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Unread 6th of May, 2009, 20:38
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LonePaladin
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General Rules for Items

Most items have several letter ratings representing how complex it is, its availability, and its legality. These ratings are explained in this section.

TECH LEVEL
Some items require certain amounts of technological discovery and industry to produce. While something like a simple knife or a table can be made with simple tools, a myomer-based replacement limb or a Kearny-Fuchida transwarp drive require advanced technology and dozens (if not hundreds) of production steps to create.
  • Level A: Primitive. These items require no actual technology to produce, just hard labor and skill.
  • Level B: Low-Tech. These require basic industrial processes, like those available after Terra's Industrial Revolution.
  • Level C: Mid-Tech. These need advanced industrialization and electronics, first available in the 20th-22nd centuries.
  • Level D: High-Tech. These require heavy automated industry, commonly available throughout the Inner Sphere.
  • Level E: These require the scientific advances found only during Star League times. Caches of this sort of tech turn up in Star League warehouses hidden around the Inner Sphere, and scientists leap at the chance to research them, hoping to be able to reproduce them.

AVAILABILITY
Supply does not always equal demand. Just because something can be produced doesn't mean that it's available in sufficient quantities to everyone who wants it. The Availability rating reflects how difficult it is for the average person to acquire the item.
  • Level A: Very Common. Available throughout occupied space in huge quantities.
  • Level B: Common. These items are widely available, but due to costs or materials may not always be manufactured in sufficient quantity to meet demands.
  • Level C: Uncommon. Such items are sometimes troublesome to find, since they require rare materials or specific skilled labor to produce. Uncommon items might be unavailable on some planets, but common on the worlds where they're manufactured.
  • Level D: Rare. These are specialty items produced under contract or for a limited market. There are few businesses that sell such items; generally, characters will have to locate a supplier.
  • Level E: Very Rare. These items are no longer manufactured, or only made on a few worlds. These are exceedingly difficult to find, and often carry a price tag well in excess of the "sticker price"; they might only be found in the black markets or someone's personal collections.
  • Level F: Unique. One of a kind, or close enough to count. Only a few were ever made, or known to have survived.

LEGALITY
While some items may be easily found, their acquisition or use might be illegal. Many weapons, including lasers, are regulated on all but the most "frontier" worlds. Likewise, operators of vehicles such as hovercars must be licensed or face stiff fines if caught.
  • Level A: Unrestricted. Legal for anyone to purchase and use.
  • Level B: Monitored. Some legal requirements must be met for purchase or use.
  • Level C: Licensed. Legal purchase and use requires a government license, which is usually easy to acquire.
  • Level D: Controlled. Illegal on many "civilized" worlds, except for authorized individuals in the government, police, or military.
  • Level E: Restricted. Highly illegal. Private citizens found with this item will be imprisoned. Only government and military personnel will have access to this equipment, and only under certain conditions.
  • Level F: Highly Restricted. Contains top-secret technology or materials. Available only to military or government agents with proper credentials and clearance.
CURRENCY
Each Successor State uses its own form of currency, with differing names, physical forms, and rates of exchange. While cash remains in common use for small sums (under 100 C-bills), it is mandatory for purchases below 1 C-bill, so many people carry some bills and coins to cover incidentals. Most people use "smart cards", electronic debit cards that are linked with their bank accounts. Most of these cards are only useable on the planet of issuance, but since most people don't leave their homeworld, this is rarely a problem.
For interstellar travelers, there are other options. Travelers along limited routes can arrange to have "shadow accounts" on these other worlds, which are reconciled with the main bank via ComStar's HPG network. It is also possible to have an account directly with a ComStar bank, which is accepted throughout the Inner Sphere. These accounts, however, are prohibitively expensive (10,000 C-bills per year), generally limiting them to merchant companies, mercenary units, and other large groups.
Some travelers put their funds in certified smart cards, which aren't linked to any bank but simply have the financial data stored on the card itself. These cards are heavily encrypted and generally safe to use, but expensive (a deposit costs 10% of the amount added to the card).

ComStar (C-bill)
There is a sort of "coin of the realm" which all the Great Houses accept: the C-bill, backed by ComStar and generally the most stable currenct in the Inner Sphere. Primarily used in electronic form, the C-bill represents about 10% of the total currency used in populated space.
The C-bill can be found in physical form in 1, 5, 10, 50, and 100-C-bill denominations. Coins also exist (called 'demis') for amounts smaller than 1 C-bill, but their use outside of ComStar-administered worlds is limited. Smaller sums tend to be handled with local currency.

