
Just shopping? Check out the Example gear lists for quick prices and examples
Fortune
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
Gear, like traits, are built to fit your needs. Each gear item is made up of several key elements:
Category: Gear is sorted into 6 types, that determine what kind of qualities and elements define the item.
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.
Core Gear
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:
basic commlink
skillsofts & general language tools common to your area
licenses for restricted gear you openly carry
1 triage and stabilization med kit
clothing set with 1 medium T3 item
1 career kit
Carrying case
Gear categories
Bioware
Consumables
Rigs
Tools
Weapons
Worn
Services
Example Qualities
All item stats listed on example gear pages are for the default Tier 3: Nice level of gear.
Gear tiers
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
Number 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
Tier qualities
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.
Negative Qualities
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
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.
Hardware and Software
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.
Onboard processor
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.
Example Bioware
See example Bioware, or use the tables below to create your own.
Create Custom Bioware
Determine Bioware Size
Size
Description
How many hardware attachments
How many 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
Bioware Special Qualities
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 exhaustionIf unbalanced (1 body side only), exhaustion stacks 2x as fast.
Bioware Sample Attachments
Body part requirement
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
Consumables
Consumables are any items that have a preset limited number of uses. Consumables are not automatically replaced through upkeep but must be bought separate.
Each consumable purchased has 1 use per tier rating. (T3 = 3 uses)
T3 consumables each cost 1 Fortune.
See example gear, or use the table below to create your own custom consumables
Activation Type
Consumables have different features based on the type of activation required.
Subtype
Subquality
Subquality
Drugs
Ingestion
Ingestion Method
Primary effect
Side Effect
Gadgets
Trigger
Trigger type
Area of effect
Duration
Goodies
Expended
Material type
Time required
Drugs
Drugs include all consumables that are designed to be ingested by metahumans in order to take effect. Drugs effect is equal to 1 per tier level.
While some drugs are legal, many are restricted by either prescription or complete ban.
Drugs are never 1-sided, even the highest tier drugs include side effects. However, higher tier drugs may have a longer delay before side effect takes place, or a shorter duration. (Reduce or increase one by /x5 for each level below or above 3.)
Ingestion type
Primary effect Delay
Primary effect Duration
Side effect Delay
Side Effect Duration
Potion
15 minutes
1 hour
30 minutes
2 hours
Injection or Inhalation
Immediate
30 minutes
15 minutes
1 hour
Patch
30 minutes
3 hours
2 hours
6 hours
Positive Effect
Negative Effect
attribute +1
attribute -1
ignore single negative effect (fatigue, stun, pain, distraction, etc)
single negative effect
base affinity +1
base mistrust +1
new or enhanced sense
sense dulled
single resistance +1
single weakness +1
heals 1
damages 1
hallucinate past events perfectly
erases memories around ingestion
stabilize dying
paralysis
euphoria
paranoia
focused state
disoriented state
situational awareness +1
drowsy +1 (can also be primary effect)
Gadgets
Gadgets include all consumables that have a separate trigger to activate. Each activation consumes a use of the gadget, but these activations do not have to be consecutive.
Gadgets trigger type is selected when the gadget is purchased. It can be one of: Touch, Specific Condition, or Remote Signal.
Area of effect
Duration
Small
1 hour
Medium
30 minutes
Large
15 minutes
You can reduce 1 stat to increase another. Smaller areas of effect allow for longer durations. Shorter durations allow for larger area of effect.
Goodies
Goodies include all items that expend materials or partial elements with each use. The specific materials varies per item. Goodies require time to apply, varying from the # of actions, # of minutes, or # of hours to apply. Goodie qualities are determined when they are created.
Goodies include everything from crafting materials, reagents, health supplies, and more.
Rigs
Rigs include complex resonant items that are not designed to be integrated into a human body. Rigs all have a basic control point as part of the default device, but may also have an autonomous module to control rig actions. Rigs are restricted items and require a license to own and operate.
