Thread for Equipment and you.

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 Equipment and you.
The Narrator
10:01am, July 18, 2013
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As Path of Progress is primarily a story-based RP with a much, much simpler system then most RPG formats, some notes about equipment in general.

1.) Recall the era this story is set in. Stuff that would have been commonplace a hundred years ago is askance now in this era. A sellsword with a blade on his hip is under more intense scrutiny, and more so with any other weapon more bigger then a simple sword. Laws are harsher and with the U.K.P.D. on the beat, faster implemented.

So if you wanna craft a PC with a Bastard Sword, well and good. Just don't expect the local authorities or otherwise to take kindly to it if you take it openly everywhere with you. Mostly, this is just common sense.


2.) Guns. Yes, guns! We're in an era of guns now. And while it might be good to think of using Tommy Guns in ye old Noir gangster standoff, recall also that the selling of them, especially if your PC is a lawful citizen is likewise recorded. Hunting rifles, small pistols and such is normal.


Tommy Guns and Gatling Guns are not, and instantly put you on instant watch. Of course, there are always alternate means to get them but they usually require a little....Blacker Market dealing. Which sooner or later has consequences of its own. This is also mainly common sense.


More to follow....
 So onto gaining equipment...
The Narrator
5:15am, June 07, 2014
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This will be based on your starting Resource Level.

Poor: Just barely scraping by, not much owned outside of a few sets of clothes, maybe a personal weapon, and a phone or fast, tv dinners. ANY sort of purchase requires a roll. This is generally not a level PCs start at, but it is possible a wealth level may be lost during play due to a disaster.

Typical: A reasonable amount of clothing, a small personal land or car, a rented house or apartment furnished, a personal phone and at least a couple of smaller devices like magus alchemy kits or tool kit for mechanical repair, and a couple of personal firearms (Civilian not Military grade unless the character's backstory places them in the military with actual rank.). Liquid assets beyond day to day expenses are minimal, and big purchases must be saved up for. A PC with this level of wealth will not likely run their own organization but be crew on someone else's.

Good: As above, but the house or apartment can be owned, and a bit more technical equipment can be added in. Occasional splurges like a vacation can be borne without problem. A PC with this level of wealth can run their own business, but it will be owned by a bank or someone else who is funding their endeavours, and if they have designs of buying it, they are far away from paying it off.

Excellent: As above, with possible multiple residences owned or rented, and a personal car or yacht is possible at this level. Most weaponry, even slightly illegal ones, are accessible to this level of wealth and beyond. A PC running their own business is doing quite well for themselves, but the expenses of running their own organization eat into their net gains. Still, most expenses that are not truly major (overhauling the place) are easily within reach.

Remarkable: One of the upper-middle or bottom tier of the upper class at this point. Only truly large purchases put a dent in this level of wealth.

Incredible: You're not just a client of the company, you're the president. This is potentially the highest level of starting wealth in the campaign. While not a Billionaire, you're certainly one of the not-so-idle rich at this point.
 Buying Equipment.
The Narrator
5:16am, June 07, 2014
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Expecting a long winded explanation here? Sorry, this one is simple.

The GM compares what he believes the Resource level of your purchase to your character's resource level, and allows for things like supply, legality and tons of other stuff that you as a player don't have to worry about, and shifts the column up or down based on all these factors, etc, etc...


But then he'll give you a CS modifier up or down the chart, give you a needed success level (Green, Yellow or Red) and this is the hard part...

You'll roll 1d100, look down the column and see what color your number lands in. If it's in the designated color or better, you had the money and found what you wanted to buy. Otherwise, it's no sale.

As stated previously, buying something is as simple as finding the cost of the item and comparing it to your Resource rank, then rolling to see if it was available and you could afford it at the moment.

There are exceptions to this to allow for very cheap and very expensive purchases. Anything three ranks or more below a character's Resource Rank is automatically available. For example, most civilian sidearms have a Feeble (Fe) cost, so anyone with Good (Gd) resources or higher could afford one whenever they wanted.

To afford the occasional 'splurge' one simply has to make a better success on the chart, this can increase the maximum purchase by +1 CS by making a Yellow success, and by +2 CS by making a Red success. If this roll succeeds, the character's wealth is temporarily given a negative column shift equal to the amount that was required for the success, -1 CS or -2 CS.

For example, owning your own small scout ship has an Amazing rank. If your character had a Remarkable resource rank, if they made a Red result on their Remarkable resource rank, the purchas would succeed, but temporarily your resources would be reduced to Good. (You'll have to pinch credits for awhile.)

More people 'pitching in' can grant additional positive column shifts as well.
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