Lyran Alliance (S-bill; kroner; K)
The Lyran kroner is divided into 100 pfennigs. Notes and coins remain common, though most major transactions are handled electronically. Coins exist in 1, 5, and 10 pfennig denominations, made of copper alloy; 25 and 50 pfennig, made of silver alloy; and 1 and 5 kroner, made of gold alloy. All coins are minted on Tharkad, with the Steiner emblem on one side and the Archon's image on the other. Paper notes exist for 5, 10, 50, 100, 500, 1,000, and 10,000 kroner, all color-coded and readily distinguishable. One side of each note bears the Archon's image and the Steiner insignia, while the other depicts a famous scene from Lyran history.
As of 3025, 1 C-bill is worth 0.91K.

Federated Suns (D-bill; pound; £)
The Davion pound is divided into 100 pence, though some Francophone regions of the Federated suns use the term "centime" instead. Coins exist in 1, 2, 5, and 10 pence denominations (aluminum), and 20 and 50 pence (silver alloy). Each coin bears the First Prince's head on one side and either the Davion insignia or that of the March capital where it was minted on the other. Notes exist for 1, 2, 5, 10, 20, 50, 100, 500, and 1,000 pound denominations. The material used for these notes varies by mint. Those printed on New Syrtis or New Avalon use a hard-wearing but flexible plastic, while those minted on Robinson are made of paper. Each denomination is distinguished by color and size, with larger notes of greater value. One side of each shows the Davion insignia and the image of the First Prince, while the other shows famous historical figures.
As of 3025, 1 C-bill is worth £1.11.

Free Worlds League (M-bill; eagle; E)
For all its internal divisions, the Free Worlds league has always had a strong economy. Divided into 100 cents, the eagle is perhaps the most diverse Inner Sphere currency, with each member-state of the League allowed to print its own variant. Though other denominations exist, the most common coins in the League include 1, 5, 10, and 25 cent pieces (usually copper alloy), and 50 cent and 1 eagle pieces (silver alloy). The most common notes are 1, 5, 10, and 20 eagle bills, though denominations up to 1 million exist in some areas.
As of 3025, 1 C-bill is worth E1.43.

Capellan Confederation (L-Bill; yuan; 元)
Coins dominate the convoluted Capellan monetary system. Each yuan is divided into 10 jiao (角) and each jiao into 10 fen (分). Coins exist in 1, 2, and 5 fen denominations (copper alloy); 1, 2, and 5 jiao (silver alloy); and 1, 5, 10, and 50 yuan (gold alloy). All Capellan coins have a hole bored through the center, allowing them to be carried on money strings. Notes also exist in 10, 50, 100, and 1,000 yuan denominations, but they are considerably less common than coins.
As of 3025, 1 C-bill is worth 2.00元.

Draconis Combine (K-bill; ryu; •)
Each ryu is divided into 100 yen. The Combine government is constantly changing the makeup of its currency; at the moment, the denominations are 1, 5, and 10 yen coins (copper alloy); 50 yen, 1 ryu, 5 ryu, and 10 ryu coins (silver alloy); and 50, 100, 1,000 and 10,000 ryu notes. Each prefecture mints its own coins and notes, but there is little difference among them beyond the name of the mint, which is embossed on the edge of coins or as a watermark on notes.
As of 3025, 1 C-bill is worth •1.25.
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Unread 7th of May, 2009, 14:45
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The equipment tables have a LOT of information on them, and some of the numbers involved might not be obvious. Here's what everything means.
  • Armor Penetration (AP): A weapon's potential to pierce armor. When you hit someone with this weapon, the AP is compared to the AV (below) to determine damage.
  • Armor Value (AV): The relative defensive value of the armor against the various types of damage.
  • Cost: This cost is in C-bills, and may vary from location to location.
  • Crew: The number of trained personnel required to operate the equipment. If more than one person is required, the item is not truly portable, and is usually affixed to a static mount or vehicle.
  • Damage: The number of d6's rolled for damage.
  • Patch: The cost in C-bills for material to repair a point of AV. This does not include the cost of labor.
  • Power Usage (Pwr): The amount of power the item consumes per use or per time interval. Energy weapons list power usage in the Shots column.
  • Range: The short/medium/long/extreme ranges of a weapon, in meters. For vehicles, range defines how far it can travel before refueling.
  • Recharge Rate: The number of power points a recharger can produce each hour.
  • Refueling Cost: The C-bill cost to refuel a vehicle or item.
  • Reload Cost: The C-bill cost for enough ammunition to fully reload a weapon. To get the cost of a single shot, divide the Reload Cost by the Shots value.
  • Shots: The number of rounds a weapon's magazine holds. (Or, how many times you can fire the weapon before reloading.)
  • Skill: The skill used in Action Checks with a weapon.
  • Speed: A vehicle's maximum speed, in kilometers per hour.
  • Type: The type of damage inflicted by a weapon. The four types are melee (M), ballistic (B), energy (E), and explosive (X).
  • Weight: The item's mass, and its weight in standard Terran gravity, in grams (g), kilograms (kg), or metric tons.
ENCUMBRANCE
You can only carry so much before being slowed down by your load. This amount is based on your Strength. If you are encumbered, your effective RFL is reduced by one. Also, you take 1 point of Fatigue every time you sprint or make a melee attack.

