General Equipment

Personal Items

Item Cost Notes
Spacesuit 2500 Armor +1, 8 hours of air.
Protects against temperatures from -120° to 120° C, and low-level radiation.
Anti-grav Harness 1000 Confers Pace of 6” in zero-gravity for up to 8 hours of operation.
Rebreather 250 Filters out harmful gases/microbes, works underwater.
Energy Sheet 200 Protects against temperatures from -20 to 65 Celsius.
Energy Tent 500 Big enough for 2 people.
Smartboard 250 Telescopic “smart” wheels and onboard motor; uses the stats of a bicycle.


Item Cost Notes
Binoculars 200 x500 zoom, +2 to distance Notice rolls.
Hearing Amplifier 350 +2 to hearing Notice rolls, can pick up subsonic/supersonic audio. Sudden loud noises require a Vigor roll at -2 or be Stunned.
Nightvision Binoculars 500 No penalty for Dim or Dark Illumination. Same price for rifle scope.
Thermal Binoculars 1000 Can see heat signatures, including through thin walls. Same price for rifle scope.
Portable Translator 500 Real-time translation in text or audio format.
Mineral Detector 100 LBT radius, up to 6 feet deep.
Sensor Suite, Handheld 500 Ignore Illumination penalties and +2 Notice for designated targets such as “concealed weapon” or “life signs”.
25” range, dense materials block detection.
Sensor Suite, Backpack 5000 Range increases to 250”.
Plasma Cutter 50K Can make 1 foot long/deep cuts in metal each round. Heavy Armor takes twice as long.


You can halve costs for lifestyle and upkeep if you are currently in a small town or rural area.


Item Cost Notes
Destitute 100/week Coffin rental or shared flophouse conditions.
Poor 200/week Cargo container, cube hotel or tiny studio.
Modest 500/week Two-bedroom apartment and a parking space.
Middle Class 1000/week Spacious apartment or small house.
Wealthy 2000/week Penthouse apartment, luxury conapt or fancy family home.
Filthy Rich 4000/week McMansion or similar estate.


Item Cost Notes
Cheap Hotel/Hostel 20/night Includes coffin hotels.
Regular Hotel 60/night  
Luxury Hotel 500+/night  
Fast Food Meal 8  
Good Meal (restaurant) 15+  
Cheap Drinks 5 Beer, mixed spirits, wine, etc.


Item Cost Notes
Public Transport Ticket 1-5 Tram, subway, bus, etc.
Maglev Train Ticket 50-200 400 MPH
Airline Ticket, Coach 100-500 1800 MPH
Airline Ticket, Business 200-1000 1800 MPH
Airline Ticket, First 500-2500 1800 MPH
Chartered Aircraft, 8 passengers 5K/hour 1800 MPH
Space Elevator Ticket 10  
Orbital Shuttle Ticket 100  
Interplanetary Passage 100/day Passenger arrangement, not a chartered or commercial flight.
Interstellar Passage 500/day Passenger arrangement, not a chartered or commercial flight.



Item Cost Notes
Credit Cartridge 5 Used for electronic payments.
SenseNet 20 Electrode net in a headband, used for full immersion.
Dataslab 50 Portable storage device with high data capacity.
Smart Glasses 75 Connects to your datapad/terminal/deck with a HUD/VR display; has a built-in microphone and camera.
Commlink 100 1 mile radio range, can connect to local networks.
Smart Lens 150 As smart glasses, but more discreet.
Holoprojector 200 Project 3D images up to 5 cubic feet.
Navkey 200 Contains travel coordinates for a system in the Firmament.
Hacking Tool 200 Satellite uplink, local jammer, hardware keylogger, etc.
Datapad 250 Personal mobile device, as powerful as 21st century PC.
Terminal 800 Non-portable computer suitable for calculations, hacking or storing large amounts of data.
Deck 1200 Portable terminal, favoured by hackers. Basic streetware model.


Item Cost Notes
Autonomous System 5K/skill Cannot run on a datapad. Starts at d4, double price for every step above d4.
Databank 100 +1 bonus to rolls made on a specific topic, such as engineering or xenobiology.
Facial Recognition Package 300 Connects to any databases you have access to and identifies faces automatically.
News Subscription 10/month +1 bonus to Research and Common Knowledge rolls about current events.
Universal Translator 80 Translates text, audio or images in any known language.
Vision Package 500 +1 to sight-based Notice rolls.
VR Package 50 Game, simulated office, recorded sensory experience, etc.

