Starting Resources

Resources represent any facet of your character that is material by nature, like money, items, equipment, possessions, property, tools, vehicles, livestock, or assets. Pretty much anything your character “has”. Since your character’s possessions play a significant part of how much they can impact the game world, your Starting Resources are usually determined by a conversation between you and the Narrator. New characters typically start with some simple clothing and the baseline tools of their trade. For example, a warrior-type character usually starts with some decent armor and weaponry. A hacker-type character usually starts with a souped-up computer or cyberdeck. Discuss what makes sense for your character, but also what makes sense for the group as a whole. Make sure no one feels like they are getting skimped on who has what. If you can’t come to an agreement, you can use the Default Starting Resources below.

The Default Starting Resources can be used if your setting doesn’t stray too far from the basic catagories of Fantasy, Modern, or Futuristic. Narrators are encouraged to create their own item lists and currencies for their specific campaigns, but the universal approach should work no problem. If you decide to use Default Starting Resources, you’ll be spending Resource Credits, a generic unit of currency. After you purchase your character’s starting possessions, the remaining Resource Credits can be translated into currency native to the setting.

To sum it up again, here is how Starting Resources are handled:

  • Player and Narrator’s Descretion by Setting or…
  • Generic Starting Resources – 500 Resource Credits

 

Item and Equipment Stats

There are some special statistics for items like weapons and armor, explained below. It will be easier to understand the item tables in the Sample Content section after going over these terms.

Armor Stats

  • Protection: Represents how much extra damage this armor can mitigate. Protection shows as a Die Type, such as d6 or d8. Whenever your character is hit with an attack, you’ll roll the Protection Die and subtract that from the damage of the attack before determining how many Wounds your character takes.
  • Flex: Short for Flexibility, this represents how restrictive the armor is when dealing with graceful or delicate movements. Flex will show as a Penalty modifier (like -1 or -2) that applies to all Agility, Marksmanship, and Stealth rolls made while wearing the armor. Flex can also hamper the casting of some magic spells that use Intellect and require some sort of gesture or movement to execute. Some armor has a Flex of 0, meaning it does not hinder your dexterity.
  • Bulk: Represents how much the armor weighs you down and slows your movement. Bulk will show as  a Penalty modifier (like -1 or -2) that applies to your Base Speed while wearing the armor. The modifier to your Base Speed will affect your Run Speed as well. Some armors have a Bulk of 0, meaning they don’t hinder your movement speed.

Weapon Stats

  • Damage: Represents how lethal the weapon is when you strike with it. Damage will show as a number of dice to roll, such as 1d10 or 2d8. Whenever you hit an enemy with a weapon, you’ll roll Damage (minus their armor protection) to determine how many wounds you deal, if any. Ranged weapons typically have a fixed damage, but melee weapons are influenced by your Close Combat Die Type. For example, a long sword does Close Combat + d6 Damage, so if your Close Combat Ability was 2d6, your damage would be 3d6. If your Close Combat was 2d12, your damage would 2d12+d6.
  • Reach (Melee Weapons Only): Represents how long your melee weapon is and how far it can reach across the battlefield. A typical melee weapon has a Reach of 0, meaning you can only attack adjacent foes. Weapons that have a Reach of 1 mean you attack foes 1 square away. A Reach of 2 means you can attack a foe 2 squares away, and so on.
  • Range (Ranged Weapons Only): Represents the effective range of the weapon, in squares. You can translate range into feet by multiplying it by 5. Attacks made within the range of a weapon suffer no penalties and are considered Short Range. You can attack a target standing farther than the range of the weapon, up to double the range, but this is considered a Long Range attack and suffers a -4 Penalty.

General Item Stats

  • Weight: Every item has a value indicating approximately how much it weighs (if the Weight is just a dash “-“, the weight is negligible and does not need to be accounted for). This comes into play when determining Encumbrance. For every piece of equipment or item that your character is carrying, you’ll add up all the Weight and compare that to your Encumbrance Statistic. If the weight of everything your character is carrying is equal to or less than your Encumbrance Statistic, you suffer no Penalties. If your total weight is above your Encumbrance, you’re character suffers the Encumbered status effect. You cannot carry more than twice your Encumbrance in weight without having to drag the remaining weight behind you.
  • Cost: Every item has a Cost associated with it. This is how many Resource Credits you’ll need to spend to aquire that item. Consult with your Narrator to determine the availability of items for your setting.
  • Notes: Some items have special notes that explain other important details. For example, some guns have notes about what type of ammunition is required to operate that weapon. Some melee weapons have a minimum Close Combat Dice Pair required to affectively wield that weapon. Any notes for an item will be explained in detail under the description for that item.
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