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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Shopping

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  SYNAPSE RUN — SHOPPING AND GEAR
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  BUYING
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  Vendors are tagged (vendor — type LIST) in the room.

  LIST                See everything the vendor sells, grouped
                      by type, with prices and what each does.
                      Items you aren't trained for are starred.
  LIST <numberame>  Read the full details on one item.
  BUY <numberame>   Buy it. BUY 2 UPLINK buys two.
  SELL <item>         Sell something for half its value.

  USING GEAR
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  Gear only works while it's equipped:
  WIELD <weapon>      ready a weapon (one at a time)
  WEAR <armor>        put on armor — one piece each for head,
                      torso, hands and legs
  REMOVE <item>       take armor off or put a weapon away
  INVENTORY           what you have equipped, and what's in
                      your pack
  New gear equips itself if that slot is empty. Wielding or
  wearing into a filled slot swaps the old piece out. You can
  only equip what you're trained for — LOOK <item> says
  whether you qualify.

  GEAR TIERS
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  Tier 1   Sold in the Welcome District and Commons. No
           training needed. Starter weapons cost 40 credits;
           basic armor 25-45 credits apiece.
  Tier 2   Sold by Riku (Lower Ward cargo bay) and Kovac
           (Commons). Weapons need proficiency in their
           discipline; the synth-weave vest needs some
           Conditioning. Expect a dozen fights of saving.
  Tier 3+  Need still more proficiency (armor: more
           Conditioning). Boss drops only — the Pipe Gang bruiser, the
           Strikeworks Enforcer, and the MK4 Heavy carry gear
           no shop sells. Bosses favor gear for your main
           discipline.
  Common enemies sometimes drop basic armor. Rarely.

  WHERE TO SHOP
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  District Outfitter   Welcome District, east of the
                       Orientation Hub: starter weapons for
                       every discipline, a jacket, MedLink keys.
  Kovac's Supply       Commons, west of the plaza: armor.
  Meridian Clinic      Commons, northeast of the plaza: MedLink
                       keys; Doc Vasquez sells chrome.
  Riku                 Lower Ward cargo bay: tier-2 weapons,
                       vest, every MedLink tier.

  TUNING AND SALVAGE
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  Enemies in the Lower Ward drop salvage: scrap, wire, chips,
  cells. SELL it for a few credits, or take a shop weapon
  and some salvage to the workbench in Riku's cargo bay:
  TUNE            what you could tune, and the cost
  TUNE <weapon>   make it a Tuned version — steadier aim,
                  harder hits, same proficiency needed
  TRADE <player>  swap items with another runner (Evennia's
                  barter system — TRADE HELP once you start)

  CREDITS
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  You earn credits from every enemy you defeat. Tougher
  enemies pay more. Healing costs credits too — budget for
  it. SCORE shows what you have.

  Vendors pay half an item's value when you SELL. Train
  STREETWISE (Kovac, Riku) for better prices both ways.

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Need a starting point? Read your first steps in Meridian.