Marketplace

Goods and Services

Description:

While there are many currencies at play including good old US Dollars and Euros the mainstay is the Arcane Empire Credit which is accepted by all off-world traders and all local vendors. (A Credit is generally valued similar to $5 US, although inter-planetary trade has changed some pricing).

Where to Stay:
Neighborhoods can be broke down with the standard style rules being Poor (x1), Middle Class (x2), Wealthy (x3), and Rich (x5). (In the standard setting characters are assumed to have homes/apartments covered in their lifestyle, but they may seek alternate lodging or may choose to not be working for The Firm).

Daily Lodging:

Area Coffin Rack Tiny Motel Large Motel Hotel Room Suite
Poor 1 2 3 NA NA
Middle NA 4 6 8 20
Wealthy NA 6 9 12 30
Rich NA NA NA 20 50

Weekly Lodging:

Area Coffin Rack Tiny Motel Large Motel Hotel Room Suite
Poor 5 10 15 NA NA
Middle NA 20 30 40 100
Wealthy NA 30 45 60 150
Luxury NA NA NA 100 250

Monthly Lodging:

Area Studio 1 Bedroom 2 Bedroom 3 Bedroom Penthouse
Poor 20 40 60 NA NA
Middle 40 80 120 160 320
Wealthy NA 60 120 180 500
Rich NA NA 200 340 820

What to Eat:
Food is likewise categorized by quality, type, and neighborhood. Neighborhoods are the same as above while grocers aren’t as specific.

Dining Out per person, per meal:

Area Food Cart/Fast Food Short Order/Cafe Family/Formal Gourmet
Poor 1 2 NA NA
Middle 2 4 6 NA
Wealthy 3 6 9 12
Rich NA NA 15 20

Groceries per person by period:

Type Daily Weekly Monthly
Nutrient Wafers 1 7 30
Protein Meal 2 10 40
Dry Pack 3 21 90
Wet Pack 4 28 120
Scratch Staples 4 25 100
Scratch Fresh 6 30 120
Scratch Gourmet 10 60 250

What to Do:
Entertainment is generally found in the same neighborhood as the quality of entertainment with the exception of art districts which host everything from the top entertainers down to feces tossing monkeys promoted as interactive entertainment. Entertainment venues are the price for one person engaging in the minimum expected consumption.

Entertainment Poor Average Good Exotic
Dream Chip (buy) 10 20 30 50
Dream Jukebox (hour) 1 2 3 5
Concert 1 2 3 5
Play 1 2 3 5
Sport Event 2 4 6 10
Tavern (night) 1 2 3 5
Night Club (night) 2 4 6 10
Strip Club (night) 3 6 9 15
Prostitute (hour) 5 10 15 25
Gallery (hour) 1 2 3 5
Zoo (hour) 1 2 3 5
Arcade (night) 1 2 5 10
Gym (day) 1 2 3 5
Country Club (day) 3 6 9 15
Casino (night) 3 6 9 15
Carnival (day) 1 2 3 5
Carnival (night) 2 4 6 10

How to Get There:
Transportation in the Empire is available in the form of automated taxis, buses, and tubes. In addition there are places that rent cars and grav vehicles as well as fuel and charging stations if characters have their own.

Ground Taxi: 1 credit per mile or minute (5 credit minimum per ride)
Air Taxi: 5 credits per mile or minute (15 credit minimum per ride)
Bus/Tube transit pass: 2 credit per day, 10 per week, or 30 per month.

Rental Vehicles: 1% of vehicle’s price per day

Bio:

Style:
Everything in Arcane Empire is assumed to be Generic Style unless the character pays extra (x2 for Brand Name, x3 for Luxury, and x5 for Exotic). Style doesn’t have a direct game effect, but the GM can throw in ad hoc modifiers in social situations based up the character’s style and if the styles of their equipment is consistent.

Clothing and Armor:
An outfit is assumed to be 1 set of outer clothes (underwear and laundry are covered by lifestyle).

Unarmored: 5 credits x dice of Strength, 0.5 lb per die of body.
Light Armored clothes (1 AR): 10 credits x dice of Strength, 1 lb per die of body.
Medium Armored clothes (2 AR): 20 credits x dice of Strength, 2 lb per die of body.
Heavy Armored clothes (3 AR): 30 credits x dice of Strength, 3 lb per die of body.

Light Combat Jumpsuit (4 AR): 40 credits x dice of Strength, 4 lb per die of body.
Medium Combat Jumpsuit (5 AR): 50 credits x dice of Strength, 5 lb per die of body.
Heavy Combat Jumpsuit (6 AR): 60 credits x dice of Strength, 6 lb per die of body.

