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Equipment refers to any clothing, tools, or peripherals that can be carried by your character and used personally. For specific equipment information, use the following links.

Apparel Worn equipment, including armor, regular clothing, and storage utilities such as backpacks and pouches.
Artifacts Any magically-enchanted equipment, including foci, formulae, and talismans.
Gear Miscellaneous tools, such as electronics, kits, and prosthetics.
Software Digital tools and programs.
Weapons Tools used to maim, kill, and destroy.

Acquiring Equipment

Equipment and any other property is acquired through purchase. CalFree’s standard currency is the P’cu, adopted from the Pueblo Corporate Council, though P’cu are casually called credits or creds outside of formal transactions. The Nuyen is also accepted by most AAA and AA megacorps, but usually only when dealing with JIS-based companies or the UCAS. In addition to being able to afford any purchase, it must be available.


Most items and property you can acquire have an associated availability rating. The higher the rating, the less abundant the item. Availability is also affected by legality. Each rating may be appended with a letter denoting Restricted (R) or Forbidden (F) legality. The more illicit, the more likely the cost will increase. This doesn’t necessarily apply to counterfeit goods, but it is a common result. Ratings with no appended letter are legal.
     Legal Items: These items may be sold, bought, or kept under any circumstances (so long as you are the legal owner and not committing crimes with the item).
     Restricted Items: These are items that may be legally sold, bought, or possessed, but only with proper licensing or a permit. In other words, you effectively need to prove you have government’s consent to carry, use, or utilize the item.
     Forbidden Items: Items with this designation are completely illegal; it is a crime to purchase, sell, carry, or use the item under any and all circumstances. The legal ramifications for being caught with a forbidden object depends on the item.


You can attempt to evaluate an item’s availability or market price. See Logistics for evaluating availability and Trade for evaluating price.

Finding Goods

You can use Investigation to locate distributors or sellers of goods you’re looking for. The threshold is often equal to the item’s availability rating, making this an extended test. Attempting to locate illicit goods may also require other checks to keep your inquiries hidden from the authorities.

Fencing Goods

You may sell items that fall into your possession, but the price you fetch will depend largely on who you’re selling to. By default, selling to a buyer directly usually means selling at 75% of the market price, while selling to a merchant, fence, or middle man will fetch you at most half the market cost. In either case, increase the base amount you could receive by 5% for every point of loyalty the contact has toward you (if any).

Negotiating Price

You can negotiate prices when buying or selling goods. Completing a transaction requires two successful opposed tests—the haggle test and closing test. Regardless of whether you’re buying or selling, these rules function exactly the same. The character who initiates negotiation begins as the haggler, making the other party the target.
     Haggle Test: The haggler rolls a Deception, Etiquette, or Intimidation test opposed by the target’s Insight or Investigation skill. The winner may choose to close the deal or walk away. On a tie, both parties must decide to close the deal, haggle more, or walk away.

  • Close the Deal: If both parties choose this option on a tie, the transaction is made with no further modification in price. Otherwise, the party to choose this option makes the attempt.
  • Haggle More: If neither party chose to close the deal, you can haggle more. Whoever chooses this option is the haggler for the next test. If both parties choose this option, the roles switch (the haggler becomes the target and vice versa).
  • Walk Away: The negotiation ends only if both parties choose to walk away.

     Closing the Deal: Whomever chooses to close the deal, called the closer, rolls an Etiquette or Intimidation test opposed by the target’s Discipline test. Each net hit the closer scored during the opposed haggle test may add as a +1 dice bonus to this test or modify the price in their favor by 5%. On a tie, the transaction is completed at the modified price. If the Discipline check succeeds, that character may attempt to haggle or walk away.
     Walking Away: If you win either the haggle test or your Discipline test to prevent closing the deal, you may walk away from the negotiation without any financial obligation. You can also walk away if you don’t have enough money for the transaction (unless the other party is willing to settle for what you have).
     Reasonable Limits: Even the greatest imbecile knows not to pay others to take his own merchandise. In general, you can’t modify the starting price by more than 25% in either direction (equivalent to 5 net hits on your haggle test). The GM may make exceptions at their discretion, but such exceptions should only be made with exceptional role play or effective negotiating strategies.

Carrying Capacity

You can carry ( Body + Strength ) × 10 kilograms before you start getting weighed down. If the sum of all equipment on your person exceeds this amount, you take a -1 dice penalty to all active skill tests. For every 10 kg over this limit, this penalty increases by 1.

Lift Capacity

Your lift capacity equals Strength × 10 kg. Any single object weighing up to this amount can be lifted and held by you easily without a test. You must roll a Strength test to lift anything heavier than this limit, adding 10 kg to your lift capacity for each hit scored. This effective increase lasts a number of rounds equal to your Body attribute (the increase ends at the end of the round, not during any of your turns during the last round). If this increase ends and you are lifting more weight than your lift capacity, you drop the object.
     Leverage: If you are in a position to use your whole body to lift something, or are trying to barely lift an object off the ground, add your Body attribute to your lift capacity. You may also roll Strength + Body to increase your effective lift rating, which lasts for the same duration.

Size Adaptation

Dwarves and Trolls have a particularly difficult time finding clothes that fit. Apparel especially, some gear must be worn or used with an individual of a certain size. Many technical active skills can be used to modify size of an object that could normally be crafted by the skill. However, this can take time and resources you simply don’t have. In general, consider availability of size-dependent goods for dwarves and trolls to have an availability rating 1 higher than normal. If using equipment not fitted for you, you suffer a -2 dice peanlty to all active skill checks.
     This penalty also applies to elves, humans, or orks using equipment fitted for dwarves or trolls. This size penalty is also cumulative, so a dwarf wearing troll-size equipment would take a -4 dice penalty (and vice versa).

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Nymsilet Shadowrunners TheWaylander