Table of Contents
Each character begins play with a number of (Kilo)Calories (c or kc for 1000c) that he can spend on weapons, armor, and other equipment.
As a character adventures, he accumulates more wealth that can be spent on better gear and magic items.
The most common currency is the Calorie, so called because several centuries ago food and resources were so scarce that money was measured by the energy expended for the task.
The most common means of carrying and transferring currency is either a CredStick (either a literal stick about three inches long that transmits data, specifically currency transfer), phone/communicator app, or other means of electronic transfer. There are very few physical examples of Calories left in the world.
In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. This also includes character-created items.
Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
Starting Characters start with 6000c In addition, each character begins play with an outfit worth 20c or less.
Magic/Psionic Weapons and Armor
As mentioned on the Weapons and Armor pages, all weapons and armor have the possibility to be “socketed”. When you purchase a socketed weapon or armor (again, at 10x the base cost), it is considered to have 4 sockets and is a +4 weapon or armor. Weapons and armor higher than +4 must be found/acquired through normal adventuring or awards. In either case, this is how the sockets are handled.
All weapons or armor, regardless of total plus-bonus, will only have 4 sockets. Any of the weapon or armor special abilities, listed on the website can be socketed into the weapon. Each special ability takes up 1 socket, but contributes to the total plus-bonus regardless.
Example: you buy a socketed weapon and it is +4 with 4 sockets. That means you can put in 4 +1 abilities, one for each socket. Put in only one and the weapon will be a +3 with the ability you socketed. Put in two and the weapon will be a +2 with the 2 abilities you socketed, and so on. Or you can put in one +4 ability (if you can afford it) and though you still have 3 slots, the weapon only has that one +4 ability. You can mix and match the sockets, abilities and pluses, but for each plus an ability conveys, it takes away that much from the overall plus-bonus, and the max hit/damage bonus that can apply is +5. So, if you found and/or were awarded a +7 weapon and you only socketed one +1 ability, the weapon will only be +5 and have that one ability. The extra plus would be wasted.
Apart from these rules, all modern weapons (melee included) can use any of the special abilities for their appropriate weapon (i.e. melee abilities for melee weapons and ranged abilities for ranged weapons, firearms included).
A special note however, because of the scarcity of magic, most of these “magic” weapons and abilities are either psionic or “super-science”. They have the same listed affect, but they are not magic in the traditional sense. This does not change how they work, but a detect magic spell will not detect these weapons and armor, but a detect psionics will, even if they’re “super-science”.
Starting Play With Magic Items
Giving each of the PCs a starting magic item makes them more robust and capable from the jump, and can be useful for smaller groups. Campaign concepts in which the characters already enjoy wealth, status, or recognition might also be reinforced with starting magic. For example, the PCs might be the younger generation of a land’s great trading houses. It makes narrative sense for their families to give them a leg up over other adventurers.
One option is to grant the players a collective budget of 1,500 gp per person, which they can use to buy any number of magic items. Leave them alone to agree on a distribution; they might get one mighty item, used by only one of them, or many lesser ones, so everybody gets something. The budget can only be spent on magic; they don’t get to keep leftover cash.
Keep a close eye on what the players purchase, and veto anything that might break the game from the beginning. Also be prepared to adjust encounter difficulties to account for the increased competence of magically equipped parties.
Be careful starting young or inexperienced players with magic items. Giving the stuff away can devalue the classic moment when a player finds her first piece of magical gear out in the wild.