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 separate from the primary rules document that you’re reading now. 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 (covered below) 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 (covered below).
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.
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 must be worn on the back and be roughly the size of a normal backpack (though they can be of any shape).
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 Equipment.
Lethal Force
Station Zero will not approve the use of potentially lethal Effects with any kind of Equipment other than Melee or Thrown Weapons. This means that any Effect that causes Damage is not allowed.
For example, a normal modern gun that Bleeds targets is restricted. An acid grenade that Burns targets is restricted. You may invent these items as Equipment, but you won’t be allowed to use them, even if you have Clearance and have them Equipped.
However, if you look at the Basic Melee Weapon entry on the Equipment list, you’ll see that it is capable of inflicting Damage, Bleed or Mangle, all of which are lethal Effects. The use of lethal Effects with Melee or Thrown weapons is allowed.
Station Zero will not allow the use of HazMat or Biohazards by station personnel for any reason, even when using Melee or Thrown Weapons.
Lethal Force Authorization
One way to get around these restrictions is to use a Lethal Force Authorization, which is only available to members of the Tactical Division.
Designate a target, point and declare, “LETHAL FORCE AUTHORIZATION!” loud enough for the target and anyone in the immediate area to hear. Anyone that heard the Authorization may now use lethal force from any source on that target.
Hazmat and Biohazard use is still restricted.
System Overrides
There are some forces on Station Zero that have access to the system, and are willing to override it. Often times these sources will exchange Data Cards or favors to allow you unrestricted use of certain weapons for an agreed-upon length of time.
Dealings with these individuals may have unintended consequences.
Equipment List
All Equipment has an Equipment Sheet, which is has in-depth information about it. Below, you’ll see a list of all the Equipment currently available, separated by type, along with a short description. Click in order to see the full Equipment Sheet.
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:
AR10000 Armory: Hub to repair, replace and reload any Equipment
CB00000 Crafting Bench: Hub to build new Equipment
IF00000 Infirmary: Hub to heal Effects
DB00000 Drone Bay: Hub to pilot Drones
PI00000 Psi Interface: Hub to interact with psychic systems
LB00000 Laboratory: Hub to do miscellaneous science tasks
KP00000 Kitchen: Hub to cook and/or serve food from
Armory
AR00001 Melee Weapon: Thrown - Damage/Bleed/Mangle - Unlimited
AR00002 Stun Baton: One-Handed Melee - Pulse Stun - Charge
AR00003 Gale Hammer: Two Handed Melee - Power Up 3, Pulse Throw 10 - Unlimited
AR00004 Catchpole: Two-Handed Melee - Brace, Pulse Grapple - Unlimited
AR00005 Vocal Disruptor: One-Handed Melee - Backstab, Pulse Silence - Unlimited
AR00201 Basic Shield: Shield - Block and Parry Melee Attacks - Infinite
AR00202 Bulwark Generator: Backpack and Shield - Power Up 5, Shield - Unlimited
AR01001 Stun Blaster: Ranged - Stun - Ammo 6
AR01101 Impact Blaster: Ranged - Pulse Throw 20 - Ammo 4
AR02101 Thrown Weapon: Basic Thrown Weapon
AR02102 Magnetic Bola: Thrown - Pulse Bind - Unlimited
AR02103 Nano Thread Grapple: Thrown - Brace, Pull 10- Unlimited
AR03001 Basic Armor: Protection up to 3 AP
AR03002 Lightning Suit: Backpack and Armor - Immunity to Shock - Unlimited
AR03501 Grounding Gloves: Gloves- Immune to Shock - Unlimited
AR03101 Assault Pack: Pack - 3 Reloads & 3 Grenades - Unlimited
AR03102 Ammo Pack: Pack - 6 Reloads - Unlimited
AR001 Ammo Reload: Reload Equipment Ammo - Consumable
AR002 Flash Bang: Disorient Blast - Consumable
Crafting Bench
CB03101 Engineer Pack: Pack - Repair - Unlimited
CB001 Part Printer: Repairs Disabled Equipment instantly - Consumable
CB002 Recharge Capacitor: Recharges Equipment - Consumable
Infirmary
IF03101 Medic Pack: Pack - Cure Effects during Rests - Unlimited
IF001 Healing Stim: Heal - Consumable
IF002 Stabilizer: Stabilize - Consumable
IF003 Hemo Stat: Cure Bleed - Consumable
IF004 Dermo Patch: Cure Burn - Consumable
IF005 Osteorector: Cure Mangle - Consumable
Drone Bay
B09001 PUPeT Drone: A small light-use Sync Drone
DB09101 Drone Claw: Drone Equipment - Manipulator/Hand
DB19001 Recon Drone: Controlled Drone, quadcopter with a camera
Psi Interface
PI03201 Psi Crown: Crown - Use psychic systems - Unlimited
Laboratory
LB00101 Analyzer: Scanner - Gives info - Unlimited

