The world of Errant Assets is one of far extremes: the wealthy have all the power and resources, while the poor have only rough scraps. On top of that, running the shadows is an expensive gig, bribes, gear, and medical bills stack up. The money is good, numbers that would be a fortune passing through your fingers, but it never seems to stick around.
In Errant Assets, you’ll track finances through Fortune.
A significant portion of your pay will go to rent and upkeep costs. These are deducted from your payouts as a team immediately after you are paid as you resolve outstanding debts.
These costs cover rent, but also basic gear replenishment and downtime activities in your neighborhood. Most minor costs are simply eaten up in this upkeep process, and do not need to be tracked or paid for from your Fortune takeaway.
You’ll use Fortune to buy gear and upgrades for your character and team.
As you spend Fortune, you may be able to spend favors with powerful contacts to decrease the cost or availability of items.
Gear, like traits, are built to fit your needs. Each gear item is made up of several key elements:
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Gear is intentionally open-ended, but that doesn’t mean it is fully freeform. Depending on the description or qualities of an item, you may need to add prerequisites for use, limitations or downsides, or additional cost.
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During character creation, you’ll select a core gear kit. This kit is the basic equipment that you generally have on you any time you are working a job. Though you may have additional gear that travels with you, this kit’s gear is always considered to be with you unless you specify otherwise.
Core gear always includes:
Gear tier represents the quality and overall workmanship of the gear. Higher tiers work better, and often come with additional perks and effects.
Gear tier may have passive effects on etiquette checks, as NPCs will make assumptions based on the gear they can see.
| Tier # | Tier | Cost | Tier qualities | # of Attachments and optional qualities |
|---|---|---|---|---|
| 1 | Bargain Bin | /10 | Unreliable, Breakable | -2 |
| 2 | Cheap | /3 | Unreliable | -1 |
| 3 | Nice | Base | N/A | Base |
| 4 | High Quality | *3 | Reliable | +1 |
| 5 | Luxury | *10 | Reliable, Powerful | +2 |
| 6 | Designer | *100-1000 | Reliable, Powerful, Custom | +3 |
| P | Prototype | /2 | Unreliable, Breakable | +2 positive, +1 negative |
All item stats listed on this page are for the default Tier 3: Nice level of gear.
Tier qualities are inherent in the item: they are added automatically to items, do not take up a quality slot, and cannot be added separately.
| Quality | Effect |
|---|---|
| Unreliable | Add an extra 1 to every roll affected by this item. |
| Breakable | Any complete fumble while using or carrying the item result in it permanently breaking. If you have multiple breakable items that would be affected, roll to see which item breaks. |
| Reliable | Remove one 1 from every roll made with this item. |
| Powerful | Add 1 success to rolls made with this item. |
| Custom | Count 4s as successes for rolls made with this item. |
Individual gear items may have unique negative qualities. For each negative quality, you are able to add an extra positive quality.
No item may have more than 2 negative qualities.
Bioware includes all technologically resonant items that are integrated with a human body. Bioware must be integrated with a body with enough free essence to convert to resonant power for effects to apply.
When purchasing bioware, choose one body part, then define the hardware and qualities for the body part. Body part options are: Head, torso, right arm, left arm, right leg, left leg.
Bioware mods are dependent on prerequisite slots. Hardware must be on a compatible body part and software can only be installed on compatible hardware.
All bioware automatically includes the software necessary to enable use of the gear. This runs on the base level and does not take up a program slot.
Bioware items can run programs equal to it’s Resonance x Tier. Many bioware programs are permanently running and cannot be swapped out without an onboard control point.
Additional processing power can be added as a control point or onboard processor hardware attachment. Control points and onboard processors can be fitted with extra resonance equal to the Gear Tier, but each point of extra resonance costs an additional 10 Fortune.
| Body part | Hardware | Qualities | Available Resonance | Cost |
|---|---|---|---|---|
| Head | Control point (+3R) | Internal | 4 | 50 |
| Left arm | Modular tool-hand | 1 | 1 | 20 |
| Torso | Wired reflexes | |||
| +1 | Internal | |||
| +1 | 2 | 35 | ||
| Torso | Dermal plating | |||
| Acid excretor | Analog, Shock resistant | 2 | 35 | |
| Head | Changeling face | Natural looking x1 | 1 | 20 |
| Full | Holdout cavity, Internal air tank, Gill sheath | |||
| +2 | 3 | 6 | 100 |
| Size | Description | # of hardware attachments | # of qualities | Notice | Resonance | Base cost |
|---|---|---|---|---|---|---|
| Small | Single limb | 1 | 1 | +1 | 1 | 20 |
| Medium | Limb set or torso | 2 | 2 | +2 | 2 | 35 |
| Full | Full body conversion | 5 | 3 | +5 | 6 | 100 |
| Natural looking | Each rating of natural looking raises the threshold for other characters to recognize item as bioware. | Max 5 levels | Not applicable to fully internal mods such as wired reflexes or bone lacing. |
|---|---|---|---|
| Internal | The bioware only affects internal organs, normal skin grows over top. Requires an internal control point or special access to change active programs. | Cannot include hardware with moving parts (holdout cavity, hidden weapon, etc) | |
| Bulky (Negative - does not use up quality slot) | Adds an additional hardware attachment slot | Tier 1 & 2 must include to have any attachments | Adds additional wear and tear on the body. |
| -1 periods without rest before exhaustion | |||
| If unbalanced (1 body side only), exhaustion stacks 2x as fast. |
| Body part requirement | Sample hardware | Sample software |
|---|---|---|
| Skin | dermal plating, chameleon skin, holoskin, filtration system, retractable clothing | disguise, chameleon camo, |
| Internal | auto-stabilizers, bone lacing | wired reflexes, pain suppressors, |
| Hand, arm, or leg | hidden weapon, holdout cavity, climbing suckers, venom or anchoring spur, auto-injector, touch link, gyromount, modular tool-hand, heely-wheelies, telescopic limb, remote cyberhand, | auto-targeting, sleight of hand protocol, enhanced articulation, |
| Braincase | control rig, neural modifier, auto-stabilizer | adrenal suppression, memory lock/block, neurointruder alert, slowtime, dream or sense recording, |
| Skull transplant | vocal modulator, breath weapon, changeling face, embedded comm, retinal reflectors, hidden tooth compartment, swappable eyes, | sense amplifer, sense filter, extra sense, facechange, filtration system |
| Chest module | steel heart, iron lung, gill sheath, holdout cavity, internal air tank, built in kit, | life stabilization, |
| Imitation surge | balance tail, cyberfins, fiberoptic hair, climbing claws, skin toner, size reduction or increase, hydraulic jumping jacks, sticky hands, fangs, nictating membrane |