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.

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, on a scale of (from most to least reliable) Very Reliable, Reliable, Fragile and Experimental (V-> R-> F-> E). If a letter appears in the breakdown section of the card, check to see if a breakdown or mishap occurs.

To determine if a mishap is possible, check the broken wrench portion of the action card, below armor penetration and above the clock face. If no letter appears, there is no effect. If a letter appears, check if it is either the same or to the left of the given reliability rating. If so, a breakdown is indicated. The exception is the V* card. If that card is drawn, and the equipment being used is very reliable, 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 V* is drawn and the equipment being used is not very reliable, 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 - Starships
Future Imperfect - Medical Supplies
Future Imperfect - Other Gear