Future Imperfect chapter 7

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A Note on Economies

The costs listed in this manual all assume a similar marketplace. These costs are likely not accurate across disparate cultures, especially those which span wildly different tech levels and economic systems. For archaic items, the costs are based on a "modern" economy. In archaic economies, where those items are state of the art, their costs would be much, much higher, similar to the cost of comparable modern weapons.

Likewise, "futuristic" items might have an extremely inflated cost. In a tech 5 culture, given the right skill one could conceivably net millions for a fusion pistol.

Future Imperfect is a game of intentionally flexible (some may say ambiguous) scope. Depending on the nature of the adventures on which the Crew embarks, the handling of money (in the form of credits) could vary widely from game to game.

Future Imperfect - Economics

Tech Levels

What follows is a rough approximation of the items available at each tech level.

TL 1: Simple machines and tools such as atlatl or knife.
TL 2: Forged sword.
TL 3: Crossbows and abacus.
TL 4: First gunpowder weapons.
TL 5: 19th to early 20th century items.
TL 6: Current technological levels.
TL 7: Genetic engineering, full automation. Lasers, early space travel. Primitive TISA and FTL drives.
TL 8: Fusion weapons. Blasters, gauss weapons. Robotic automatons.
TL 9: Advanced artificial intelligence.
TL 10: Computer self-awareness.
TL 11: Partially fucking crazy shit I probably dreamed but forgot.
TL 12: Totally fucking crazy shit I havent dreamed up yet.

Alternate Tech Levels

Many items change over time, and continue to be staples in economies even after they cease to be modern. Today we have calculators, just like those that cost hundreds of dollars in the 1970s, but now they are more functional, cheaper and smaller.

It should be assumed that you can buy items of lower or higher tech level than listed. In some cases (such as computers, below) options will be provided. In others, Master discretion will determine the differences.

Some guidelines: When purchasing a technology earlier (generally 1 TL) than it is normally available, assume it costs 10x as much (if being purchased in an economy of the lower tech level), its size would be 1.5-10x as large (or heavy) and the reliability would be F or E.

Sid Scorpio is trapped in a remote cantina on Denebola IV, a TL 6 planet, but he knows his only chance of escape is making it to the StarPort, where the Chain Lightning is moored. After doing some schmoozing, he finds word of a scientist who claims to have produced a laser pistol. Great! He loves those. Knowing the level of tech on this planet, he can expect to barter around 10,000 credits worth of goods, and get a 2 kg (approximately) hulk of a handgun. But not only that, it will likely be E reliability, because it is literally experimental.

When buying an item after it is generally available, the changes are much less drastic. The cost will be about 85-90% of normal. The reliability will be at least R, if not V. Finally, the size and cosmetic nature of the item will be greatly improved, Master's discretion.

Equipment Reliability

All equipment will be rated for reliability, with lower integers being more reliable. If the wrench in the breakdown section is broken, a number also appears. This number is checked against the breakdown value of the equipment to see if a breakdown or mishap occurs. If the breakdown number is equal to or greater than the device's reliability, then consult the appropriate breakdown table (or use Master's discretion).

The exception is the 1* card. If that card is drawn, and the equipment being used has a reliability of 1, shuffle that card back into the deck (including all discarded cards, but nothing from the hands of the Master or Crew in play) and draw again. If that card is drawn again, there is a breakdown.

Catastrophic Breakdown

Most breakdowns are of the mundane type, such as a weapon jam or a loose wire. If, however, the 1* is drawn and the equipment being used is not reliability 1, reshuffle and draw again as indicated above. If the card drawn in this extra draw would indicate a breakdown for the equipment being used, then a catastrophic breakdown has occurred. Consult the appropriate table or use Master discretion to determine the effect. Very reliable items never suffer catastrophic breakdown.

Equipment Lists

What follows are a set of sample equipment lists within a given consistent economy. The Master is free to design whatever equipment fits the universe of his game, or use what is provided.

Future Imperfect - Weapons
Future Imperfect - Armor
Future Imperfect - Personal Locomotion
Future Imperfect - Vehicles
Future Imperfect - Computers
Future Imperfect - Cybernetics
Future Imperfect - Robots
Future Imperfect - Starships
Future Imperfect - Medical Supplies
Future Imperfect - Communications
Future Imperfect - Other Gear

Game Designers Note: I really enjoy big equipment lists and lots of options. One thing that must not be forgotten, however, is that equipment does not move the story, players do. Even though we could legitimately expect to be able to create equipment, even in the pretty near future, that could automatically do a lot of what happens in the game, as players we should not expect, nor even want, such things. The reason is that in so doing the characters become superfluous, and instead of driving the story, they will steer it, or in a worst case, just be along for the ride. In a science fiction setting especially the Master and Crew should take great care to ensure that equipment is used to enhance what characters do, not to do in it's own right.