07.00 Rd6 Gear
Version 1.0
- 07.01 Rd6 Gear: General
- 07.02 Rd6 Gear: Armor
- 07.02.01 Rd6 Gear: Power Armor (Sci-fi)
- 07.03 Rd6 Gear: Weapons Basics
- 07.03.01 Rd6 Gear: Firearms Basics
- 07.03.02 Rd6 Gear: Ranged Weapons Types (Modern+)
- 07.04 Rd6 Gear: Weapons (Fantasy, TL 1-4)
- 07.05 Gear: Weapons (Modern, TL 5-7)
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 Difficulty | Type (Description) | Limit per Day |
---|---|---|
0 | Automatic Purchase (Cheap) | (Fund Level x 6) per day |
1 | Low-Cost Purchase (Inexpensive) | (Fund Level x 4) per day |
2 | Moderate Purchase (Nominally expensive) | (Fund Level x 3) per day |
3 | Average Purchase (Somewhat expensive) | (Fund Level x 3) per day |
4 | Costly Purchase (Expensive) | (Fund Level x 2) per day |
5 | Very Costly Purchase (Very Expensive) | (Fund Level x 1) per day |
6 | Luxury 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 Is | Fund Test Modifier |
---|---|
Common; Average quality | 0 |
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 Roll | Tech Level (TL) | Human Era | Description |
---|---|---|---|
3 | 1 | Stone Age | Fire 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. |
4 | 2 | Bronze/Iron Age | This 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. |
5 | 3 | Medieval Age | Iron 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. |
6 | 4 | Renaissance | Rebounding 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. |
7 | 5 | Industrial/Engineering Revolution | Steam 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. |
8 | 6 | Information Age | Nuclear 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. |
9 | 7 | Fusion Age | Fusion 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. |
10 | 8 | Spacefaring Age | The 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. |
11 | 9 | First 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. |
12 | 10 | Second Stellar Age | FTL 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. |
13 | 11 | Third Stellar Age | Anti-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. |
14 | 12 | Fourth Stellar Age | Energy shield protect personal vehicles and other craft as well as individuals. Anti-gravity and repulsor-lift technology becomes common. Large Imperiums are formed. |
15 | 13 | Ultratech Age | Terraforming technology is perfected, including shifting planets orbits to more favorable locations. Androids and automated beings are indistinguishable from humans and have equal rights. |
16 | 14 | Transmatter Age | Programmable matter is common. Matter can be broken down to energy and rebuilt. Unlimited FTL communication is now possible. |
17 | 15 | Dysonian Age | World building is possible. The building of Ringworlds and Dyson Spheres are possible. |
18 | 16 | Supertech Age | Technology is indistinguishable from Magic |
See Scale for the optional rules on TL Scale Modifiers