|
|
|
|
|
Gear is a generic term for Equipment and
Vehicles. Guns, body armor, urban assualt
tanks, and cool gadgets are all Gear. Resource
Points (Dark Champions page 150) are used
for MetaCyber campaigns by default, and
characters start with differing amounts
of Resource Points based upon their
Origin.
|
KIT vs ARMORY |
As described in Dark Champions, there is
a difference between Kit and Armory. A characters
Kit is what they can carry on their person
/ into a combat, while their Armory is their
stockpiled collection of items from which
they can choose their Kit.
|
KIT SIZE |
The recommended Size Restrictions on Kit
given on page 153 of Dark Champions are
considered to be in effect, namely "Casual",
"Standard", and "Formal".
However if a player abuses the "Formal"
option, the GM should restrict them to no
more gear than the "Standard"
option allows. |
STOCKPILING AN ARMORY |
Starting characters are assumed to have
any gear they can fit into their Resource
Pools in their Armory without having to
pay credits for them from their starting
funds. Any additional gear must be acquired
normally. |
Acquisition can take many forms ranging
from theft, looting fallen enemies, and
the more prosaic option of buying them for
money. It is each player's responsibility
to keep track of their own character's Armory
and Kit, but GM's are recommended to monitor
this as well in any case where they suspect
dishonesty or poor accounting. |
SCOPE |
Gear is undoubtedly useful and important.
However as the old credo goes, "Without
my rifle I am useless; without me my rifle
is useless."; which is to say the intent
is not for Gear to overshadow the characters,
but rather to supplement them. |
Further, while the technology of the MetaCyber
campaign is more advanced than that of the
modern era, it is not a super-tech setting.
There are definite boundaries to what technology
can and cannot do and Gear should abide
by those boundaries. If at any point a GM
or player is designing a piece of gear using
the Power or Vehicle rules and the result
seems too powerful or to not jive with the
overall feel of the other gear available
in the setting, its probably inappropriate
and should be watered down, adjusted, or
discarded. |
Some of the notable abilities that are not
acheivable by gear are: |
- Size or Density Alteration (including Desolid)
- Teleportation
- Invisibility
- Extra Dimensional Movement
- Transdimensional Anything
- Precognition
- Retrocognition
- Telepathy
- Mental Domination
- Extreme Transformations
- Sustained Personal Flight
- Matter to Energy Conversion
- Aging / Time Effects
|