they can be obtained from several avenues. Project Ozma, in my view of the setting (at least when we are using Firewall as "player glue") tends to track the buying orders of kitchen appliances, because with a set of knifes you can make a very good combat knife, and with all the cooking pots you get a lot of metal. Yes, in AF10 there are fabbers, but there are also replicators in Star Trek, and lots of people prefer cooked meals if they have time (even if they have to replicate some of the ingredients), not to mention it is a little cheaper (it requires less energy). Other item they track are chemical sets for children and new people, because there you can get a lot of gunpowder (there are other items in the list, which expands with my player's ideas every now and then). Now, you are looking at this small list the wrong way, number1. You are thinking of money/favours, but I am thinking on the tracking of the items built. Your gear cannot be tracked to you if you never bought it in the first place, after all!
I understand the importance of discretion, but haste can be just as important. Lets say you obtain a simple fabber. You will need several hours for each piece of equipment (after the time it takes to fab and construct your fabber) and each team-member probably wants at least a pistol and bullets, which could very well take a day or more. Sometimes, you don't have that kind of time. It is a trade-off that must be carefully weighed. Unmonitored nano-fabrication might raise more flags than weapon purchaces too. A pistol is just a pistol, but a nano-fabricator can be hacked to make anything or, given time, lots of anything. It depends on the parameters of the mission and how strict/monitored the hab is. Always have a plan B (and C) for obtaining equipment in case of the unforseen. Sometimes, borrowing a pistol from your network contact is LESS obvious than buying a nano-fabricator in certain habs. Again, bottom line there are pros and cons to each strategy. In places where everyone and their mom has a gun, buying a glock out of a vending machine is not the end of the world. edit: I am totally going to have a fire-arm vending machine in some game in an anarchist hab. :D
Xagroth Xagroth's picture
Re: Equipment
Well, Number1, players are not dumb machines XD. Yes, sometimes it will be best to use your contacts (or even a legal shop) for some gear once you are on site. Other situations may allow you a greater degree of freedom (if there is a local cell in the habitat you can tap into, or at least their secret stash of gear/black CM with raw materials), but the op question was "what gear to buy". Having the blueprints doesn't mean you need to use them, after all! As for the weapon slef-service vending machine, remember, anarchists or not, they are not stupid, and thus you won't be able to acquire weapons (or gear) that can endanger the habitat (and this is not only about railguns, plasma cannons, and the like). For example, in a space station shredders with low AP might be easy to get, or flamethrowers, or other similar stuff that won't be piercing any sensible part of the machinery keeping everybody alive (or the hull of the habitat). Also, in planetary habitats you might be able to buy easily only weapons with low AP (lower than the armor carried by the local law enforcement body, I mean), or even nonlethal ones, depending on where you are. And then, of course, there is this exoplanet colony where it is required by law to carry a railgun assault rifle with AP ammo because some local wildlife are highly armoured and too stupid to know that you are not edible for them... In fact, I will shamelessly steal this for my games in less "law-adherent" habitats, so the players can get a feel of what are they getting into by looking at the public vending machines (filled with cheap, low-end versions of the stuff people usually carry around). What a change that might be from some PC habitat with shock gauntlets/tasers freely avaiable to an exocolony with heavy flamethrowers...