Trade and items

Equipment rules

Tech levels

Indicate the advancement of the technology from 0 to 7. 0 are objects of chipped stone and carved wood, 2 include muskets or objects that utilize steam power, tech level 4 includes warp drives and starships, 5 is for obscure tech, and 6 is for objects of unknown origin and of impossible design.

Beginning characters can buy equipment of level 4 or lower as funds allow. Higher tech items are too rare to find in common markets.

Encumbrance and readied items

Characters can ready a number of items equal to 6 encumbrance. This number can be impacted by certain armors. Clothing doesn’t count as a readied item, but holstered guns, grenades, ammo magazines, belt pouches, and anything that can be conventionally held in hand do. A character can draw or produce a readied item as part of any action they may take during a turn.

Characters can have a number of stowed items equal to 12 encumbrance. It takes at least 1 action to dig out a stowed item from packs or pockets. Items larger than 1 encumbrance take a full round or more. Very small items do not count against encumbrance limits.

Characters can burden themselves by going beyond these thresholds, sacrificing move speed. Characters can carry up to 3 more readied items and 6 more stowed items at the cost of half their movement speed. They are considered encumbered. Anything more and the character cannot move.

Currency and legality

Credits are the common currency used in civilization. Most cities and corporations accept this currency, but bartering may be preferred in less civilized places. Valuable raw materials are welcome almost everywhere.

Different worlds, cities, and corporations have different rules about openly carrying weapons. Most frontier worlds tolerate it or even expect it. Openly wearing armor can lend the wrong impression though – are you expecting to start trouble?

A scouting report, the culture skill for a world, or past history on the planet will all suffice to alert characters of any special laws about contraband.

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Equipment

Armor

Everything from a leather jacket to powered armor. A person without armor has 8 AC. The stronger the armor, the harder to hit. Some armors grant additional benefits like damage reduction, additional readied item space, faster movement, or even immunity to weapons of lower tech levels.

Weapons

Blasters, monoblades, lasers, and things that go boom. These are hand held weapons, as opposed to vehicle mounted ones.

Each weapon type has benefits and drawbacks. Melee weapons can be powerful and don’t have to be reloaded, but they require exposing the user. Grenades can hit multiple targets and can even shut down advanced drones and armor, but they are single use and take up readied item space. Gunpowder projectiles can be effective at distance and carry a powerful punch, but some armors reduce their damage or are completely immune. Magnetic projectile weapons pierce through all known personal armor with extreme kinetic force, but their projectiles become less predictable at longer ranges. Laser energy weapons have supreme accuracy since they have no kickback and reach their targets near instantaneously, but they don’t carry the power of other ranged weapons. Plasma energy weapons have some of the most devastating stopping power of any personal weapons, but the magnetically encased plasma dissipates quickly making them entirely ineffective at longer ranges.

Exploration gear

Gear to help a user in hostile environments, tools to help fix their broken machines, and medicine to mend their wounds.

Drones

Automated machines and robots which can be deployed to scout and area, destroy a target, or assist in repairs.

Cybernetic implants

Neural interface technology which melds metal and flesh into a coherent whole.

Implants tax the wearer’s body. Each cybernetic implant comes with system strain cost, permanently adding to the user’s total. These points can never be lost unless the implant is surgically removed, limiting the amount of healing and drug stimulants a character can sustain.

The implants are uncommon – their advantages are great, but the cost of building, fitting, and implanting these devices is huge compared to simply buying a handheld device with a similar function. The market that does exist is for the elite who are willing to pay exorbitant sums for the smallest advantage.

Vehicles

Ground, air, and sea vehicles used for everything from commerce to warfare.

Lifestyle costs

Costs will be deducted once per month. Characters are assumed to have resources provided at the appropriate amount for their lifestyle, including food, drink, living quarters, entertainment, clothing, and mundane equipment. Standards might change by the world you are currently inhabiting, but this is the average:

Lifestyle Price/month
Slum 90
Poor 300
Common 450
Good 750
Elite 3,000
Peerless 30,000

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Employees and services

Wages are measured by skill level 0, 1, and 2. 0-level are the least skilled and level 2 are experts. Anyone at a higher skill level is unlikely to be looking for work or will require a special contract.

Service costs assume average quality workers and requests of ordinary difficulty. Starship passage and shipping costs assume there is normal traffic between these locations.

Employee Wages/month
Artist 300/600/3,000
Computer programmer 300/750/3,000
Doctor 1,500/3,000/12,000
Guard 300/600/4,500
Lawyer 300/750/12,000
Prostitute 60/300/3,000
Psychic 3,000 per level
Technician/Applied 300/750/3,000
Technician/Obscure 1,500/3,000/12,000
Unskilled laborer 300
Service Cost
Bribe, minor crime forgiveness 50
Bribe, major crime forgiveness 500
Bribe, capital crime forgiveness 5,000
Forged identity papers 500
Intensive medical care 200/day
Mail message, interstellar 1/map hex
Mass transit weekly pass 2
Public records research 5/day
Rent a groundcar 15/day
Starship passage, steerage 500/hex
Starship passage, good 1,000/hex
Starship cargo shipping 15/pound/hex
Wild party 100/person

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Trade and items

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