Hardware and Software
Rig mods are dependent on prerequisite slots. Hardware must be on compatible chassis, software must be on compatible hardware.
All rigs with motion capabilities automatically include the software necessary to control the item. This runs on the base level and does not take up a program slot.
Decks and Drones
Rigs can be roughly categorized into Decks and Drones.
Decks are powerful technological devices without movement capabilities. Decks are used to manage, access, and interact with other rigs. Decks always include connection suites designed for safe interfacing with foreign rigs.
Drones are powerful technological devices with movement capabilities. Drones fill a variety of task-specific roles, from personal assistants to manufacturing facilities. Drones always include a chassis designed for a specific type of movement.
Additional Processing
Rigs can run programs equal to it’s Resonance x Tier, and routines equal to it’s resonance. Additional processing power can be added as an onboard processor hardware attachment. Onboard processors for rigs can be fitted with extra resonance equal to the Gear Tier x2, but each point of extra resonance costs an additional 10 Fortune.
Autonomy and Sprites
Rigs are powerful devices, capable of performing complex tasks on their own. These automated program suites, called routines, are usually designed and triggered by a metahuman. The higher the resonance of a rig, the more complex the routines and logic trees it can support.
Rigs with 3 resonance or higher may also generate or attract a digital sprite. Sprites are semi-conscious creatures with their own personality, needs, and drives. Sprites are capable of complex decision-making beyond a simple routine, and can pursue directives beyond the simple logic trees of a routine.
Sprites require resonance to inhabit a device: a point of resonance is used for each power level of the sprite. Sprites will only inhabit devices with a total resonance level 3 x their own power. (A level 1 sprite will only inhabit devices with 3+ resonance, and 1 point of resonance is consumed by the sprite).
Sprites are not bound to a single rig, and may move to any powerful enough device through an active connection.
Chassis Type
Chassis
Stationary
Walker
Flyer
Roller
Special
Size
Size
Description
of hardware attachments
of qualities
Notice
Base Resonance
Base cost
Tiny
Smaller than a metahuman hand
1
1
+1
1
10
Small
Smaller than a basketball
2
2
+2
2
25
Medium
Smaller than a laundry basket
3
2
+3
4
50
Large
Metahuman size or smaller
4
3
+5
6
75
Huge
Smaller than a semi truck
5
3
+8
6+
100
Gargantuan
Semi-truck or larger
6+
4
+12
6+
150+
Special Qualities
Sprite inhabited
A sprite is currently inhabiting this device. Additional levels of this quality can be taken to improve the power of the sprite.
Max 2 levels
Each level requires 3 points of resonance in the item
Sample Attachments
Sample chassis
Tiny stationary - handheld deck
Tiny flier - hummingbird
Small roller - BB8
Medium walker - rover
Large walker - biped
Huge roller - van
Gargantuan aquatic - shipping boat
Sample hardware
onboard processor
extended powercell
advanced sensor array
voice box
environmental power
suicide charge
projectile launcher
ammo unit
medkit
weapons mount
rigger cocoon
off-road tires
multi-fuel engine
rocket booster
mechanical arm
smuggling compartment
winch
Sample software
docwagon
anti-tamper protocol
combat suite
tailing protocol
signature masking
self-maintenance protocol
Tools
Tools include any item that are designed with a specific use in mind. Many tools your characters use will have been included in their career kit, and do not need to be called out specifically on your character sheet or purchased separately. Unique, large-size, or additional tools can be bought separately, and will need to be specifically called out before a scene if you are carrying it.
Tools costs vary depending on the complexity, restriction, and availability of the item.
Career Kits
Career kits generally cost 10 Fortune, and include all gear necessary to complete the associated job.
Example career kits
Example career kits
Locksmith
Actor
Enchanter
Outdoorsman
Plumber
Beautician
Mechanic
Climber
Digital Spider
Diver
Medic
Hazmat
Journalist
Office worker
Weapons
Weapons include any reusable items that are designed specifically to harm others. Weapons are restricted by default, require a license to carry, and increase notice if visible.
