Wealth to loot consolidation:
Odd Number: Loot x (1/2 Loot rounded up)
Even number (Loot + 1) x 1/2Loot

Bartet charisma/3

Add to wealth to determine what you can purchase.

Add barter to sales price (up to half value of item.).

Sales price – base price of item but grants loot.

Shopping Buying less common items usually take hours to procur as you need to make the connections and make the deal. Getting a license for a restricted item usually takes a number of weeks equal to the items restriction, but may makr future purchases of similar items easier. For illrgal items you need to find someone who deals in such items first. Making the connection requires a number of hits of diplomacy equal to the items illegality rating. Each roll takes 1 week. When you procur enough hits you may purchase the item. Likewise, you may make the purchase from a fence of a different type but the markup will be higher by increasing the coat by +3. For instance, if you buy a gun with a cost of 8 from yoyr drug dealer he needs to make a cut. So the price will reflect this by being 11 instead. It pays to have the right connections.

Notes: You may want to run a different time scale here. If your campaign takes place over a single year you may wish to measure thesetimes in days (or even hours) rather than weeks.

Starting Out

You begin with 5 + charisma wealth units. Every purchase during character creation costs it’s wealth in units, you do not roll to see how much wealth it actually costs.

You can carry over up to 1 wealth plus 1 wealth unit per 2 charisma(rounded down).

You may then immediately spend this wealth on lifestyle if you’d like, and can make lifestyle purchases with this wealth where applicable.

Lifestyle: increasing your lifestyle costs your new lifestyleS absolute value x3. So going from 0 to 1 costs 3 wealth units, 1 to 2 costs 6 wealth units, etc. It costs a minimum of 3 to increase your lifestyle.

When purchasing with lifestyle you can keep your basic provisions stocked(see below), but going above these levels expends standard resources. When purchasing your basic provisions you subtract the cost of your lifestyle from these purchases. If this brings the cost to 0 or less, you get to purchase these items without expending any resources. If the cost is positive, you roll that many dice still and subtract the hits from your wealth.

So for instance, one can carry 3 units of consumables as a basic resource. Going above the basic resource limit from 3 to 6 adds not only a weight unit, but excludes the purchase from being made with lifestyle.

For instance, your a pyro, and carry 3 molotov cocktails, that carry a cost of 2. You have a lifestyle of 2. You throw 2 molotovs at a cat on your last mission (he was trying to eat a baby). When you go back to town, you can automatically reup to 3 molotovs. However you decide you want 6 molotovs from now on. Going back up to 3 uses your lifestyle, but the additional 3 cost 2 wealth units as normal, and carry a weight of 1 CU.

Lifestyle should also cover anything setting appropriate – such as a cell phone for the modern Era or a cyberdeck for a cyberpunk setting. Fuel for vehiclez can also be covered here, unless tracking fuel seperately is important to the setting, such as in a post apocalype setting.

Equipment Quantity Notes
Lifestyle Expenditures Car rentals, room and board, services)
Permanent Residence 2 You can spend lifestyle on one personal vehicle and 1 group vehicle.
Ammo 1 Unit 50 standard, 5 heavy, 2 artillery or any combo there in
Consumables 3 Potions, Poisons, drugs, explosives
Misc Items 2 Maps, rope, flashlight, musical instrument, etc.
Vehicles 1 You can spend lifestyle on one personal vehicle or 1 group vehicle.
Fuel 1 Week May vary by campaign – for instance in a post apocalyptic setting fuel will likely be rare and not covered by lifestyle. Or in a steam punk it may be an expensive stone that fuels contraptions.
Kits 1 Can fully restock each time you resupply if you have enough lifestyle.
Food/Water 1 week supply

Crafting: Crafting costs are reduced in half, rounded up. You can spend lifestyle on crafted items as usual. If the crafted item has a value of 15, and your lifestyle is 5, you’d roll 3 dice to determine how much it costs. Even when crafting, when creating an item of 15 or higher you must spend 1 wealth, even if the item should be free.

Wealth Units: Your wealth units is how much raw capitol you have. This is used to make direct purchases and increase your lifestyle level. Whenever you make a purchase you roll vs wealth. Each hit subtracts 1 wealt.

Loot Your loot is a small unit of wealth, that cannot be used for purchases. However, when your loot exceeds your wealth, you gain a wealth unit. You subtract your new wealth value from your loot score and gain a wealth. Continue until your loot is lower than your wealth again. So if you have 3 wealth and gain 11 loot you’d go up to 5 wealth and have 2 loot leftover.

