Gear is stuff the character owns. Gear includes a runner’s trusted sidearm,
her nightclub clothes and corporate drone disguise, her microtransceiver
tuned to the team’s encrypted frequency, her battered
Eurocar that she bought hot from the local gangbangers for use as a
getaway vehicle, her ancient Celtic wristband made of orichalcum that
serves as a spell focus, and the commlink that wirelessly connects her
to the augmented Matrix. The list of available gear appears in the Street
Gear chapter, p. 310. Beginning characters purchase gear with a pool
of resources available only during character creation. Once the game
starts, anything a character wants to buy, she’ll have to buy with money
she earns. Welcome to real life, omae.
As with attributes and skills, let your character’s background suggest
appropriate gear when allocating resources. Characters should not
be able to pull money and gear out of thin air—they should only possess
items they can plausibly pay for and obtain, based on their backgrounds.
Resources spent during character generation, however, do not
necessarily reflect actual nuyen spent—if a character has something
that would normally be out of her price range, it could be justified as
a gift from a mysterious benefactor, something implanted against her
will (perhaps with some sort of tracking device attached … ), or something
she earned “in trade” for services rendered.
Some gear has ratings, beginning at 1 and increasing with the capability
and sophistication of the item. In addition to cost, gear usually has
an Availability, which determines how readily and quickly the item
can be obtained.
Weapons have a Damage Value that tells the player how much
damage they do. The code consists of a number and a letter. The
number indicates the base number of damage boxes the weapon inflicts.
The letter indicates whether the weapon inflicts Physical (P) or
Stun (S) damage. Some weapons also have an AP rating, which stands
for armor penetration. The AP modifies the value of any armor used
to resist the attack. See Damage Codes, p. 162, for further explanation
of how these codes are used.
Section: Shadowrunning By the Numbers
Chapter: GAME CONCEPTS