More fun with a Cyberpunk concept.  This time: Gear & Wealth.

This is from my notes on making a Fate game out of my Static/Signal setting. (see link if you'd like to know more about the setting and don't mind the terrible editing.)

Fate typically handles money and gear with as little effort as needed.  If it's important to a character or concept, make it an aspect.  The resources skill is the clear option for making characters of means.  It's not difficult to imagine a Bruce Wayne character with a high Resource skill and a "Playboy Billionaire owner of Wayne Enterprise" aspect being able to handle all kinds of situations, like buying a restaurant outright in order to get reservations or chartering flights all over the world as needed.

However, for my cyberpunk game this doesn't feel right at all.  The game is built around the concept of mercenary deniable assets being hired to do amoral things.  Greed is the default motivation, and that means needing a system for gaining, spending, loosing, haggling, etc... over wealth.

Moreover, as a cyberpunk setting, gear and particularly cyberware, are an important part of the game.  How much of yourself you have replaced with machinery, and getting more and better tech, are intimate parts of your character.  Gear tends to have brand names, model numbers, and extra little bits of details.  What is a hacker with out a deck? What is a street ronin without superconducting spinal cord? What is a liquidator without a small arsenal of various kinds of guns?

Essentially I need to add Gear Porn to Fate in order to make it fit the Cyberpunk concept I am aiming for.

1) So first of all, most gear is defined using simple aspects.  Basically the Toolkit's Gear Aspect rules. ( )
Brands, Manufactures, Model Numbers, etc are encouraged.

2) In order to get enough variance in gear to support a "Catalog" we will need some extra mechanics.  Weapon and Armor ratings easy enough to pickup, but it's a bad idea to make them match too much.  As Fate warns, If most attacks are Weapon 2 and most people are in Armor 2, then you've done very little for game play besides make it more complicated.  So, to the mix I will add Armor Penetration or AP.  AP reduces armor by it's value, so a Weapon 2 AP 1 gun vs Armor 1 leather coat is going to bypass the armor completely.  Common weapons have no AP. Guns tend to have AP 1 unless they are high powered rifles. Shotgun shot has high damage but no AP. Advanced weapons like lasers might have high AP.
Note that weapon, armor, and AP can be used in other situations, particularly in the form of ICE Breaker Software (Weapon), ICE Pick Software (AP), and Firewall Software (Armor). Hackers need some software catalog options after all.

3) Damage and AP help us define some variance in weapons, but it's not especially good for modeling automatic weapons... and a CorpSec guard going full spray & pray on a Ghost Team with his Jaegar Arms 9mm SMG is something I'd like to have happen.
The concept I'm toying with is Capacity.  Gear that has a rapidly expendable resource (like ammo in an automatic weapon) has capacity boxes.  Each box is similar to a free invoke worth only +1 to the roll.  Using up all the boxes means your out of ammo, essentially a free compel on running dry, and requiring an action to reload.
JA 9mm SMG: Weapon 2, AP 1, Capacity: [+1][+1]

4) Kilo Credits (Kredits)
Ok, so we have gear, and it's easy enough to assign gear prices using the standard ladder ratings & values to define price... but what about money?
In setting, Ghost agents typically use Credits (which have a detailed little cryptocurrency background).  I really don't want players hoarding 55credits to buy a 125cr item/etc.  That's too much accounting  for not enough gain.  Instead we will use the slightly abstracted concept of Kilo Credits, or Kredits.  Anything of any gameplay importance, like a gun, is bought with Kredits, which can work in the same scale as the Fate Ladder.  Most of the time you can just spend 2 Kredits to buy a 2 kredit item, but sometimes their might be a question about that spending.  Trying to get a good deal on an explosive device over the GhostNet?  Roll Kredits offered vs a GM defined threshold.  If you succeed you get the device (and spend the kredits,) but maybe you fail at a cost, which can literally be a cost in more Kredits spent (if you go through with the transaction.)
Characters can be paid in Kredits, Spend Kredits on Gear, and even use Kredits for bribes (Roll Kredits spent, or add Kredits offered as a bonus to a social skill roll.) 

5) Big Scores
Unfortunately Kredits don't work outside of a particular price range.  Essentially when you start buying very expensive objects (like military grade cyberware, personal aircrafts, etc.) the ladder scale stops working.  Moreover, these objects tend to feature abilities outside the standard Gear aspect + armor/weapon/ap/capacity mechanics show above. So to this basic wealth system I'll add something a little different: Big Scores.
A big score is a large chunk of wealth which can be used to do impressive story & character altering things: like replace your spine with room temperature stable super conducting cables, or setup a fake identity so completely that you are able to live under that fake ID in a corporate greenzone.  Mechanically Big Scores are on par with Refresh, in that they can be spent to acquire stunt equivalent abilities and therefore carry a similar amount of narrative weight.  Unlike refresh, this is all they can be used for.  Moreover they are tracked separately.  Characters gain refresh as they advance normally, from their experience and story advancement.  They gain Big Scores from completing high paid missions.  Maybe every 3 or 5 standard missions is equal to 1 Big Score.  Characters that do well, like achieve secondary goals to plant evidence or not get caught, might also be paid bonuses in Kredits, which are more immediately useful.  Characters that negotiate well might get advances at the start of mission in Kredits, but the Mission reward comes in "Big Score" advances.
Mechanically Kredits and Big Scores are separate, so they might also be a bit separated in-world too.  The kredits you spend in game tend to be in local accounts (hell it's crypto currency so it's on you head-computer.)  Big Scores are large values that tend to rest in off-shore anonymous bank accounts and transferred around... much as depicted on TV shows and Movies.
Of course their might be a Big Score option that is essentially a massive amount of Kredits cashed out, or maybe replaces Kredits with a flat value that you can always use instead.

6) As hinted above, there is a class of gear that exists as stunt like devices/etc.  Computer Assisted Targeting eye implants (CAT Eyes) are a +2 to Combat when making an attack with a smart gun.  How much do they cost? A big score.  Most high end cyberware, military grade software and cyberdecks, and other nifty toys that show up in cyberpunk can be defined as a stunt or stunts, and thus can be priced with big scores.  It can also work for processes, like getting a high end fake ID or getting longevity treatments.

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