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Equipment

Striker, being science fiction, relies on technology to tell part of its story. The tools of technology are all-pervasive.

Artefacts

Every completed item is considered an artefact. An artefact can therefore be any armour, bot, computer, cyberware, geneware, implement, tool, vehicle, or weapon. In fact, it can include creatures, both biological and robotic. At Striker's technological level, the artefact is actually the last in a line of manufacturing stages.

Scaffold

The nearest to completion is the scaffold, which is the starter kit for an instance of the artefact. Items are often sold as a scaffold, which the user activates, using a power and matter source. When activated the scaffold becomes the artefact it was designed to be.

Schema

More primitive than a scaffold is a schema (a set of instructions and starter nanobots that can make either scaffolds or artefacts of a type, once activated).

Conjugate

Finally, the most primitive is the conjugate, which is a schema template, that must be completed, and turned into a schema, before activation.

Thus there is a progression in the manufacturing of artefacts:

conjugate -> schema -> scaffold -> artefact

Users of equipment only see the last two, but engineers get their hands into everything.

Equipment Listing Properties

Explaining how to read the listings, and understand how the equipment works in the game.

We’ll start by explaining the general anatomy of a listing.

The following is the structure of a basic item of equipment.

Equipment Name

x:y(cost), su/ss/a(wt), z(CC)
Op: nanobot activity, [usage1, usage2...] ◊ s2a: hp, ep for t
Usage:
usage1(timing) -> properties, checks, modifiers to skills or traits
usage2(timing)-> properties, checks, modifiers to skills or traits
-> hp ep for time
Description: Explains what the equipment is, along with any variations.

  • Cost. Written in terms of complexity : rarity. The complexity is what you would normally pay for the equipment in any of its forms (scaffold-unassembled, scaffold-semiassembled, or assembled). The rarity indicates how hard it is to find the item, 1 being common, 5 being super rare.
  • Wt. States the weight of the item in scaffold-unassembled / scaffold-semiassembled / assembled. A lot of the time, only the first and third are presented. In any case, ss is always a quarter of the weight of a.
  • CC. Presents the complexity challenge presented by the item. If the CC-Q and/or CC-S are higher, these will be presented here also.
  • Op. Presents the level of nanobot activity during the items main operations (inactive, instant, episodic, active). The Op statement also lists out the main ways the item is handled (held, worn, deployed etc.).
  • s2a. Presents the refined matter (hp), the energy (ep), and the time (bonus-act, main-act, rnd, min, scene etc.) required to assemble the item from su to a.
  • Usage. This is the main part of the listing. In the case above, two usages are presented, each announced with a ◊ character. The diamond character works as a separator between properties. If there is only one usage, the ◊ character is not shown. In this case the energy and matter consumed (-> hp ep for time) is common to both usages, otherwise, this would be listed under each usage.