Masterwork Hardware


Characters who take the Cyborg Hindrance at character creation don’t have to pay for their initial prosthetics; the prices below are given for characters who are maimed and want to purchase one during the course of play.

Item Cost Type Notes
Prosthetic 2000 Limb Replaces One Arm/One Leg with Cyborg Hindrance.
Cyber Eye 3000 Eye Replaces One Eye with Cyborg Hindrance.
Hardening 500 Any Protects against damage from EMP.
Armor 500 Limb Adds +2 Armor to the affected limb; stacks with normal armor.
Cosmetic Coating 500+ Limb Usually made of silicone or soft plastic, intended to make the limb look more “lifelike”.
Integrated Device 500 Limb A commlink, medical scanner, or similar small device has been permanently integrated into your cyberlimb. Price does not include device cost.
Integrated Weapon 500 Limb A retractable blade or pistol in your arm or leg. Price does not include weapon cost.
Internal Deck 500 Limb A deck has been permanently integrated into your cyberlimb; price does not include deck cost.
Strength Enhancement 2000 Arm +2 bonus to Strength checks or damage rolls using the arm. Doesn’t stack.
Leg Enhancement 2000 Leg Increases your Pace by 2 and adds 1” to your jump.
Grav Enhancement 5000 Leg A bulky attachment that lets you walk up vertical surfaces.
Skate Foot 500 Leg Retractable skates that increase your Pace to 15” on flat surfaces. Requires both legs.
Smart Eye 500 Eye Your eye wirelessly connects to your datapad like a smart lens, but can be hacked.
Vision Enhancement 4000 Eye 50x magnification, thermal and low-light vision. Reduce price to 2000 for just one.
Retinal Copy 1000 Eye Allows the retina to be adjusted to imitate another person’s eyes. Illegal.
Anti-Dazzle 500 Eye You are immune to stun grenades and other bright flashes; requires 2 cybereyes to be effective.


In most of the Firmanent, “cyberware” is a very young field - outfitting and upgrading a prosthetic is a comfortable field, but more discreet augmentations are still difficult, expensive and dangerous. It’s a field that is rapidly advancing, though, especially in the Foundation and on “cyberpunk” worlds like Gibson. Connecting peripherals directly to the brain is still beyond medical science, but implanting a gadget into your body and connecting it to your datapad is plenty useful all by itself.

Most implants are connected devices, usually linked to your datapad or similar device. If you’re worried about being hacked, though, you might choose to plug in directly through an interface port in your skin - usually on the wrist or neck.

Item Cost Notes
Biomonitor 1000 Monitors your lifesigns, similar to a medical scanner, and can be used to monitor your health remotely.
Chem Gland 1000 Holds 10 doses of a prescription med, drug or poison and can be triggered to release them - automatically, if you have a biomonitor. Can be hidden in the body, but requires surgery to refill.
Chip Implant 100 You have a chip just below your skin, usually in the hand or wrist. Usually a credit cartridge or ID chip.
Cortex Bomb 1000 A low-powered explosive surgically implanted into your skull, near the cortex. When triggered, kills instantly. Illegal.
Device Implant 1000 You have a commlink or sound amplifier in your ear, a dataslab in your leg, chem analyzer in fingertip, or similar. Price does not include device cost.
Fashionware 300 Cosmetic implants such as chemical skin coloration, silver threading, artificial hair, skinwatch, etc.
Internal Pad 1500 Your datapad is always with you; can be a skinwatch-like screen on your wrist, or fully internal. Price does not include datapad cost.
Natural Weapons 1000 Permanent replacement for your teeth or nails, giving you retractable natural weapons that deal Str+d4 damage. Not subtle unless you pay double.
Subvocal Mic 500 A tiny microphone embedded in your palate, sensitive enough to pick up whispers.
Smart Tattoo 250+ Some models glow, others can form new designs on the fly.
Vocal Modulator 750 Surgically implanted into your vocal chords, allows you to change the pitch and tone of your voice.


The limits of the human body have been expanded by medical science and, as long as you have deep very pockets, achieving superhuman reflexes or strength is not beyond the realm of possibility. Advanced treatments are able to increase any Attribute up to a maximum of d12+2. Examples include:

It costs 25K to increase an Attribute by one step until it reaches d8. After that, it doubles each time: 50K for d10, 100K for d12, and so on.