Light Exoskeleton (7 AR): 70 credits x dice of Strength, 7 lb per die of body.
Medium Exoskeleton (8 AR): 80 credits x dice of Strength, 8 lb per die of body.
Heavy Exoskeleton (9 AR): 90 credits x dice of Strength, 9 lb per die of body.

Armor can be enchanted for bonus squared x 1,000 credits to a maximum of 5 (25,000 credits)

Force Field:

Force fields are the ultimate in personal protection projecting an energy field out to act as cover for the character using it although due to design limitations a standard force field only provides light cover (making character 5 points more difficult to hit than if they were standing in the open).

A standard force field projector can be worn as a belt pack (1 lb), and will run for a minute on a standard energy-cell and has slots for 2 cells. They cost 4,000 Credits standard, but may be hard to find on primitive worlds.

Energy Storage:

Light Energy Cells (1 lb and 40 credits for a cell with 200 KWH capacity)
Heavy Energy Cells (5 lb and 200 credits for 1,000 KWH capacity)
Energy Backpacks (50 lb and 2,000 credits for 10,000 KWH capacity)

Energy cells can be enchanted for continuous power for 3,000 credits extra

Energy Creation:

Light Perpetual Energy Generator: 3,200 CR, 50 lb
This generator continuously produces 2 KW (takes 100 hours to recharge a light energy cell).

Heavy Perpetual Energy Generator: 3,500 CR, 400 lb
This generator continuously produces 15 KW (14 hours to recharge light cell).

Communications:

Data-chip: 1 CR, 0 lb blank (100-5,000 CR, 0 lb with database)
These small, flat optical disks can store up to one terabyte (1,000 gigabytes) of data—sufficient storage for 50,000 fully illustrated encyclopedia volumes. A wide range of applications and searchable, customizable database programs are available commercially. Databases give a bonus to a specialization or general skill under KNO or CRA, databases can also be used in chip-slot cybernetics acting as skill chips when used that way.

Bonus Specialization General
1 100 CR 200 CR
2 400 CR 800 CR
3 900 CR 1,800 CR
4 1,600 CR 3,200 CR
5 2,500 CR 5,000 CR

Data-pad: 300 CR (800 CR for deluxe), 1 lb
This is a lightweight, handheld personal computer. It can be used as a notepad, personal scheduler, calculator, graphics tablet, and library. Standard data-pads use verbal input, though touch screens are standard and holo-projector keyboards are available on deluxe models. Data is typically displayed on digital glasses, or the integrated flat screen display with deluxe models having a full holographic display. Standard features include a data-chip port and wireless modem for networking and communications. A data-pad has sufficient on board storage for 10 data programs, which can be installed from data-chips.

Personal Communicator: 100 CR (600 CR for Deluxe), 0 lb
These small and versatile units are typically mounted in a single earplug or a tiny pin that can be clipped to the user’s clothing, but may also be watch mounts. Personal communicators are generally voice activated and can operate through subvocalization or bone conduction. These devices integrate radios and satellite uplinks for a broad range of wireless communications tasks including nearly anything a computer could do. The radios have a line-of-sight range of about 10 miles. Using cellular relays, they can be used anywhere within the operating area of a city, continent, or planet with a developed telecommunications network. Finally, using satellite uplinks, the devices allow global and orbital communication on any planet with an accessible network of communication satellites. Personal Communicators will display on glasses or via wireless connection to a data-pad while a deluxe communicator will project a hologram in the user’s field of view.

Espionage Gear:

Disguise Kit: 2,500 Credits, 5 lb
This kit includes everything a scout needs to create a convincing disguise including changing the look of skin/species, eyes, and clothing color. Using the kit gives a bonus of 5 to Stealth (Disguise) checks. Restocking is covered by lifestyle.

Intruder Suit: 2,500 Credits, 5 lb
This suit covers the wearer head to toe, but only small items can be tucked in the suit (no more than 5 lb each, and 20 lb max). When activated if gives a bonus of 5 to Stealth (hide) checks, but carrying large objects lowers the effectiveness by 1 per 10 lb of gear carried externally. Intruder circuits can be built into armor at double the normal cost (5,000 Credits and 10 lb), but the camouflage system will function until the user is bloodied through the armor.

Lock Breaking Kit: 25-2,500 credits, 0.5-5 lb
This is a set of lock picks and tools to bypass all forms of locks. The cost and weight vary by the quality.

Bonus Cost Weight
0 25 CR 0.5 lb
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Hacking-deck: 825-3,800 credits, 2-6 lb
These are deluxe data-pads with additional programs that allow them to hack other computers. The cost and weigh varies with the quality of the deck, determined by the bonus to Stealth (Hacking) and included programs (the programs need constant updating, but that’s covered in lifestyle costs). It still does everything a deluxe data-pad would do.

