Equipment (SR)
Contents
Availability
| Cost | Time |
|---|---|
| ≤ 100¥ | 6 hours |
| ≤ 1,000¥ | 1 day |
| ≤ 10,000¥ | 2 days |
| ≤ 100,000¥ | 1 week |
| > 100,000¥ | 1 month |
To purchase an item off the books, make an Availability Test. This is an Opposed Test of your Cha + Negotiation [Social] versus the item’s Availability Rating. If you win the Opposed Test, you find the gear at the listed price, and it is delivered in the amount of time given on the Delivery Times table divided by your net hits. If you tie in the test, you find the gear, but the delivery time is twice that listed on the table. If you fail the test, you can try again after twice the amount of time on the table.
If you roll a glitch on an Availability Test, your inquiries may have attracted unwanted attention. If you roll a critical glitch, the most extreme iteration of the above possibilities occurs, and you stand no chance of actually acquiring the item in question.
When contacts look for an item for you, they use their Cha + Negotiation [Social + Connection] for the Availability Test. If the contact hasn’t done a lot of business with you, they might ask for a finder’s fee.
Any item with a number in Availability must be bought with an Availability Test to not be on any purchase records.
Security
Legal purchases will include an ID/credit check as noted in the table under Purchase limit.
| Purchase limit | Credstick | Rating | Verification | Security level |
|---|---|---|---|---|
| ≤ 5,000¥ | Standard | 1 | Passcode | Officer |
| ≤ 20,000¥ | Silver | 2 | + fingerprint | Vehicle |
| ≤ 100,000¥ | Gold | 3 | + fingerprint | Checkpoint |
| ≤ 500,000¥ | Platinum | 4 | + fingerprint & voiceprint | Office |
| ≤ 1,000,000¥ | Ebony | 5 | Biometrics (2d6 minutes) | Department |
| > 1,000,000¥ | 6 | Biometrics (3d6 minutes) | Headquarters |
Legality
Items are classified as Legal, (R)estricted, or (F)orbidden. A legal item can be purchased freely, and owned, transported, and used—legally—without restriction. Of course, if you commit a crime with something that’s not normally seen as an illegal item—like killing a random passerby by applying blunt force trauma with a medkit—you will still be subject to prosecution normally, if they ever catch you. But at least you won’t face an extra charge for the piece of gear you used!
A restricted item can be purchased, owned, and transported only under special circumstances. You are allowed to purchase and own a gun with the requisite firearms permit, and you can carry it with you with a special concealed carry permit. Of course, if you threaten someone or—heavens forefend—shoot someone with your gun, permit or not, you can expect to spend a long time in jail before or after having your permit revoked. Licenses and permits can be obtained through legal channels, as long as you’re a solid citizen with a legal SIN—of course, that goes for shadowrunners with fake SINs acquiring fake licenses, too. A fake license is connected to a fake SIN, and if one of them is exposed, the other becomes worthless.(SR5-367)
Forbidden items are never okay for anyone to own or buy or have—at least not for you, a private citizen. No amount of licensing or permits will make owning one anything like permissible in the eyes of the law. Don’t get caught, chummer.
Licenses
| Fake | Avail | Cost |
|---|---|---|
| SIN (R 1–6) | (R×3)F | R×2,500¥ |
| License (R 1–6) | (R×3)F | R×200¥ |
Licenses are required to posses items with an “R” in their Availability code. Some licenses are for a class of such items (e.g. Firearms) while more esoteric items usually have a specific lenience (e.g. Mage Sight Goggles).
Licenses are also only good in the particular jurisdiction they are issued for. Separate (il)legal licenses are therefore required (if they’re even available) for each nation and megacorporate extraterritoriality you would like to operate (il)legally in.
| Gear | Weapons | Profession |
|---|---|---|
|
|
|
- Usage examples
- Licensed deckers need Possess Cyberdecks, and may need Possess Software.
