Subsections
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 |
|
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