All T3: Nice weapons cost 10 Fortune.
By default, weapons do not have attachments, and only have 1 variable quality. The bulky quality can be added to give the weapon an optional attachment.
Ammo
Many weapons shoot some form of ammo, that may be consumed at varying rates depending on the weapon. Instead of counting individual bullets, ammo is represented by reload frequency. Each time you fire a weapon with ammo, it counts down to the need to reload. A weapon that requires reload cannot be fired. Reloading takes an action.
Weapons include default ammo as part of their price and upkeep. Specialty ammo that affects the impact of the weapon can be bought as individual charges. Specialty ammo is not regenerated as part of upkeep, but must be purchased separately.
Improvised weapons
Just cluster to the nearest type of weapon and use those stats, maybe it’s breakable, or small penalty if really weird
Range
Each weapon is most effective at specific ranges. At ideal ranges, the weapon may take a bonus to the attack roll. At problematic ranges, the weapon may take a penalty on the roll.
Weapon type qualities
Each weapon type includes a special quality specific to that type. This quality grants specific benefits to attacks made with this weapon.
Sharp or Blunt, Piercing or Stun
Weapons are built with specific qualities that affect the impact of a weapon. These qualities are permanent and cannot be changed later.
Sharp weapons do cutting damage. Cutting damage always damages physical health and may cause the bleeding injury.
Blunt weapons do bludgeoning damage. Bludgeoning damage usually affects physical health, but may be split between physical and stun. Bludgeoning damage may cause the broken bone injury.
Piercing weapons send sharp ammo to pierce through objects. Piercing damage always affects physical health and may cause the bleeding injury.
Stun weapons send blunt projectiles to stun objects. Stun weapons always affect stun health and may cause the electrocuted injury.
Weapon Type Stats
Melee
Type
C/N/F pool adjustment
Special quality
Damage bonus
Notice
Bulk
Reload
Short
1/-/-
If sharp: If blunt: Versatile or Chin music
1
+1
1
n/a
Long
1/-1/-
If sharp: Cleave or RiposteIf blunt: Versatile or Riposte
2
+2
2
n/a
Projectile
Type
C/N/F pool adjustment
Special quality
Damage bonus
Notice
Bulk
Reload
Thrown
-1/0/-
Silent or stopping power
1
+1
1
n/a
Launched
-1/1/1
Silent or stopping power
2
+2
2
1
Launched special
-1/1/1
?
Special
+3
2
1
Firearm
Type
C/N/F pool adjustment
Special quality
Damage bonus
Notice
Bulk
Reload
Pistol light
2/1/-
1
+1
1
3
Pistol heavy
3/1/-
Stopping Power
2
+2
1
3
SMG
2/2/-
Spray and Pray
1
+2
2
4
LMG
3/2/1
Suppressing Fire
1
+4
4
7
Assault rifle
3/2/-
Spray and Pray
3
+3
3
5
Shotgun
4/2/-
Boomstick
4
+3
3
4
Sniper
0/3/4
4
+4
4
1
Special Qualities
Two handed (negative)
This weapon requires both hands to use. Actions that require a free hand take an extra action.
A weapon can be used by both hands without this quality. This quality means the weapon cannot be used with a single hand.
Special Ammo
Armor piercing
Disregards 3 pips of armor
Elemental or special type - glue, electric, etc
Pick 1 type from element list. Elemental damage replaces base damage, it does not supplement it
Type Qualities
versatile
Can do stun or physical damage
cleave
destroy armor, or multi-target
riposte
redirect some damage back to attacker
chin music
successive multi-attacks add stun damage
stopping power
halt targets forward momentum, knocking them prone if enough damage
spray n pray
reduce damage, but hit more targets
boomstick
Move target backward
suppressing fire
Force targets to cover
silent
Reduces auditory notice
Sample Attachments
extended magazine
flashlight
laser sight
scope
Worn
Worn gear includes any items that are traditionally worn externally such as armor, clothes, jewelry, and more. Worn gear must be actively worn as designed for effects to apply.