Bonus Cost Weight
0 825 CR 1 lb
1 900 CR 2 lb
2 1,200 CR 3 lb
3 1,700 CR 4 lb
4 2,400 CR 5 lb
5 3,800 CR 6 lb

Forgery-deck: 825-3,800 credits, 2-6 lb
These are deluxe data-pads with additional programs that allow them to hack other computers. The cost and weigh varies with the quality of the deck, determined by the bonus to Stealth (forgery),and included programs (the programs need constant updating, but that’s covered in lifestyle costs). It still does everything a deluxe data-pad would do.

Bonus Cost Weight
0 825 CR 1 lb
1 900 CR 2 lb
2 1,200 CR 3 lb
3 1,700 CR 4 lb
4 2,400 CR 5 lb
5 3,800 CR 6 lb

Microbug: 25 cr 0 lb.
This device is a microphone, radio transmitter, and internal power cell combined in a single miniature package. A microbug’s power supply is not sufficient for continuous transmission, so it stores recorded data until its memory is full and then sends it using compressed burst transmissions. The range of these transmissions is a mere 200 feet, but portable relays can be used to boost the signal.

IR/UV flashlight: 50 cr 0.5 lb
This flashlight has no visible beam, but increases the range of darkvision by 50% (60 ft becomes 90 ft).

IR/UV spotlight: 100 cr 2 lb
This portable spotlight has no visible beam, but it doubles the range of darkvision (60 ft becomes 120 ft).

Medical Equipment:

Med-kit: 25-2,500 CR, 0.5-5 lb.
Medical kits are found in the packs of most every explorer, soldier, and adventurer. They are small and easy to use and offer a wide variety of useful emergency medical supplies. A medkit grants a bonus on Medicine (first aid) checks. It contains enough supplies for five treatments, but is covered by lifestyle cost if replenished in downtime.

Bonus Cost Weight
0 25 CR 0.5 lb
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Med-Pack: 50-5,000 CR, 1-10 lb.
Med-Packs are normally carried by Corpsmen and paramedics, but offer a wider variety of treatment options than a med-kit. A med-pack offers the same bonuses as a med-kit but it applies to medicine rolls for field surgery and treatment of disease, poisons, and radiation as well.

Bonus Cost Weight
0 50 CR 1 lb
1 200 CR 2 lb
2 800 CR 4 lb
3 1,800 CR 6 lb
4 3,200 CR 8 lb
5 5,000 CR 10 lb

Pneumo-Injector: 25 CR, 0.5 lb
A Pneumo-Injector is used to administer drugs (or potions) to a patient quickly, it must touch a spot of exposed skin, but the potion is shot in and takes effect the next round (6 seconds later). It holds ten doses, but there is only one vial so all the drugs must be the same type.

Sensors:

Behavior Analyzer: 100-2,500 CR, 1-5 lb
A Behavior Analyzer helps someone interviewing another to determine if the person is lying. It grants a bonus to Information Gathering (detect lie) or Command (interrogation), although the latter only for determining if the answers are truthful and not forcing the subject to talk.

Bonus Cost Weight
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Holocam: 500 cr, 2 lb.
This handheld device records three-dimensional, full-motion images and audio for display on a holographic projector. A holocam has sufficient onboard storage for 100 hours of recording. It also features a datachip port for additional storage. A standard datachip can store 10 hours of holographic recordings.

Binoculars: 100-2,500 CR, 1-5 lb
Binoculars use magnification and image filtering to make it easier to spot things at range. Small sport binoculars offer a minor bonus while the heavy military binoculars offer a higher bonus.

Bonus Cost Weight
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Holocam: 500 cr, 2 lb.
This handheld device records three-dimensional, full-motion images and audio for display on a holographic projector. A holocam has sufficient onboard storage for 100 hours of recording. It also features a datachip port for additional storage. A standard datachip can store 10 hours of holographic recordings.

Nightvision goggles: 1,000 CR, 1 lb.
These devices amplify available light, granting the user all of the benefits of lowlight vision. The user can see twice as far as an unassisted human in starlight, moonlight, and similar conditions of poor illumination.

Survival Gear:

Climbing gear: 250-2,750 CR, 15-20 lb.
This kit includes a 200-foot synthetic fiber rope, grappling hook, spikes, crampons, compressed air hammer, ice axe, climbing boots, and helmet with integral headlamp. Quality climbing gear grants a circumstance bonus on Acrobatics (Climb) checks.