Making purchases: whenever you make a purchase you

2) See if the item you are purchasing is included in the lifestyle list, and if you already have the maximum number of those units. If the item is on the list, and you are not the maximum number of units (or you sell a unit) go to step 2. If the item is not on the lifestyle list, or you want to go above the lifestyle limit go to step 3.
2) Make sure the purchase is equal to or less than your lifestyle + wealth + Barter. If the purchase is greater than this amount you cannot afford this item. If it’s equal to or less than move on to step 4.
3) Make sure the purchase is equal to or less than your wealth + Barter. If the purchase is greater than this amount you cannot afford this item. If it’s equal to or less than move on to step 5.
4) Subtract your lifestyle from the cost of the item. If the cost is reduced to 0 or less you automatically aquire the item. If you still have coat left go to step 5.
5) Take the remaining cost of the purchase and roll that many dice. For each hit (5 & 6) you subtract 1 wealth from your wealth score. If you cannot subtract that many units, you fail to make the purchase.
6) you aquire the item! Yeah buddy!

Calculating Costs of Modifications: When modifying equipment you need to properly calculate the cost of the modifcations. Use the steps below:
1) Find the base value of the mod you are installing. Add together how many other mods are already on the weapon and add that to the cost of the mod you are currently installing. So if the weapon already has two mods, you add +2 to the base cost.
2) If you are crafting this mod yourself(or a party member is crafting it for you) divide the value in half, rounded up. This is your base value.
3) Purchase the mod as normal.

Selling Lifestyle: You can sell your lifestyle for a number of wealth units equal to your total lifestyle before the sale. So selling a lifestyle of 9 to 8 gets you 9 wealth units.

Selling Goods: When selling good you use the following criteria:
1) Subtract 3 from the cost of the item. If this would reduce the cost below 0 set the value to 0 instead.
2) Add your barter to the remaining value, up to the items base cost.
3) Roll that many dice. You gain 1 loot for each hit.

So if you are selling a gun whose value is 4 and you have a barter of 5 you would have a value of 1(4-3)then you would add 4 (5 barter but no more than the items base value) for a total of 5 dice. Each hit would grant you a loot.

Consolidate Loot You may choose to turn wealth into loot for a variety of purposes. Whenever you do so you the wealth unit grants that many loot. So 9 wealth brought down to 8 gives you 9 loot.

Purchasing for Others You may make purchases for others if so inclined, but you cannot use either members lifestyle score when doing so.

Sharing Wealth Consolidate your resources into loot (Consolidating 9 wealth grants 8 loot) and give them loot directly. You obviously subtract 1 wealth for each wealth you change into loot. Then calculate wealth gain normally for the receiving member.

Combining Resources. Sometimes you need to combine resources for a purpose, such as buying a starship. Each member can consolidate wealth into loot as normal and pool the total loot to see how much wealth the party has pooled. If this is a reasonable lifestyle purchase (such as a manor or vehicle) all members of the purchase may also add their lifestyle. Add up the total wealth plus lifestyle (if applicable) as normal to see if you can afford this purchase.

Score Sample
-1 or less In debt with no assets
0 Dead broke with no credit
1-2 Poor
3-4 Lower Class
5-6 Middle Class
7-8 Upper Class
9 Affluent
10 Wealthy
11+ Rich
15+ Very Rich

Contacts, Restricted and Illegal Items

Restricted & Illegal Items

Restricted and illegal items are harder to come by and have a premium attached to them. If you are playing with the restricted and illegal items rules all restricted items have their cost increased by +1 wealth, and all illegal items have their cost increased by +2 wealth.

If playing with these rules there are 2 ways of finding restricted and illegal items and getting the proper licenses.

First, if the item is restricted, you may spend 1 day making the connections to find the said item. Each day make an extended persuasion threshold test vs the restriction of the item. Once you gain the required number of hits you make the connection and then can proceed to purchase the item.

Second, you may use a contact. Depending on the setting he could be a fence, smuggler, fixer, etc. It is the GMS choice which contacts can get which items. A contact can get all equipment in his chosen field up to his skill. When buying from a contact, if their loyalty is equal to or greater than the items restriction level he will sell it to you at a premium (no extra for restricted or illegal items).

Wealth Traits

Rich: During character creation you begin with 5 extra wealth and a lifestyle of 3. However you have bougie tastes. Whenever you make a purchase over your lifestyle you roll 1 additional dice.

Super Rich. You are super rich. You begin with a lifestyle of 11, but can only spend lifestyle on one of the following, chosen at character creation: a single weapon, armor, consumables, explosives, Enhanced items, kits or an additional vehicle. You can still spend lifestyle on lifestyle expenses, misc items, and a single vehicle regardless of your choice. You do not gain bonus vehicles for high lifestyle. Additionally, you have high tastes from your lifestyle. All purchases you make are considered 2 wealth more expensive than their base.

Stupid Rich: You are stupid rich. You begin with a lifestyle of 15 but you start with 6 less attribute points to distribute and your racial maximum for all attributes are reduced by 2.


BASICS 2.0 underableedingsun