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Gear




Gear is normally handled by Item-based special abilities you select. However, some gear can simply be picked up and interacted with in game. These provide you temporary special abilities until you drop or lose the item. If you want to keep supplies you find beyond the scene you found them, you can invest a Surge. This permanently reduces your maximum number of surges by 1 per three tiers worth of items you want to keep. If you can't afford any more, you can swap out other item-based abilities instead. If you still can't afford it, these items will be broken, lost, stolen, forgotten, or otherwise removed from you by the next time you rest.


You're assumed to have basic gear and access tools such as a communicator, clothes, government ID, digital wallet, at least one email/social media account, and one free self defense device (ex. common civilian pistol, survival knife, pepper spray, etc.) For all other gear, you buy Item-based special abilities for them. If you buy an item and haven't leveled up or don't have an item-based ability to swap for it, you can instead expend a surge to temporarily gain a special ability and/or weaknesses you normally wouldn't have. If you're out of surges, you can spend 1/2 your max FP to gain these benefits. If you're also out of FP, you have bigger problems and are probably in the middle of a fight.




Economy




Credits are a universal currency. A single credit translates to approximately one copper coin. Most transactions are done in credits, but coinage and trade goods are often used as well, particularly for illegal deals that want no digital trail.

Average wealth by level is (level)2 * 1,000 credits.

Cost of an item: base cost + (tier2 * 1,000) credits.

These are estimates and can vary based on GM discretion.




Common Supplies




This is list of common items you may find lying around.

Cattle Prod III (Attack, Electricity, Light, Melee, Staggering + Stunning | Wielded Item Power) (Brawn, Finesse, or Melee)+2 vs. Dex, 1d4 + 1/2 (attack skill) electricity damage + target is stunned 1 for 1 round on a hit, stunned 2 for 1 round on a crit

Cloaking Device II (Hide in Plain Sight + Vanish | Worn Item Tech Trait)

Communicator (Telepathy: Digital only | Worn Item Tech Trait)

Concealed Armored Vest II (Armor + Hidden Talent | Worn Item Tech Trait)

Dagger 1 (Very Light Melee Piercing Attack | Wielded Item Trait) (Brawn, Finesse, or Melee)+2 vs. Dex, 1d4 + 1/2 (attack skill) piercing damage

Envirosuit I (Endurance | Worn Item Tech Trait)

Envirosuit III (Endurance + Hold Breath + Self-Sufficient | Worn Item Tech Trait)

Knife 1 (Very Light Melee Slashing Attack | Wielded Item Trait) (Brawn, Finesse, or Melee)+2 vs. Dex, 1d4 + 1/2 (attack skill) slashing damage

Knuckle Taser 3 (Blast: Light Melee Bludgeoning + Electricity Attack | Wielded Item Tech Power) +2 accuracy, 1d4 + (1/2 Brawn, Finesse, or Melee modifier) damage + target staggered 2 on a crit, staggered 1 on a hit if attack also hits Constitution

Pistol (slugthrower) I (Light Short-Range Piercing Attack | Wielded Item Power) (Marksmanship)+1 vs. Dex, 1d6 + 1/2 (attack skill) piercing damage

Rifle (slugthrower) I (Heavy Long-Range Piercing Two-handed Attack | Wielded Item Power) (Marksmanship)-1 vs. Dex, 1d10 + 1/2 (attack skill) piercing damage

Spacesuit 4 (Endurance II + Hold Breath II | Worn Item Tech Trait)

Taser 2 (Attack: Very Light Melee Piercing + Staggering | Wielded Item Trait) (Brawn, Finesse, or Melee)+2 vs. Dex, 1d4 + 1/2 (attack skill) electricity damage + target is staggered 1 for 1 round on a hit, staggered 2 for 1 round on a crit

Vibroblade 2 (Blast: Light Melee Sonic + Slashing Attack | Wielded Item Tech Power) +1 accuracy, 1d6 + (1/2 Brawn, Finesse, or Melee modifier) damage

Welding Tool 2 (Light Melee Heat Attack + Tool: Repair metal | Wielded Item Tech Trait) Mechanics+1 vs. Dex, 1d6 + 1/2 (attack skill) heat damage




Common Adjustments




This is list of common adjustments you may find to items.

Automatic Weapons: Add the Unavoidable upgrade to an attack to get semi-auto. Add both the Area and Unavoidable upgrade to it as well to make it Full-Auto.

Heavy Weapons: Add the Kickback upgrade and Two-handed downgrade to an attack to make it a heavy weapon.

Damage Types: Roll randomly to determine a weapon's damage type. Allows the weapon to deal two damage types at once. A "force" weapon would be bludgeoning + sonic, while a "plasma" weapon would be electricity + heat, and so on and so forth. Laser weapons are just heat and don't need this upgrade, just choose heat instead of bludgeoning, piercing, or slashing.

1d20Damage Type
1Acid
2-3Bludgeoning
4Cold
5Disease
6Electricity
7-8Fire
9Force
10Mental
11-12Piercing
13Poison
14Radiant
15-16Slashing
17Shadow
18Sonic
19Spirit
20Stamina