Equipment Sizes & Credit System
Did alittle bit of work last night between insomnia and sleep creeping in. God I've been so busy do not worry all I have not forgotten about the RPG, not at all! It's just become harder to find time to work on it. but here's alittle bit of what I got done last night
Equipment
- Tiny, items are the size palm and can be easily accessed with no equipment penalty during combat. A tiny item may be treated as if the character has both hands free for the purpose of using skills as well.
- Small, items that are small are held in one hand leaving one hand free to do other activities. A character using a small item in one hand only suffers a -2 penalty for using one hand for actions.
- Medium, items that fall into the medium category require two hands to use but can be used with only one hand at a -2 penalty to the task at which they are designed for. A character using a small item in one hand suffers a -4 penalty when using her free hand on actions.
- Large, Items in this size group require two hands to use and activate and cannot be used with only one hand. A character cannot perform another action while holding a large item and must free her hands before using an action.
- Huge, items that are Huge must be used or held by more then one character. A character attempting to use a Huge item alone suffers a -4 penalty to his action. Alternately there certain Huge category items that can be worn or used, Such as Battletoids. While using these items as they are intended to be used the character does not suffer the -4 penalty.
Credits are the galactic currency. They are traded through a system similar to Modern day credit cards except that every registered citizen in the galaxy has a microchip imbedded in the back of their hand. As well as managing funds, it also stores personal information (i.e. occupation, residence, criminal records). This was developed early on to prevent citizens from over spending and suffering the effects of bankruptcy.
In order to purchase an item or service, the character has his hand scanned and the amount is automatically deducted from his account. Each item has an assigned “Cost” difficulty that the character must roll a 1d12 against when purchasing equipment. Once rolled the character adds his Credit bonus to this roll and if it is equal or greater then the Cost difficulty then he has bought the item, if the roll fails then the character could not afford the item or was unable to locate a vendor that either had the item in stock or was willing to sell to the character.
If the pervious roll fails, the player can decide to try again, represented in game play as the character shopping around to get the best price or bargain. The GM might want to restrict the number a times a player can attempt to buy an item if he feels the item in question might be hard to find at a specific spaceport or simply unavailable in this area. (A group of natives in the Virgil system would not have the latest Powered Armor)
The player can request to lower the difficulty of purchasing a specific item within reason. Buy used Items at Pawn shops or Thrift stores might be more enticing but might however be more worn and prone to needing repair more often or even breaking during a critical moment. All these should be taken into consideration by the GM.
A character’s Class Credit bonus displays what the character will receive at the end of a pay cycle. A character with a +3 Credit bonus may spend all their funds and have their bonus back again at the beginning of the next cycle. When ever a character purchases an item over a Cost of 8 his bonus decreases by one. He can continue to shop and spend with no bonus however every time a purchase above eight is made he will drop into a negative penalty. This shows the character is falling into debt. When a pay cycle is refreshed it lowers the penalty until completely gone and the character can start over. (I.e. A character has carelessly spent his credits driving him into a -4 Credit Penalty. Next pay cycle he receives a +2 which lowers his penalty to -2. This pattern will continue until his is out of debt.)
A character can temporarily increase his Credit bonus, at the GM discretion, by selling items of value. This bonus only adds to one purchase and once spent is lost.
Any Feed back or ideas or comments or questions are more then welcome!


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