Doctors who have access to a modern medical facility can double the rate of Natural Healing for their patients (does not stack with medigel). Advanced medical facilities give a +2 bonus to all Healing rolls, including Support rolls for Natural Healing. Trained surgeons can perform surgery if they have access to suitable medical facilities.

Pharmaceuticals like sedatives and stimulants generally require a Healing check to successfully adminster. For double the price, they can be obtained in the form of a dermal patch that requires no expertise to use.

Common Medical Equipment

Item Cost Notes
First Aid Kit 10 3 uses, see Healing on page 96.
Medic Kit 100 5 uses, +1 to Healing; 25 credits to refill.
Medigel 20/day Doubles rate of Natural Healing.
Medical Scanner 600 Detects poisons, diseases and other conditions.

Prescription Pharmaceuticals

Item Cost Notes
Sedative 10/dose Equivalent to knockout poison with a -2 penalty; success still causes Fatigue unless passed with a raise.
Stimulant 15/dose Each dose suppresses 1 level of Fatigue for 4 hours.
Painkiller 20/dose Each dose suppresses 1 Wound for 4 hours.
Truth Serum 100 -2 penalty to all Spirit rolls for 1 hour.
Disease Treatment 100-1000 Depends on how exotic the disease is.
Lazarus 250 Revive the clinically dead to Incapacitated with a Healing check.
-2 penalty after 1 round; -4 after 1 minute; impossible after 5 minutes.

Recreational Drugs

Black Lace

Cost: 65/dose
Duration: 2 hours
Addictiveness: -2 to the Spirit roll for each dose taken in 24 hours.
Effect: Ignore all Wound/Fatigue penalties and you are immune to being Stunned. You are also immune to fear and intimidation.
Side Effect: Euphoria and invulnerability to pain gives you the Overconfident Hindrance for as long as you’re under the effects.

A high-powered stimulant designed for military use, it’s a rare success that does exactly what it was supposed to do: it makes the user immune to pain and utterly fearless - the perfect soldier. Unfortunately, further testing (i.e. releasing it into Neotokyo Sprawl) indicates that users are twice as likely to exhibit risk-taking behaviour.

The side effects of withdrawal from this drug are extreme. Withdrawing lace addicts become short-tempered and lose some of their higher reasoning functions. Berserk rages, killing sprees and property destruction are the usual result of a forced lace detox.


Cost: 10/dose
Duration: 4 hours
Addictiveness: -1 to the Spirit roll for each dose taken in 24 hours.
Effect: Ignore 1 point of Wound or Fatigue penalties per dose taken.
Side Effect: -2 penalty to all Spirit rolls per dose taken.

A drug designed to keep workers compliant and productive, it dulls the perception of pain and tiredness and also increases suggestibility. Long term use may result in paranoia, mood swings, and behaviour that is incompatible with the “employee of the month” program.


Cost: 20/dose
Duration: 5 minutes
Addictiveness: -2 to the Spirit roll for each dose taken in 24 hours.
Effect: Gain the benefits of the Level Headed Edge. Multiple doses confer Improved Level Headed.
Side Effect: Gain a level of Fatigue after the duration ends.

A mist that is sprayed directly into the eyes, it massively improves the reflexes of the user while slowing their perception of time. It is a favourite drug of ace pilots, cat burglars and anyone who makes a habit of getting into shootouts.

Regular users should be aware, though, longterm use can provoke the manic-depressive syndrome known as “jetlag”. Bullet time is an exhilarating experience, and jet addicts spend much of their time swinging between depression and frustration at the limitations of their own body and mind.


Cost: 20/dose
Duration: 1 hour
Addictiveness: -1 to the Spirit roll for each dose taken in 24 hours.
Effect: +2 to Spirit rolls.
Side Effect: -2 to Smarts-based skill rolls.

Another lab-synthesised corporate drug intended to pacify the worker population, mellow depresses the user’s emotional responses significantly without affecting their personality. If someone’s on mellow, you’re going to find it a lot harder to shake, scare or rattle them - they tend to have a disinterested, dispassionate outlook on things.