- Licensed gun owners need Possess Firearms, and may need Possess Smartlink and/or Concealed Carry.
- Licensed mages need Practice Magic, and may need Possess Foci and/or Possess Mage Sight Goggles.
- Items in multiple categories, require each license for (il)legal use. E.g. an implanted smartlinked heavy pistol, would require four permits: 1) Augmentations, 2) Smartlink, 3) Firearms, and 4) Concealed Carry.
Jurisdiction
The law varies from country to country, and with megacorporate extraterritoriality muddying the waters, things are even more complicated in Shadowrun. Extraterritoriality means what’s a misdemeanor here might be a felony three blocks over. Police officers in some jurisdictions will draw down on you for possessing an item in one jurisdiction that wouldn’t merit probable probable cause in another. The practice of magic in Egypt is banned entirely and active foci could land you in jail, but toting an assault rifle in certain parts of Chicago isn’t looked on as a crime—it’s just common sense.
The legality restrictions in the book use the basic Seattle, UCAS, guideline as their point of reference. Gamemasters should feel free to adjust legality and availability of certain items in other regions of the world as they see fit, and future Shadowrun products may contain alternate availability and legality ratings for different jurisdictions around the Sixth World.
Fencing
Fencing gear is a two-step process. First, you need to find a buyer. This is a time-consuming process that takes an Extended Cha + Etiquette [Social] Test with a threshold of 10 and an interval equal to the Delivery Time. You may use the item’s Availability in a Teamwork Test if you like; the more rare items you bundle together, the easier it is to find a buyer.
The second step is to actually sell the item. You and the buyer make Opposed Cha + Negotiation [Social] Tests. The final price the buyer offers is 25% (±5% / net hit) of the item’s list price. Once you have a price, you can either sell, or take your item to another potential buyer and start the entire process over again.
If you get a glitch or a critical glitch on an Etiquette test to find a buyer, then your attempts have attracted unwanted attention from the authorities (or other parties), similar to a glitch on a Black Market Goods Test. If you roll a glitch or a critical glitch when you’re haggling in the Opposed Negotiation test, then you’ve managed to insult or otherwise piss off the buyer, and the deal might be off—or worse.
You can always go to a contact such as a fixer or relevant specialist to fence a hot item for you. They will happily take your item and offer you (Loyalty × 5%) of the item’s list price. You might be able to get more selling it yourself, but your contact will take it off your hands, no questions asked.
Gear
Communications
- Commlink: Dev.Rating: 1–7; Cap: [2]; Avail: 2–14; Cost: 100–8,000¥.[SR5-438,223•R&G-53]
- Sim module: (note) Cost: +100¥.[SR5-438]
- Trodes: (note) Dev.Rating: 3; Cap: [1]; Avail: —; Cost; 70¥.[SR5-440]
- Ear buds: Cap: 1–3; Avail: —; Cost: Cap×50¥.[SR5-445]
- Subvocal mic: Dev.Rating: 3; Avail: 4; Cost; 50¥.[SR5-439]
- Sim module: (note) Cost: +100¥.[SR5-438]
- Commlink (headware): Ess: 0.2; Cap: [2]; Avail: —; Cost: +2,000¥.[SR5-453]
- Micro-transceiver: (note) Cap: [1]; Avail: 2; Cost: 100¥.[SR5-441]
- Micro-transceiver: (note) DR: 1–6; Cap: DR; Avail: DR×2; Cost: DR×200¥.[SR4A-330]
- PI-Tac / P-Tac / Tac-Net (Personal Integrated Tactical Network).[R&G-104]
- Trid projector R3 A— 200¥
Commlink (‘link), DT 55, 60; RG 90; SR5 215, 221, 438-39, 451-52 apps, DT 55-56 dongles, DT 61-62 form factor, DT 60-61 Matrix attributes, SR5 222 shadowrunning with, SR5 223 voice, DT 178