If you're very encumbered, your RFL is reduced by 2, and you take Fatigue damage every time you make a melee attack or move at a running speed. Your movement speeds are halved, and you cannot sprint. If you carry weight above the maximum in the "very encumbered" range, you cannot move.

Note that some equipment is listed as "encumbering"; these items automatically move you up one step in encumbrance, even if the total weight indicates otherwise. (For example, if you have a 4 STR, and carry 30 kg of gear, including encumbering armor, you are very encumbered).

Code:
STR  Encumbered  Very Encumbered
 1      5 kg         10-15 kg
 2     10 kg         20-25 kg
 3     15 kg         30-50 kg
 4     20 kg         40-75 kg
 5     30 kg        60-100 kg
 6     40 kg        80-125 kg
 7     55 kg       110-150 kg
 8     70 kg       140-200 kg
 9     85 kg       170-250 kg
10    100 kg       200-300 kg
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Unread 9th of May, 2009, 15:16
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LonePaladin
Mohrg [GM]

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Starting Equipment Limitations
What sort of equipment you can purchase, and how much you have to use, is dependent on certain traits.

Wealth: Without the Wealth or Poverty traits, you have 1,000 C-bills. If you have Poverty, you only get 100. If you have Wealth, what you get depends on its level:
Code:
Level  Amount
  1        2,500
  2        5,000
  3       10,000
  4       25,000
  5       50,000
  6      100,000
  7      250,000
  8      500,000
  9    1,000,000
 10    2,000,000
Well-Equipped: You can have any gear rated up to a Tech Level of D, unless you're from the Periphery, in which case the limit is C. The maximum Availability and Legality for anything you get is B. Every level of Well-Equipped raises the Availability and Legality by one letter-grade, and every two levels raise the Tech Level by one.
Code:
Level  Tech  Avail  Legal
  0     D/C    B      B
  1     D/C    C      C
  2     E/D    D      D
  3     E/D    E      E
  4      E     F      F
Vehicle Assignment: Odds are, you'll have acquired the Vehicle trait; this gets you assigned a vehicle of some sort ó a BattleMech, and aerospace fighter, a support vehicle like a tank, etc. Your level in this trait determines the maximum weight-class you can have (you can always opt for a lighter vehicle):
Code:
Level  BattleMech  Aerospace  Conventional
  0       None       None         None
  1                               Light
  2       Light      Light
  3                              Medium
  4      Medium     Medium
  5                               Heavy
  6       Heavy      Heavy
  7                              Assault
  8      Assault    DS: Civ
  9
 10                 DS: Mil

DS = DropShip
Note that there is no benefit for exceeding the maximums; if you're wanting a BattleMech, you won't need a Vehicle trait higher than 8 (or less if you're wanting a lighter 'Mech). Of course, if you got several levels for free, you'll likely have your choice of vehicle.

Without the Custom Vehicle trait, you'll be assigned a randomly-determined vehicle based on your affiliation. With the trait, you can choose which vehicle you get, opt for another affiliation's selections, or even design your own model.

Unless you have the Owns Vehicle trait, your assigned vehicle is not yours. You won't be financially responsible for upkeep and repair, but you can't take it with you if you leave. (This isn't all bad, though; if you transfer to another organization, you can expect to be assigned to a vehicle that fits with your skills.)
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