I don't want to cover ExaltedHackingCyberware here, and I'd prefer to avoid just reposting tables from books. **Modern Melee Weapons** Trinity's vibroblades are somewhat anemic, with their only effect being an extra level of Lethal damage. I'm inclined to say that a more appropriate mechanic is being able to use them as normal knives, or to turn up the juice and trade Acc for damage (2 points of Acc for 1 level of damage). Monoswords should get the "target arrow" effect: they ignore half of armor. Monowhips ignore all mundane armor. **Firearms** We can raid Trinity for much of this. Use the numbers as written, which will make them marginally cooler than equivalent Trinity weapons due to some changes in how extra successes work between Trinity and Exalted. Expect pistols to do 5L, rifles to do 7L. Tanglers work just fine as written, and their lasers and other scifi guns are also fine. Their normal grenades are fine. We do need a mechanic for stunners, and I think for breaking out of Tangler Goo. I suggest "Strength+Athletics check, Diff=the current tangler penalty" for the latter. There are two choices for stunners: weapons that do bashing damage (already in Trinity, and they ignore armor, too!), or "all-or-nothing" weapons like we've been using, which roll their "damage" + Extra Successes with a difficulty of your Stamina+Resistance; if it succeeds, you pass out for 10-Stamina minutes. Average humans have Stamina 2, Resistance 0. Particularly cool normals may get as high as Sta+Res 5. PCs can be assumed to go as high as 10. Stunners should be pretty guaranteed against normals, failing or requiring multiple shots on Ork Alcoholic Monks. Stunners are armor-penetrating, so half your Bashing soak gets subtracted from their dicepool. A Stunner, then, might do a base damage of 5. A Stun Rifle might do 7, with a longer range. They both have a Rate of 2, the same as handguns. **Armor** I *think* we can raid Trinity for this, but SD has much more trademark names of armor than of guns, so here are some equivalents to what you're used to: Armored clothing grants 2L/0B, 3L/0B for heavy clothing like trenchcoats, both with no mobility penalty. Monocrys comes in Light, Medium, and Heavy versions. Medium and Heavy versions can be fitted with Cerametal plates. Light Monocrys is skintight and commonly worn under heavier suits like CID and ICA. Light Monocrys gives 3L/0B soak, with no mobility penalty. Medium gives 4L/0B with no mobility penalty, Heavy gives 5L/1B with a mobility penalty of 1. Cerametal gives +2B, +1 penalty. Combat Infantry Dress (CID): 6L/5B, penalty 2. It is assumed you will have Light Monocrys under your CID, raising it to 9L/5B. Infantry Combat Armor: powered suits worn on the 2060 battlefield. 6L/6B, penalty of 1, +3 to Strength while it's powered. Penalty of 5 when unpowered. It is assumed you will have Light Monocrys under your ICA, raising its stats to 9L/6B. **Still Needed** Bioware and Blood Charms. Cool Medical Drugs and their effects, if any. Sensory equipment (do scopes have any effect, for example). A boat for the good Captain. And shoot, there was something else — the word "medkit" keeps going through my head, but that isn't it. There's some piece of trademark equipment... oh! Booster, Healing, and Last Chance Salve potions, together with the alchemy mechanic for making them. I'd *love* input on what those should do. The old mechanics were: Boosters made you heal 6 extra HP on your next recovery test. Healing gave you an extra recovery test. LCS causes you to make all your remaning tests, minimum 1, and if that puts you back into "Alive," well, you're alive. So you could overkill somebody so badly that an LCS wouldn't save them, which I think is an important feature: if you just ground the bad guy into hamburger, the GM isn't allowed to bring him back (well, maybe as Undead). I favor "heal your next HL as if it were one level less severe" for Boosters, "heal at 10x for the day" for healing potions, and "Make a Stamina+Endurance roll at a difficulty equal to the number of overkill HLs? you've taken. If it succeeds, you are alive at Incapacitated" for LCS and Death Cheat charms. If we go with Adepts(exalts) heal faster, but don't have recovery tests, then a level N booster potion should make the next wound of each type(leathal, bashing, and possibly agrivated, possibly not) in the speed of a wound N less bad. If it brings a wound to the healing time of a -0, then any extra remainder of N subtracts hours from time remaining(or divides hours by N+1) -jss To be clear, by "one level less severe" I meant -4s heal as -2s, not Lethal heals as Bashing. I don't think I want healing magic to work on Aggravated Damage: if something hits you for Agg, you get to lie around in bed for a month like a normal person. --bts Heh. "Heal one HL as if it were a level less severe" has an amusing situation when you've got Lethal and Bashing damage... maybe it should just wipe your Bashing pool (or heal Sta Bashing HLs) in that case, to prevent it from being useless. SystemReference has the existing healing numbers. --bts A bunch of little things: blood charms and cyberware were related, i believe, and can probably be mechaniced the same way (idea, stolen from...something. T3? You're buying "cyberware charm" slots. With enough cash, you can change what's installed there without buying new charms). Some bloodmagic things are probably best emulated with something like artifacts/hearthstones (commit cost like an artifact, gives you a hearthstone-like power...oh. that's a concept. Why not make cyberware "artifacts" with commit/install costs, rather than charms? That actually seems a bit more fitting, I can't believe I didn't think of that earlier...) I'd think that having a sight on a gun might give it a small bonus to accuracy (plus dice in your attack pool, like a smartlink). Are there aiming rules in exalted? Having potions have the effect of various solar and dragon-blooded medicine charms is probably a good call, plus it gives you an essence cost for making them (which would be drawn out of various materials, or if you're a cool adept, you can just spend essence motes to infuse the process with power)--the "heal 10x your normal rate" solar charm sounds good, as does the DB "Lethal damage is changed to bashing damage" charm. --zebediah Cyberware: you're right, background not charms. Rest of that discussion off to ExaltedHackingCyberware. There are aiming rules (+1 per round up to your Perception). A sight presumably lets you aim longer. A laser sight helps you aim faster. --bts