So, this resembles something I went through in a (TSR era D&D) game a long time ago.... I'll spare you the details, but the way it turned out we started on a ship sailing somewhere. When it sank most of us lost some or all of the player background generated equipstuff perks with the ship.
The point being that a sufficiently large disaster can deprive anyone of darn near anything, Sabotage and Theft can also achieve these ends as well. Clever use of those can lead to endless plot hooks...
Examples: The big battlemech with its' built in I.W.I.N. button is very impressive and valuable. To others as well.... Perhaps an enemy state views the machine as such a threat and targets it for elimination. At the same time the player/owner is required to be at a dinner party, or out drinking(or "other" "social" activities), or sleeping or negotiating a contract. (gotta get out of that mech sometime.) Maybe the mech (or a unavailable part that it cant function without) is stolen, or stolen back.
Wealth can be stolen, or simply contested by the sudden appearance of a new additional heir. (Until the courts straighten it out, the assets are frozen.) Businesses can be destroyed or suddenly find themselves in a new (enemy) state. Sales could dry up due to cheaper competition.
That should cover everything up to the start point at least.
If there is no formal combat system going forward from the start point..... Then you are looking at either trusting the GM or maybe using concepts I have only heard about in the Amber dice less system. Which I have never seen a rule book for. Not sure if it even exists.