Player's Handbook · Chapter 7

Equipment and Wealth

Credit Rating represents income, reputation, access to services, and the assumptions people make when you enter a room. Starting cash is commonly 1d10 × CR, adjusted by occupation and campaign.

When a purchase exceeds your normal means, the Keeper may call for a Wealth Check against CR. Apply the normal percentile ladder: 01 is Critical, one-fifth is Extreme, one-half is Hard, and the full effective CR is Regular. Fumbles are 96–100 below effective 50 and only 100 at 50 or higher.

Armor reduces damage by a flat value and does not stack. Weapons use their own damage, range, ammunition capacity, attacks per round, and malfunction threshold. Equipment grants a bonus only when it directly helps; it never replaces a meaningful roll.

Useful gear includes light, notebooks, cameras, medical supplies, lockpicks, rope, transport, and evidence containers. Money opens doors but leaves records and creates obligations. Track ammunition, batteries, film, medical uses, fuel, and other resources when pressure matters.

Manual updated Aug 17, 2026.