The downside is that mellow makes it really hard to care or engage with much of anything. Users tend to suffer from a detached outlook and are less aware of their surroundings, and have trouble with mentally stimulating tasks.

Although mellow is not a highly addictive drug, longterm use can make it hard to cope without the emotional detachment it provides. When they go too long without a dose, mellow addicts suffer from panic attacks, mania and easily-provoked hysteria.


Cost: 100/dose
Duration: 30 minutes
Addictiveness: -2 to the Spirit roll for each dose taken in 24 hours.
Effect: Taken within the Golden Hour, instantly heals a Wound.
Side Effect: Blurred vision gives a -2 penalty to Notice rolls.

A wonderdrug synthesised from exotic alien microbes, miracle has incredible healing effects on fresh wounds - if it’s still bleeding, miracle can make it go away. The drug works by kicking the body’s natural healing systems into overdrive, amping up the mind and body to to dull pain, staunch bleeding, and reverse the effects of shock.

Unfortunately, the drug’s powerful effects on the mind and body come with debilitating side effects. Long-term use is permanently degenerative to the mind. Instead of the Habit Hindrance, failing the addiction roll instead gives the user one of the following Hindrances:


Cost: 35/dose
Duration: 8 hours
Addictiveness: -1 to the Spirit roll for each dose taken in 24 hours.
Effect: +2 to Smarts skills (except Notice).
Side Effect: You see things that aren’t there, and get -2 to Notice rolls.

This accurately-named hallucinogen is popular in the Sprawl, where neon lights are already so common. It amplifies and distorts the brain’s perception of colour, turning the world into a dizzying and psychedelic neon maze. When taken in large doses, it completely incapacitates the user, who won’t be much good for anything.

In smaller doses, it “shines the world up” a bit, and regular users will swear this isn’t just a visual phenomenon. A kind of clearheaded “brightness” and motivation makes intellectual tasks feel effortless, making the drug popular with hackers and academics.

Addiction to Neon doesn’t resemble the usual patterns of addiction, but addicts suffer from a lack of focus, diminished interest in their hobbies and passions, and a general sense of ennui.

Melee Weapons

Other than knives, melee weapons are rare but not unheard of. Clubs and batons might be used by thugs or police forces, and swords still have a place in the culture of ritual combat. Other types of weapon may be used by primitive cultures or bandits that are disconnected from society, or in places where access to guns is not universal.

Molecular knives and swords exist, but cost 3x as much as listed. Laser swords are not available.


Ordinary kinetic-energy firearms are by far the most common weapon in the Firmament, which can be used directly from the Savage Worlds rulebook. The various calibers of ammunition have been standardised into three varieties of bullet: small, medium and large. You can purchase a speedloader or spare magazine for 20 credits, though some weapons (like shotguns or hunting rifles) must be reloaded one bullet at a time.

Type Range Damage AP ROF Ammo Min. Str Weight Cost Notes
Holdout (Medium) 3/6/12 2d4 - 1 2 d4 1 100 -2 to Notice if hidden.
Light Revolver (Medium) 10/20/40 2d6 1 1 6 d4 2 150 Doesn’t jam on Crit Fail.
Heavy Revolver (Medium) 12/24/48 2d6+1 1 1 6 d4 5 250 Doesn’t jam on Crit Fail.
Light Pistol (Small) 10/20/40 2d4 - 1 9 d4 2 100  
Medium Pistol (Medium) 12/24/48 2d6 1 1 17 d4 3 200  
Heavy Pistol (Large) 15/30/60 2d8 2 1 7 d6 8 300  
Submachine Gun (Medium) 12/24/48 2d6 1 3 30 d6 10 300  
Pump-Action Shotgun 12/24/48 1-3d6 - 1 6 d4 8 150 See page 105.
Combat Shotgun 12/24/48 1-3d6 - 1 12 d6 10 450 See page 105.
Hunting Rifle (Medium) 24/48/96 2d8 2 1 5 d6 8 350 Snapfire.
Sniper Rifle (Large) 50/100/200 2d10 4 1 10 d8 35 750 Snapfire, Heavy Weapon.
Light Assault Rifle (Small) 24/48/96 2d8 2 3 30 d6 8 400 May fire a Three-Round Burst (page 67).
Heavy Assault Rifle (Small) 24/48/96 2d8+1 2 3 30 d6 10 450  
Light Machine Gun (Small) 30/60/120 2d8 2 4 200 d8 20 4000 Snapfire, Minimum ROF 2, Reload 2.
Medium Machine Gun (Small) 30/60/120 2d8+1 2 3 100 d8 33 6000 Snapfire, Minimum ROF 2, Reload 2.
Heavy Machine Gun (Large) 50/100/200 2d10 4 3 200 NA 84 1500 Minimum ROF 2, Reload 2, Heavy Weapon.
Requires a weapon mount.

