General Character Rules

AlphaWare:
When buying AlphaWare, multiply the cost times 1.5, not 2 as the book says. 
The essence cost is still 80%.

Availability:
You can't have anything with an availability index of higher than 8. Sorry :-)
Leave me a carrot to dangle, eh? Throw me a friggin' bone!

General Equipment:
Anything goes. The year is 2060; lots of new toys are on the market. 
If it's weird, ask me. If I get surprised in the game, I'll take it away and 
the replacement toy you get might not be as shiny.

Social Mods:
If your essence drops below 3.5 remaining, you start seeming 'wrong' to people. 
Deal with it. This isn't an argument point. Sometimes it works in your favor, 
sometimes it doesn't. Since I know the target numbers, I'll know if it's a 
bonus or a detriment.

BioWare:
I'm giving you a freebie extra 2 points on BioWare in addition to the normal 
essence ratings of 6. Use it wisely.

Power Points:
You can buy them in fractions. If you normally need 20 karma to get a power 
point, and you have 5 karma, you can buy a .25 power point cost power.

Credsticks:
If you intend to use them, you'd better have bought them, and know what rating.

Clips and Ammo:
Don't be silly. Of course you bought clips and ammo, right?

Edges and Flaws:
Must be reviewed by me. No more than a total of 5 points of edges (which means
a total of 10 points of edges and flaws combined). No 'twiddling' the numbers,
like a 4 point edge and then 4 single point flaws. That annoys the gods.

Acquiring Gear/Using Fixers:  
You will roll your etiquette skill against a target number of the
availability. This is to 'jump start' the fixer. An example is me buying
something perfectly legal from a supplier who has one in stock, and who
has two customers who want it: Who's he going to give it to, and who's he
going to make wait while he orders another, his buddy who just explained
he'd be more than willing to have the usual dinner and beers with him on
Thursday, or the guy who calls him and tells him he's an idiot for not
having two on hand? This roll will act as a complementary roll to that of
the fixer (See? The better you sound, the harder he works).  THEN, the
fixer will make his roll against the availability of the item. I'm solving
the problem of knowing how many dice the fixer has for things like
'equipment acquisition' from 2nd ed, or what is the FIXER'S etiquette to
try to get the item, etc, by giving a fixer who's a level 1 contact 4 dice
for the 'general acquisition' skill, a fixer who's a level 2 contact 6
dice (it pays to buy the very best), and a fixer who's a level 3 contact 6
dice and a willingness to get the less legal crap without ganking you for
it (visa, it's every where you want to be). If people think this is too
general, then I need ratings per each type of item a fixer might acquire:
electronics, weapons, military items, cyberware, medical, etc. That seems
a bit annoying for me to keep a note card w/ the ratings, and this way you
always know your fixer is just that: a guy who is however good he is at
getting the stuff you want, and it doesn't make you play 'find the right
fixer' to do it.