Subsections

Equipment and money


Encumbrance

Characters are limited in their carrying capacity. The more load, the less effective one can move. This, mostly, affects combat. Top load for normal function is STR x 2 (so, with a STR of 11, a character would be able to carry up to 22 kg without any adverse effects, given that it's suitably well distributed). For every completed or partial multiple of STR beyond 2 there is an extra Hard modifier to all weapon skills and one extra fatigue lost per combat round.


Energy cells

Energy cells come in a variety of sizes. In general, a bigger cell contains more energy than a smaller cell, though equipment powered by larger cells may drain the cell at a higher rate. Approximate sizes for each type of cell is given below.

Table 6.1: Energy cell descriptions
Type Weight Size Typical usage
A 50g 3 cm x 1 cm Flashlights, portable igniters, larger clocks and the like
B 100g 17 mm x 26 mm x 44 mm Weapons, long-term low-powered items, radios, cell phones and the like
C 0.5 kg 10 cm x 10 cm x 10 cm Some weapons, larger computers, environment suits
D 2 kg 0.3 m x 0.1 m x 0.15 m Combat suits, vehicle-carried beam weapons
E 20 kg 1.0 m x 0.3 m x 0.3 m Vehicle power source


Money

The monetary unit used all throughout Settled Space is called the Credit (or Cr for short). There are local currencies in some places6.1, but the Credit is usable all over Settled Space.

There are four categories of ``available money''. There's the obvious, cash in hand (effectively what the character has in her purse). There is ``cardable money'' (that is, money available on a cash-card or credit arrangement). There's also two types of ``money in the bank'', short-term and long-term banking. Short-term banking is funds that can be converted to ready cash on short notice (think ``minutes to hours'') and long-term is assets that can take up to a month to convert to ready cash (stock certioficates, bonds, property). Depending on the detail level of the on-going campaign, it can be important to keep track of available money.


Equipment

It's not possible to list all possible things, so the equipment table should be taken more as a guideline than as an exhaustive authorative list. Note that prices may vary, due to local availability (and the GM's whim).


Table 6.2: Equipment
Item Weight (kg) Cost (Cr)
Air tank, SCUBA 4 100
Air tank, combat suit 6 800
Air tank, refill N/A 80 - 200
First-aid kit 0.5 25
Lockpick, electromechanical 1 1500
Lockpick, electronic 0.2 3000
Lockpick, mechanical 0.1 500
Power cell A 0.05 1
Power cell B 0.1 5
Power cell C 0.5 20
Power cell D 2 100
Power cell E 4 250
Rations, 1 day 0.5 30
Rope (30 m) 4 60
Toolkit 1 45

Air tank refills vary in cost, depending on the exact air mix.
Toolkits contain a screwdriver, allen and torx bits, hex sockets.




Footnotes

... places6.1
Some of the orbital colonies are experimenting in a oxygen standard, with a floating exchange rate to the Credit and some Earth nations still use their historical currency, usually with a fixed rate to the Credit
Ingvar 2007-07-07