Basic clothing outfits with no attachments or qualities can be bought at 1 Fortune, and covers the whole body.
Bulk
All worn gear has a set size, but it also might have bulk. While size determines how much of a body is covered by the item, bulk determines how much space it takes up in the world. A jacket and coat might be the same size, but the coat would have a higher bulk.
Bulk determines how immediately noticeable the item is, raising notice for restricted items, and raising the difficulty level to hide or disguise the item.
Items with a bulk of 4 or higher may impact fitness checks that require maneuverability.
Add the bulky quality to an item to increase both bulk and available attachments by 1.
Size
Size
Example
Attachments
Qualities
Bulk
Cost
Tiny
Jewelry and accessories
0
0
0
1
Small
Single limb set covered - underwear, gloves, shorts
0
1
1
2
Medium
Half body covered - shirt, pants, coat
1
2
2
5
Large
Most of body covered - suit, long jacket
1
3
3
10
Full
Head to toe - hazmat suit, battle armor
2
4
4
15
Special Qualities
Quality: Armored
Armor points = 1 x Rating level
e.g. Tier 3 armor x1 = 3 points of armor
e.g. Tier 3 armor x1 = 3 points of armor
Max 5 levels
At 6 pips - item gains bulky trait.At 9 pips - default notice goes up, and gear becomes restricted.
Sample Attachments
Attachment
Air Filtration Module
Built-in Headphones
Flame Emitter
Magical focus
Haptic feedback
Hidden pocket
quick draw holster
Services
Sometimes bribing a random civilian isn’t enough, you need to hire a professional. Skilled services are not included in the base cost of a job or upkeep, but can be bought for the usual going rate.
Base cost for good job: 3 Fortune
Cost is multiplied by the risk level of the job:
Risk level
Description
1
Low
2
Moderate
3
High
Example Gear Qualities and Mods
Note - make sure qualities make sense for the item - aerodynamic gloves may sound cool, but there may not be much in-game use for them
Improve stat or effect
aerodynamic
increases range
Balanced grip
dampened
reduces shocking sensory changes (pick sense)
deadly
increase damage - cannot deal nonlethal or stun damage
eruptive
larger blast radius
lingering
effect continues longer than normal
magnifier
increases sensory effects (pick sense)
reinforced grip
stronger hit
stylish
gives etiquette boost - pick social etiquette group
swift
less time for actions
Add effect
Aquatic or Amphibious
Can be used in water - available only for items that would normally not function correctly underwater
Bewildering
Confuses targets or observers
Bright
lights up area
bubble seal
chameleon coated
energy field
radiate element type
flexible
grapple
holds the target
injection
delivers special compound but no damage
locked
can only be used by keyholder
magicked
has spell incorporated, haste, spell reflector, called/returning, magic damage, dispelling, energy effects etc
maiming
damages enemy move
maneuver
moves target - pick shove, pull, trip
mounted
resists disarm
powered
suggested power abilities include - speed increase, increased melee damage, increased weight carry, flight, climbing
seeking
will maneuver to hit
sticky
adheres to physical surfaces
superfake
looks like a higher tier except on close observation
timed/delayed
wrecker
destroys area
Reduce stat or effect
Analog
Cannot be hacked remotely
customized/tailored
reduces bulk/unwieldy?
discreet
looks like something mundane
ejection
can remove armor with single action
energy resistor
pick element type
micro
smaller than usual
nonlethal
rebreather/atmosphere protection
like hazmat shielding
resistant
shielded against a specific energy type
sealed
closed off from environmental effects
silent
Reduces auditory notice
(Optional) Negative Qualities
Negative qualities may be added to reduce cost or to purchase different positive qualities
flashy
increase notice
tempermental
Add an extra 1 to all rolls made with this item
slow
actions taken with this item take 2x as long to perform