Futuristic weapons like lasers exist, but they are expensive and rare. Even though they’re superior to traditional weaponry, the advantage isn’t big enough to be worth it for the majority of people. All futuristic weapons cost 3x as they do in the SWADE rulebook.

Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Laser Pistol 15/30/60 2d6 2 1 50 d4 2 750 Cauterize, Overcharge, No Recoil.
Laser Repeater 15/30/60 2d6 2 4 100 d4 4 1500 Cauterize, Overcharge, No Recoil.
Laser Rifle 30/60/120 3d6 2 3 100 d6 8 2100 Cauterize, Overcharge, No Recoil.
Gatling Laser 50/100/200 3d6+4 2 4 800 d8 20 3000 Cauterize, Overcharge.

Tracking Ammo

Tracking individual bullets isn’t fun. Instead, here’s how it works:

As a rule of thumb, a box contains about 50 bullets. So fully reloading a light machine gun might use up 4 boxes, but a revolver can be fully reloaded several times from a single box.

Unusual Ammunition

The most common type of ammunition are simple caseless bullets. A powder-filled cartridge is no longer needed, since modern guns use electromagnetism to accelerate bullets. This makes them lightweight (1/2 weight) and safe to store. However, there are some more exotic types of bullet:

Masterwork Guns

Other Weapons


Grenades use the rules found in the Savage Worlds rulebook, but a variety of types are available in the Firmament.

Type Range Damage AP ROF Blast Weight Cost Notes
Frag Grenade 5/10/20 3d6 - - MBT 1 50  
Sticky Grenade 5/10/20 3d6 - - MBT 2 100 Can’t be thrown back; on a raise, adheres to specific target and can’t be Evaded.
Smoke Grenade 5/10/20 - - - LBT 1 50 Obscures vision (-4) in area.
Stun Grenade 5/10/20 - - - LBT 1 50 Targets make a Vigor roll (-2 with raise) or be Stunned.
EMP Grenade 5/10/20 3d6 - - SBT 1 100 Target shuts down until Repair roll at -2 is made (-4 on a raise).

Rocket Launchers

All listed items are Heavy Weapons. Ordinary rockets cost 10K and weigh 5 pounds. Masterwork “smart” rockets cost 30K and use the rules for missiles instead of a Shooting roll.

Type Range Damage AP ROF Blast Weight Cost Notes
Grenade Launcher 24/48/96 4d8 - 1 MBT 3 1500 Snapfire; usually attached to a rifle. Fires standard grenades.
Rocket Launcher 24/48/96 4d8+2 24 1 MBT 15 1500 About the size of an assault rifle.


Flamethrowers found in the Firmament are lighter and carry more efficient fuel than those from the 21st century. Hand flamers resemble a submachine gun with a “jar” attached to the bottom, while heavy flamers are big two-handed weapons. They still use the rules for flamethrowers found in the rulebook.

Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Hand Flamer Cone Template 3d6 - 1 10 d6 5 300 Fuel pods cost 40 credits.
Heavy Flamer Cone Template 3d8 - 1 30 d8 30 1000 Fuel pods cost 60 credits.

Electroshock Weapons

Electroshock weaponry is a favourite for subduing targets nonlethally. All electroshock weapons are ineffective against armor. They come in three varieties:

In high-tech Foundation worlds, some forces also carry “heat rays”. These function identically to laser guns and cost the same, but deal nonlethal damage.


Like weapons, most armor is pretty standard modern stuff. Anything in the cloth/leather section generally won’t draw too much attention. Even stabproof jackets are pretty common, especially in the more dangerous parts of a big city. Futuristic armor such as armored clothing, battle suits and energy skins are available in the Firmament, but they cost significantly more.

