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Equipment House rules

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  • Equipment House rules

    Wealth and Costs
    Wealth take the importance of paths away, by removing the link between the path and available equipment to the character. To avoid this, the Wealth edge and the cost system must change.
    Instead of using wealth for everything, the character uses Resources, grouping in a single value connections, favors and money. For that, not all resources are available to the character at same time, money is money, and can be used to buy anything, but its impossible to use the technological background to find a farm in the countryside for a good price, or the best place to buy illegal heavy weapons.

    Buying Equipment
    To buy an item, the character must have enough resources, that may include political power, knowing people and, of course, money. Resource is the sum of Wealth and the highest relevant path, for example, to buy a popular car the character would use the suburbia path, while to buy luxury cars would use the life of privilege path.
    To buy an item, the character compare the item cost to the related resources, with 3 possible results.
    Cost being higher than the resources: the character can’t buy it at all.
    Cost being lower than the resources: the character can buy it with no other effect.
    Cost being equal to the resources: the character can buy the item, but for the rest of the session the resources are reduced.
    Reduced resources means the character lose access to the Loaded Enhanced Edge, if don't have it, the character loses 1 dot of Wealth, to a minimum of 0, if it would drop wealth to negative value, the character uses one of the path connection uses of the session.
    What exactly the used path means is up to the player and Storyguide, it can be some borrowed money from a family or friend, a bank loan using the character job or friends as references, some favors that were owned form some time ago, or even the character knowing the seller.
    Any item with cost L is treated as cost 7, requiring 7 dots combined between Path and Wealth, or the Loaded Enhanced Edge and a sum of 5 dots between Path and Wealth. This way, even a Loaded character may be incapable of buying extremely expensive (L cost items) if they have no relevant contacts (a relevant path at 2+ dots).

    Modified Edges
    Some Edges are modified to fit better on the new concept.
    Wealth: Wealth becomes a 1 to 3 dot edge (it was 1 to 5 dots), representing the money the character have available to buy any kind of equipment or object, not related to paths.
    Loaded: The requisite changes to Wealth 3 dots from Wealth 3 dots. It will grant +2 into the character buying capacity, instead of allowing the character to buy items with cost L.

    Initial Equipment
    The character may start with any equipment that has cost lower than the relevant resource value, some of the equipment is not with the character all time, stored at home or maybe in a storage facility. It's up to the player and the Storyguide define if the character bought a new one or had it at home, the result is the same to most situations.
    The character has access to a single item with cost equal to the relevant resource for each path, for example a weapon, a car or a house that took longer to pay, but the character had for some time and probably use or carrie around for reasons related to the path. The player must define the item when the character is created, as it affects the character capacity of buying new equipment during the session.
    For example, a John works for Aeon Society (society path) as a Technology Expert (role path) after growing up in the Suburbia (origin path). As he have 1 dot in wealth, he have many things at home, none of them with a cost higher than 1, except for his Laptop (related to his role path), his popular car (origin path) and the hunting rifle (society path).

    Mission Specific Equipment
    Working for a company have some advantages as the company must source the character with the equipment needed, otherwise the work won’t be done properly. That is where the mission specific equipment enters.
    This equipment is the minimum needed to allow the team to do their job, for example in a war story, the characters will have at least the basic infantry equipment, like a kevlar jacket, helmet, rifle, ammunition and survival gear. If the mission requires a tank or a machine gun, it should be handled by the company, unless it’s part of the mission to get one to start with.
    The mission specific equipment have no cost to the characters, as it is handled by the company, but it is defined by the Storyguide, any extra equipment must come from the character or connection uses.

    Access to Temporary Equipment
    Access is a way to gather some extra equipment that must be returned latter. While it's not the only thing access may source, it's possible to use the connection to get some good equipment.
    To define if the item is available or not, the character must roll Path + appropriate Attribute, difficulty equal to the item cost (items with cost L can't be borrowed this way).


    House Rules - The Basics - House Rules for Trinity Continuum
    Fists of Flux - Inspired and Powered Martial Arts for Talents
    Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

  • #2
    I made a House Rules Book for Trinity Continuum.
    Check my signature.


    House Rules - The Basics - House Rules for Trinity Continuum
    Fists of Flux - Inspired and Powered Martial Arts for Talents
    Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

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