Nethys Archives: Starfinder RPG Database (2023)

Those Starfinder Basic Rules pg. 166
It's a dangerous galaxy, and a savvy explorer knows that the difference between success and failure, or even life and death, can be the equipment you have at the ready. This chapter features all kinds of different gear, from weapons and armor to adventure gear for exploring new worlds. However, not everything in this chapter is a purely technological marvel, and many of the items contained here are the products of wizards or a mix of magic and advanced science.
Many worlds still hold pre-Covenant coins or other forms of physical money, and may occasionally use them for local trade. However, the default unit of currency in Covenant Worlds (and Starfinder RPG rules) is credit. All interplanetary trades are done in standardized credits thanks to their support and regulation by the Pact Worlds government and the Church of Abadar. Realigning the world economy with the credit standard is a requirement for joining the Covenant worlds, and even worlds far removed from the Covenant's official jurisdiction often prefer to use them because they are universally carried and understood.

Credits are a combination of digital and physical currency. Most people and businesses on Starfinder store their funds digitally in major bank accounts, protected by the strongest spells and encryption money can buy. However, the price of such security is high: accessing these funds requires jumping through significant hurdles, and official transactions between accounts must be transparent to government and bank officials, making true privacy impossible.

credit sticks

Fortunately, the widespread use of the credit bar avoids the problems associated with issuing and storing currency. Flat and about the size of a human finger, from cheap and disposable to elaborate works of art, credsticks are a convenient way to carry and spend money. When a person wants to load money into a Credstick, they visit an automated banking kiosk and follow the necessary security procedures to put a specific amount of money into the unit. The details of these procedures are up to the GM, but may include retinal scans, fingerprinting, gene reading, or some form of magical identification.

Once loaded onto the Credstick, the funds become completely anonymous and the owner can wirelessly distribute any amount to other Credsticks; Sometimes the easiest way for owners is to just turn in the Credstick and buy a new one later. Credsticks not only allow people to make purchases anonymously, but they also provide security for users: they help make identity theft rare and difficult, and the pickpocket who snatches your credstick only gains access to the remaining money that isn't It works on your entire network. .

People in Pact Worlds sometimes receive funds through direct account transfers, particularly when they are employed by reputable organizations, but most everyday purchases are made with Credsticks, and almost all confidential or black market transactions use them. While credsticks can theoretically hold any amount, most people choose to carry smaller denominations (sticks that only hold a few tens or hundreds of credits) so as not to tempt fate. Therefore, criminal deals often involve bags full of small denomination credit cards to arouse less suspicion. Only those who wish to flaunt their wealth use luxurious credit sticks like the infamous Abadar Black Stick, known throughout the Covenant worlds for its built-in secure connection to an unlimited line of credit.

In most technologically advanced urban areas, no one bothers to track fractions of credit, and few things cost fractions of credit. Mass production makes it cheaper to sell entire garments pre-packaged in 1-credit packs than to sell individual items that are worth less than 1 credit each. However, some credits are designed to allow partial credit purchases.

As a general manager, assume that most people in civilized areas only have enough Credstick funds to spend a week or two, and even those who physically keep all their funds keep most of them in a safe, hidden place. While Credsticks physically allow a character to carry a nearly unlimited amount of money, you don't want your PCs to quit just because they found a defeated enemy's life savings in their pocket!

Equipment sale

In general, you can sell gear of any kind anywhere you can buy the same gear. Because all of the gear that PCs sell comes without the warranties and reputations of major retailers and manufacturers (and can be broken, cursed, defective, or stolen), PCs can typically sell gear for as little as 10% off its price. purchase price. A GM can change this based on a community's free credits, market conditions, or factors dictated by an adventure. Commercial Goods (see page 232) are an exception, as they are considered more universal, easier to check for defects, and less traceable (and therefore less troublesome if of questionable origin). Trade items can generally be sold for 100% of their purchase price, and in some cases used as money (subject to the GM's discretion).
These carry capacity rules determine how much your character's equipment slows you down. The load capacity is based on the mass of the items, which represents both its weight and its volume.

bulk item

Each element in this chapter has a representation of its mass, which is a number, the letter "L" if it has little mass, or a hyphen ("-") if it has negligible mass. For example, a gyrojet rifle has 2 volumes, a tactical knife has a light volume, and afood ringhas negligible mass.

Every 10 low-mass items count as 1 mass, and fractions don't count, so 10 low-mass items add up to 1 mass, and 19 such items also add up to 1 mass. Items with negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable amount of them.

Add up the numerical volume values ​​of all the items you wear and carry to determine the total amount of volume you carry.

bulk limits

You can easily carry an amount of mass up to half your Strength stat. If you carry more than that, you gain the charged state as described below until the amount of mass you carry is less than or equal to half your Strength stat. You cannot voluntarily carry or hold a mass greater than your Strength rating. If forced to do so (for example, due to changes in gravity), you will gain the overload state as described below until the mass you are carrying is less than or equal to your Strength stat.

When wearing armor, use the worst penalty (armor or mass) for speed adjustments and ability checks. Penalties do not stack.

overwhelmed

While encumbered, he slows each of his movement speeds by 10 feet, reduces his maximum Dexterity bonus to AC to +2, and suffers a -5 penalty on rolls based on Strength and Dexterity.

overloaded

When overloaded, he reduces each of his movement speeds to 5 feet, his maximum Dexterity bonus to AC to +0, and he suffers a -5 penalty on rolls based on Strength and Dexterity.

love the dough

As a general rule of thumb, an object that weighs around 5 to 10 pounds is 1 mass (and any multiple of 10 is extra mass), an object that weighs a few ounces is negligible, and everything in between is light. A bulky or unwieldy item may have a greater mass.
In Starfinder, all armor, equipment, and weapons (whether magical, technological, or hybrid) are assigned an item level. While characters can use items of any level, GMs should keep in mind that allowing characters access to items well above their current level can throw the game out of balance.

An item's item level represents the scarcity and value of the technology and/or magic used in its construction; higher level items usually contain more advanced technology or mystical powers. An item's item level also determines its hardness and hit points (see "Breaking Items" on page 409), and is an indicator of the level at which a character should normally expect to have access to and be able to use the item. to make it. (see Crafting Magical Equipment and Items on page 235).

The item level also helps convey the fact that there is more to buying gear than simply placing an order. Even finding the items you want isn't always easy, and those who have access to things like powerful weapons and armor tend to only trade with people they trust. Legitimate vendors don't want to build a reputation for selling hardware to pirates or criminals, and even criminal networks need to be careful who they do business with.

Instead of meticulously keeping track of all the arms dealers, contacts, guilds, and licenses a character has access to, the game assumes that in typical settlements you can find and buy anything whose item level is no higher than item level of your character +1, and in large settlements, items up to your character level +2. The GM may restrict access to some items (even those of a reasonable level) or offer items of a higher level for sale (possibly at a much higher price or in exchange for a paid favor) . the seller).

A number of abilities and effects specifically target teams that use technology or magic. All weapons and armor are assumed to be technological in nature unless they have the analogous special ability (see page 180). Other equipment is listed as magical, technological, or a combination of both (leaving it exposed to effects that target both types of items). Armor upgrades (see page 204) and weapon fusions (see page 191) indicate whether they are magical, technological, or hybrid. When a magical fusion or enhancement is added to a tech item, that item becomes a hybrid item.

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