Type Armor Min Str. Weight Cost
Leather Jacket +1 d4 5 100
Stabproof Jacket +2 d4 8 350
Stabproof Jeans +2 d4 4 175
Kevlar Vest +2* d6 5 200
Combat Vest +4* d8 17 500
Combat Helmet +4* d4 5 80
Armored Clothing +4* d4 4 1000
Battle Suit +6* d6 12 1600
Battle Helmet +6* d4 2 300

Ballistic Protection: Armor marked with an asterisk has ballistic protection, which reduces the damage from bullets by 4 in addition to providing its armor value.

Energy Skin: Any armor can be treated with an “energy skin” for 50% of its value. This reduces damage from energy weapons by 4, but is brightly reflective and imposes a -2 penalty to vision-based Stealth rolls.

Electroshock: A garment can be treated with electroshock pads for 300 credits. When active, anyone who attempts to grapple the wearer with their bare hands is affected as if hit with a stun gun. After discharging, they need about a minute to build up a charge again.

Power Armor

Power armor blows ordinary combat armor out of the water, but few find it worth the cost. For a couple sets of power armor, you could purchase a brand new starship, after all. They’re commonly used in hazardous environments, when protection from the elements and enhanced strength are worth the price tag.

In addition to the listed capabilities, most power armor has several built-in systems. They are hermetically sealed and have their own life support, as well as heating and cooling systems. The helmet contains a HUD with information about the wearer’s vital signs and the status of the suit; it also contains a commlink and can link up with the user’s datapad or deck. Built-in optics provide 10x magnification; some advanced models include thermal and night vision.

The high-capacity cells in a set of power armor are enough to operate for 72 hours before needing to be recharged. While powered, a set of power armor compensates for its own weight. The weight is only given for situations when it’s important, like when walking over an unstable surface.

Type Size Armor Strength Pace Weight Cost
Light 1 +8 d12+3 8 100 100K
Medium 2 +10 d12+4 6 200 200K
Heavy 3 +12 d12+5 4 300 500K

For half the price, you can purchase an “exosuit” version of any of the above power armor types. Sometimes known as “powerlifters”, exosuits are wireframe versions that confer the Strength and Pace adjustments of power armor, but without the protection.


Although various grenades, mines and missiles are listed in the Savage Worlds rulebook, occasionally an operative might have need of serious demolition-grade firepower. Note that these items tend to be heavily restricted in most areas.

Blasting Sticks are a lower-tech solution often found on the Rim, costing 60 credits per stick. They are Heavy Weapons, and deal 2d8 damage in a Medium Blast Template. Each additional stick adds +1 damage and +1” to the blast radius. They are usually triggered with an electric pulse, either wired or wireleessly.

Plastic Explosives are stable and moldable charges that can be triggered with an electric pulse. A single brick costs 100 credits and will deal 2d10 damage in a Medium Blast Template; it counts as a Heavy Weapon. Each additional charge adds +2 damage and +1” to the blast radius.

Nanothermite is a grey gel which costs 80 credits per charge. Smeared on a surface, it just needs to be triggered with an electric pulse, and it will burst into a white-hot flame that can cut through metal. A single charge can make a foot-long, foot-deep incision in solid steel.

Triggering Explosives


When it comes to vehicles, the most important advancement is the development of anti-gravity technology. The same technology that generates artificial gravity in starships has made it easy and cost-effective to mass produce vehicles that hover effortlessly above the ground. Vehicles can usually travel multiple days before they need to be refuelled.

The following vehicles are commonly used. They all have the “Hover” attribute, allowing them to travel without impediment over water, low obstructions and difficult terrain. For about three times the price, you can get an “aero model”, popular in cities, that is fully capable of flight. These are operated with Piloting when in the air.

Military vehicles are even easier. The rulebook already has stats for a Hover Tank and Hover APC. These are in widespread use within the military. Military aircraft are just fighter or scout-class starships with atmospheric capabilities.

Cheap Equipment

Heroes strapped for cash may be forced to settle for less than sterling quality. You can get cheap equipment for 50% of the full price, but it has its drawbacks.

If cheap equipment can be used in a Trait roll, then a 1 on the skill die means it malfunctions or breaks somehow (even if the roll succeeds). A knife or lockpick might snap, a gun might jam, a datapad might get bricked. Clothes and the like will give your character a shabby and run-down appearance, and impose a -2 penalty to Persuade rolls. Animals will have an appropriate Major Hindrance or two Minor Hindrances.