Material
These Talents represent access to resources, wealth, equipment, transportation, and other material advantages that set the character apart from the average person.
Equipment (1–5)
The character begins play with access to equipment that is unusually valuable, restricted, experimental, rare, or otherwise beyond what an ordinary character could reasonably obtain.
The exact equipment must be approved by the Game Master.
| Level | Effect |
| 1 | Superior civilian equipment, military surplus gear, valuable personal possessions, or equipment worth up to 20,000 credits. |
| 2 | Restricted equipment, military-grade gear, rare tools, or equipment worth up to 30,000 credits. |
| 3 | Prototype equipment, highly restricted gear, or equipment worth up to 60,000 credits. |
| 4 | Unique prototypes, alien technology, legendary artifacts, or similarly rare items. |
| 5 | Campaign-defining equipment of exceptional rarity, power, or significance. |
The Game Master has final approval over all Equipment Talents, particularly at Levels 4 and 5. This Talent may be taken multiple times.
Money Management (1)
The character possesses exceptional financial instincts and an uncanny ability to manage resources.
Routine expenses such as food, lodging, fuel, docking fees, replacement parts, ammunition, and other minor costs are generally assumed to be covered without requiring detailed bookkeeping, subject to Game Master approval.
Money Management does not provide additional wealth or purchasing power. Major purchases, investments, and expensive acquisitions must still be paid for normally.
Vehicle (1–5)
The character begins play with access to a vehicle of unusual value or importance. The exact vehicle must be approved by the Game Master and should be appropriate to the setting.
| Level | Effect |
| 1 | Personal transportation such as a riding animal, motorcycle, small boat, or civilian ground vehicle. |
| 2 | Advanced civilian vehicle, armored transport, air vehicle, or equivalent. |
| 3 | Large transport, military vehicle, small starship, or equivalent. |
| 4 | Powerful military vehicle, large spacecraft, or equivalent. |
| 5 | Flagship-class vessel, highly advanced prototype, or campaign-defining vehicle. |
The Game Master has final approval over all Vehicles. This Talent may be taken multiple times.
Wealth (1–5)
The character possesses significant financial resources, investments, property, or other material assets beyond those of an ordinary individual. Wealth may represent inherited fortunes, successful business ventures, noble status, corporate ownership, valuable investments, or other sources of income.
Wealth provides purchasing power and financial influence but does not automatically grant access to restricted, illegal, military, or otherwise controlled goods. Such items may require the Equipment Talent, special permits, contacts, or Game Master approval.
| Level | Effect |
| 1 | Comfortable. The character has approximately 10,000 credits in available assets and rarely worries about routine expenses. |
| 2 | Affluent. The character has approximately 25,000 credits in available assets and enjoys a noticeably higher standard of living. |
| 3 | Wealthy. The character has approximately 50,000 credits in available assets and possesses substantial purchasing power. |
| 4 | Extremely Wealthy. The character has approximately 100,000 credits in available assets and may own businesses, property, or significant investments. |
| 5 | Rich. Financial resources are rarely a concern. The character may control major holdings, corporations, estates, or other valuable assets. |
The exact value of Wealth may vary depending on the setting and the economy determined by the Game Master. This Talent may be taken multiple times, but no character may begin play with Wealth above Level 5 without specific Game Master approval.both. As a general rule, two points of Wealth is worth 10,000 credits. The option may be purchased more than once – up to five times, in fact.
