**Cyberware** Go see HouseRulesOnCyberware: it's bought as a separate background, not with Resources. **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 (1 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. A smartlink, as defined over on HouseRulesOnCyberware, gives you +2 Acc and "acts as a scope". Well, what's a scope do? It gives you virtual Perception with which to aim. A laser sight or other electronic sighting aid lets you "aim faster" — getting as much as +2/round from aiming instead of +1. A normal Resources 2 laser sight gives you a +2 instead of a +1 on your first round of aiming. Each extra dot of resources lets you do that for another round: a Resources 5 laser sight custom-made for your hand-to-eye distance and your gun would let you accumulate 2 dice/round for four turns of aiming, assuming you had a Perception of 8. A magnifying scope gives you an effectively larger perception: a normal resources 3 scope gives you +2 Perception, and each resources dot after that gives you another +2. A resources 5 scope would thus grant +6 perception while aiming through it (or looking through it, using it as a telescope). Smart-goggles, a way for non-cybered people to gain some benefit from a smartgun, act as a basic scope and a basic laser sight (+2 perception, +2 bonus on first round of aiming). The Resources 4 ECS from the Trinity Tech Manual should thus be looked at as a Resources 4 Scope (+4 perception) and a Resources 4 Laser Sight (fast aiming for the first three rounds of combat). **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. It's Resources 2. 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. Resources 3, and the plates are Resources 3. Combat Infantry Dress (CID): 6L/5B, penalty 2. It is assumed you will have Light Monocrys under your CID, raising it to 9L/5B. Resources 4. 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. Resources 6. **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. **Healing Potions** There are three kinds of common healing potion in Camrish: "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. I believe those are Resources 2, 3, and 4, respectively. It's possible I should make LCS cheaper... I think I'll settle for DC blood charms being cheap for now.