07.00 Rd6 Gear

07.00 Rd6 Gear

Version 1.0

Purchasing Equipment

Each piece of equipment has a Price Difficulty (PD) associated with it that expresses how challenging it is for a character to obtain that item.

Price DifficultyType (Description)Limit per Day
0Automatic Purchase (Cheap)(Fund Level x 6) per day
1Low-Cost Purchase (Inexpensive)(Fund Level x 4) per day
2Moderate Purchase (Nominally expensive)(Fund Level x 3) per day
3Average Purchase (Somewhat expensive)(Fund Level x 3) per day
4Costly Purchase (Expensive)(Fund Level x 2) per day
5Very Costly Purchase (Very Expensive) (Fund Level x 1) per day
6Luxury Purchase (Extremely Expensive)(Fund Level x 1) per day

Fund Level is the number in front of the D in Funds.

Extremely Costly Purchase is hardly the top end, and GMs should continue adding to the difficulty for higher prices.

Item/Service IsFund Test Modifier
Common; Average quality0
Very common, local market is flooded; Of slightly lower technological complexity than commonly available+1D
In high demand; Limited availability; Of slightly higher technological complexity than commonly available-1D
Not generally available to the public; of significantly higher technological complexity than commonly available-2D
Unusually high quality-1D
Damaged or low quality+1D

To purchase an item, the player rolls the Funds Attribute against the listed purchase difficulty, adjusted by the GM for the circumstances around obtaining the item (such as seller’s stock, item quality, general item availability, and so on). If the Funds Test successes exceed the Price Difficulty, the character gets the item. Business, con, charm, and persuasion could all serve as complementary actions to the Funds roll, adding more Successes if needed. Unless the GM decides otherwise, players may not spend Character and Fate Points on Funds rolls.

Price Difficulties are given for the appropriate settings. The GM may adjust a Price Difficulty for an item being bought outside it’s given setting. Swords are probably cheaper in a modern or futuristic setting, etc.

Tech Level

Many items can be defined by tech level and while other items can be found in all genres, Tech level can define the quality of the item. A Tech Level 3 Blanket may keep people warm but does it less or have temperature control. Tech levels are based on Human history – it is assumed that most species had some version of each of these periods.

3D or 2D+1 Random RollTech Level (TL)Human Era Description
31Stone AgeFire has been discovered; sharpened sticks and stones are the basic armaments; the wheel and lever are the mechanical wonders of the day; Animal domestication is common, as are building villages.
42Bronze/Iron AgeThis is a time of metal working, walled cities, stone monuments, sailing ships, and simple writing. Accomplished warriors wear metal armor and carry spears, swords, bow and arrows. Iron advanced the weapons making, siege machines were developed to defeat the walls and cities grew larger and more fortified.
53Medieval AgeIron gives way to steel weapons and armor while more complex weaponry is developed like the cross bow. Humans refer to this Dark age as it marks a era retrogression and loss of technical and social gains made in earlier ages. Many fantasy settings are set at this tech level.
64RenaissanceRebounding from the Dark Ages, for Humans this was a period of rediscovery, art, and philosophy. Gunpowder makes major changes In the waging of war, and information exchange advanced with movable type printing. Many fantasy settings are also at this level.
75Industrial/Engineering RevolutionSteam and other combustion engines drive industry to a new level of production. Cures are found for some diseases. Electricity Is utilized to a limited extent for communication and illumination. These also drive new forms of transportation, Including personal cars, war machines, and fixed-wing aircraft. Radio, television, suborbital rockets and small automatic weapons are developing. Steam Punk, Diesel Punk, and Pulp settings are typified by this Tech level.
86Information AgeNuclear power produces electricity as well as weapons of mass destruction. Orbital spacecraft visit nearby satellites and unmanned probes explore other
planets in the solar system. World spanning information networks create a unified way to connect. Modern settings are usually at this tech level.
97Fusion AgeFusion power creates nearly endless cheap energy. Laser weapons and cybernetics become common. Manned exploration of the home system, establishment of orbital and scientific colonies around or on other planets within system. Cold sleep used for long Interplanetary trips and generations ships are launched. World spanning Cybernet has contains all the information and communication of the world. Cyberpunk settings are common at this level.
108Spacefaring AgeThe cybernet systems give way to artificial intelligence machines, starting with non-self aware but growing to self aware. Androids and other automated assistants are common. Industry is completely automated. The home system is colonized with independent colonies and whole cities now orbit the planets. Sub-light exploration of the stars begins.
119First Stellar Age The first Faster-than-light (FTL) drives are discovered and exploration of interstellar space begins. Androids and sentient beings works side by side in the expansion into the galaxy. The first stellar nations are formed.
1210Second Stellar AgeFTL communication allows for connections between systems to solidify forming strong and more unified stellar nations. Wars are common between these nations as technology advances. Other sentient beings are also discovered. New Empires are formed and fall.
1311Third Stellar AgeAnti-Matter drives new FTL (Warp) brings the known stellar factions together. New Federations are formed. New weapons, matter transference, and subspace communication. Energy Shield protect startships.
1412Fourth Stellar AgeEnergy shield protect personal vehicles and other craft as well as individuals. Anti-gravity and repulsor-lift technology becomes common. Large Imperiums are formed.
1513Ultratech AgeTerraforming technology is perfected, including shifting planets orbits to more favorable locations. Androids and automated beings are indistinguishable from humans and have equal rights.
1614Transmatter AgeProgrammable matter is common. Matter can be broken down to energy and rebuilt. Unlimited FTL communication is now possible.
1715Dysonian AgeWorld building is possible. The building of Ringworlds and Dyson Spheres are possible.
1816Supertech AgeTechnology is indistinguishable from Magic

See Scale for the optional rules on TL Scale Modifiers

Leave a Reply

Your email address will not be published. Required fields are marked *