Equipment¶
All entries list the price for a single item. If items are sold in bulk, the #
column shows the amount sold for the provided price.
Some items require additional Acquisitions to be unlocked, maintained or bought.
Assets
Some items count as Assets, which can be used to provide a bonus on a Task roll for related checks. Usually an item states if it’s an Asset, but creative use can always turn other items into Assets as well!
Credits¶
Credits are a universal currency for buying most things.
All items cost Credits, while some items may cost Resource instead or in addition. This Resource cost abstracts the maintenance of an item, e.g. ammunition, cleaning, restocking etc.
Whenever there is a cost listed without units, then Credits are used.
Bulk¶
Only items that are not equipped, e.g. rations, a tent, etc. are subject to this rule.
An item that specifies it’s Bulk takes up that much Inventory Space. Ten light items specified by a Bulk value of L count as 1 Bulk. Some items’ Bulk are negligible; they do not list their Bulk value.
Each character’s Carrying Capacity is modified by the Body Attribute and circumstance. A character can carry this much Bulk without penalty; if he carries more he loses 1 Pace per point over his Carrying Capacity. A character can’t hold or carry more Bulk than twice his Carrying Capacity.
Carrying Capacity
Looting¶
Looting usually nets you LOOT which can be sold, traded, or exchanged for ammunition.
Ammunition¶
If you find ammunition, the GM can specify how many clips you can regain from a single unit of LOOT.
Equipment¶
If a looted item requires Resources a character may keep it. At the end of the session the character can spend his available Resources on it to keep it.
If the character doesn’t want to keep it or doesn’t have enough Resources to pay for the item at the end of the current session, the item is lost.
Equipment traits¶
An item can have additional traits, making them more unique. Traits also include upgrades and accessories for weapons.