Find the Equipment Sheet List in the Full Rulebook.

Equipment

Instead of earning new abilities from levels, classes, skills or abilities, the primary way characters in Zero Point gain new abilities is by acquiring and using new Equipment. 

Equipment takes many different forms, such as handheld devices and weapons, backpacks, and even portable structures that are deployed in the field. Equipment can do just about anything you can imagine, from stun guns to med packs and jump jets.

All the information about a piece of Equipment is listed on their Equipment Sheets, which are appended at the end of this document. All currently available Equipment Sheets are available online, and physical copies are kept in a binder in a public place. (Equipment Sheets are often updated, so make sure you're looking at the most current version!)

Charges & Ammo

Some Equipment can be used infinitely, but most of the time it has either a Charge that can be depleted or an amount of Ammunition that can be expended.

Equipment that has a Charge can only be used once before it needs to recharge. Equipment always recharges during a Rest (covered in the Combat section), which means that you can usually use it only once per scene.

Equipment that uses Ammunition works until it’s out of Ammunition. “Ammunition” is anything that a prop needs to use in order to operate. For a blaster, that’s darts. It could also be battery power, ounces of a fluid, or anything else that is physically expended as the Equipment is used.

Inventory

You do not need to keep item cards or any other proof of ownership for any of your gear. If you are carrying the prop, you are carrying the Equipment.

Once a character has Clearance for a piece of Equipment, it is assumed that they have access to it immediately and at no cost, so long as they have the prop that represents it.

There is no limit on how much Equipment your character can own, but they can only carry up to their Equipment Slot limit.

If you want to carry multiple copies of the same Equipment, you do not need to purchase Clearance multiple times.

Repairing & Reloading

Equipment can be repaired, recharged, reloaded or even replaced by visiting the Armory. Place your Equipment within the area around the Armory and state, “Repair and reload!” to start the process. So long as you don't use the Equipment and your Equipment doesn't leave the Armory, it will automatically return all your gear to full operation in about 5 minutes.

Props

All Equipment a character is carrying must be physically represented with a prop. Equipment has a form, such as it being a dart blaster or backpack, and design requirements, such as needing tubing, being a certain color, or representing a component in a specific way.

While it's much preferred that every piece of Equipment has its own prop (because it's cool to have unique, bespoke props), we recognize cost and storage may be restrictive. If using the same prop for multiple pieces of Equipment, you must always meet all the design requirements listed on the Equipment Sheet, and have some way to visually distinguish that it is representing one thing and not another. For example: using a removable snowflake placard on your ice gun to distinguish it from your heat ray, which has a fire placard.

Clearance

The use of Equipment is restricted on the Station. If you do not have the proper Clearance to operate a piece of Equipment, the Station will simply prevent the Equipment from working if you try. 

This means that you cannot pick up your allies or opponents’ gear and immediately use it, even if you understand how to do so. 

Gaining Clearance to use a piece of Equipment requires that you are properly trained and tested on the Equipment's use. You must also spend Continuing Education Units (CEUs) that are earned by attending games. CEUs are comparable to EXP in many other campaign boffer LARPs.

Equipment Sheets list the cost in CEUs, as well as the testing materials. In order to gain Clearance, you must have direct access to the Equipment Sheet for that Equipment and answer the questions listed on the Equipment List, asked by a person who already has Clearance.

Special Circumstances

If you cannot find a teacher to proctor your test, you may pay Framework 1 Data Card to do this for you.

If you do not have sufficient CEUs or don’t wish to spend them to gain Clearance for a piece of Equipment, you may pay Framework 1 Data Card to gain “emergency Clearance” that lasts for one mission. You must still read the Equipment Sheet and pass the Test Questions.

Inventions

Equipment that was Invented at the Crafting Bench during the current event does not require Clearance to use, but must be thoroughly explained by those that Invented it. If it’s seen being misused, Clearance will be taken back.

Found Equipment

Functional Equipment that is found, stolen, or gifted can be brought back to Station Zero. If an Equipment Sheet for the technology was prepared ahead of time, it will be added to the Equipment Sheet folder and is available to be purchased with CEUs and trained on immediately. If there isn't a prepared Equipment Sheet, players will need to reverse engineer it, which is the exact same process as Inventing it themselves.

Slots

Characters can  only carry a certain amount of Equipment of certain types at a time. These allowances are called Equipment Slots.

You have 3 General Equipment Slots which are anything other than Backpacks, Armors and Consumables.

You may also have 1 Armor Equipment, 1 Backpack Equipment, and 1 Consumable Equipment at a time. 

  • General

  • General

  • General

  • Armor

  • Backpack

  • Consumable

Armors are any kind of outer layer, like metal plating or a Space Suit. They cannot be layered, and you may only wear one at a time.

Backpacks usually provide abilities that can completely change your tactical role, such as a Drone Pack, or an Engineering Pack. They can come in many shapes, such as packs, satchels, hip bags, fanny packs, or bandoleers, but must have at least 2 liters of storage space total.

Consumables are single-use items that are consumed upon use, and must be re-stocked back at the station. Consumables might be items that must be used in conjunction with other Equipment (such as extra ammo magazines), or used on its own (such as a Burn Cure).

Normally, you can only carry a single Consumable at a time, but many Backpacks have additional Consumable Slots that allow you to carry Consumables associated with the Backpack’s purpose. For example, a Medic Pack allows you to carry extra medical items, and an Assault Pack allows you to carry extra ammunition and a grenade. Consumables have Tags, which is what Backpacks will refer to when designating what kinds of extra Consumables it can carry.

Restrictions

Station Zero has strict rules of engagement for its crew, which restricts the use of certain Effects.

Agony, Sever, Obliterate, HazMat (Acid, Freeze, Ignite, Shock and Radiation), BioHazard (Disease and Poison), large-scale indiscriminate weapons such as missiles or bombs, WMDs, and other “unethical” Effects are restricted from use.

System Overrides

Members of the “Legacy Crew” are able to provide weapons that cannot be tracked by Station Zero, or to provide temporary authorization for the use of restricted Equipment.

Dealings with these individuals may have unintended consequences.

Extreme Force Authorization

Members of the Tactical Division may grant Extreme Force Authorization to use Sever, Obliterate, Freeze, Ignite, or Shock Effects until the end of a scene. Those Authorized may use any of these Effects any number of times against any number of targets.

They may grant this Authorization to a number of people (including themselves) equal to their Security Level. They do not need to grant themselves Authorization and may instead grant it to somebody else.

Hubs

Hubs are large, stationary locations that form the foundation of the different branches of Equipment. They represent a completely different aspect of play, and open up different methods of problem solving.

You must have acquired Clearance with a Hub in order to use Equipment associated with them. For example, you must have Clearance with the Infirmary before you can get Clearance with the Medic Pack.

This is the list of currently available Hubs:

  • Armory: Hub to repair, replace and reload any Equipment

  • Crafting Bench: Hub to build new Equipment

  • Infirmary: Hub to heal Effects

  • Drone Bay: Hub to pilot Drones

  • Psi Interface: Hub to interact with psychic systems

  • Laboratory: Hub to do miscellaneous science tasks

  • Kitchen: Hub to cook and/or serve food from