Bonus Cost Weight
0 250 CR 15 lb
1 350 CR 16 lb
2 650 CR 17 lb
3 1,150 CR 18 lb
4 1,850 CR 19 lb
5 2,750 CR 20 lb

Light Backpack: 2 CR, 2 lb
A small backpack capable of holding 50 lb of equipment, somewhat water resistant.

Heavy Backpack: 40 CR, 2 lb.
A large, comfortable kit that can hold up to 200 lbs. of supplies. Backpacks are waterproofed and constructed of rugged materials with reinforced frames.

Diving System: 30,000 CR, 15 lb
A combination drysuit and oxygen extractor, a person wearing this equipment can breath underwater for 10 hours before needing to replenish the heavy energy cell.

Filter mask: 100-2,500 CR, 1-5 lb.
This device filters the air and protects the user from most airborne chemical agents and contaminants. The user gains a bonus to saves against the harmful effects of smoke, gas, and toxic inhalants. The user must still have available air to breathe, so the filter mask is not sufficient to sustain the user in space, underwater, or in any other airless environment. Filter masks cover the user’s nose and mouth and feature airtight goggles and adjustable fitting straps.

Bonus Cost Weight
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Bubble Helmet: 2,000 CR, 2 lb
This clear bubble with a padded ring around the base fits over the user’s head and provide clean breathable air regardless of the outside conditions, it relies on advanced electronic scrubbers and uses a light energy cell to power it for 1 hour.

Fire paste (set of 10): 5 CR, 1 lb.
This is a chemical putty that it used to start or sustain fires. Fire paste comes in small blocks with integral igniters. The user simply pulls the tab on the igniter and seconds later the paste bursts into flame. Fire paste quickly ignites any inflammables in contact with it and a block will burn by itself up to 30 minutes.

Flare gun: 25 cr, 2 lb., Flares (set of 5): 2 cr, 1 lb.
This handheld device is used to fire emergency flares. It can fire a standard flare cartridge 500 feet in the air. Flare cartridges use chemical flammables to burn hot and bright in a variety of colors.

Sleeping bag: 50 cr, 1 lb.
These lightweight units are made of durable composites and are the explorer’s best friend. They can be folded down to a small rectangle and easily stored in a backpack. They provide excellent insulation, protecting the user from both heat and cold.

Survival kit: 400-2900 cr, 15-20 lb.
This kit is carried by explorers, soldiers, pilots, adventurers, and anybody else who prepares to operate, travel, and survive in a wilderness environment. It comes in a small collapsible kit that includes the following items: digital compass, bedroll/sleeping bag, one person shelter, 100 ft paracord (300 lb test), flashlight, three survival ration packs, fishing line and hooks, survival knife with multitool, canteen with water filter, and a chemical igniter. Advanced kits give a bonus to Survival (wilderness) rolls.

Bonus Cost Weight
0 400 CR 15 lb
1 500 CR 16 lb
2 800 CR 17 lb
3 1,300 CR 18 lb
4 2,000 CR 19 lb
5 2,900 CR 20 lb

Survival rations (one week): 5 cr, 3 lb.
These are durable, high-energy food products stored in a sealed plastic packet. A wide variety of foods are available—some to be heated up and some to be eaten cold. A single packet will sustain a Medium-size character for one week, and survival rations have a shelf life of several years.

Temporary shelter
1-person: 300 cr, 5 lb.
2-person: 500 cr, 8 lb.
5-person: 800 cr, 15 lb.
10-person: 1,500 cr, 20 lb.
Temporary shelters are more versatile than tents, typically offering more spacious, durable, and weatherproof accommodations. Temps are easy to assemble and disassemble and come in a variety of designs. Some are small one- or two-person shelters, while others are larger multi-room structures. Temp panels contain electrically sensitive frames that, when activated, stiffen and support the structure’s roof and walls. The user simply unrolls the temp and pushes a button. The frames stiffen and the shelter raises itself.

Water purifier: 15 cr, 0 lb.
These simple devices are essentially large plastic straws fitted with filters and ionized chemical scrubbers. The user puts one end in the water, the other in his mouth, and sucks the water through the straw. Purifiers are disposable and good for about 20 gallons of water before the filters fail. Water purifiers remove toxins, contaminants, and harmful microbes from water, and also remove salts from seawater.

Tools:

Universal Tool Kits: 50-5,000 CR, 1-10 lb
These comprehensive tool kits are useful for any build and repair task. The more advanced kits offer bonuses to repair rolls.

Bonus Cost Weight
0 50 CR 1 lb
1 200 CR 2 lb
2 800 CR 4 lb
3 1,800 CR 6 lb
4 3,200 CR 8 lb
5 5,000 CR 10 lb

Specialized Tool Kits: 25-2,500 CR, 0.505 lb
These tool kits are made to benefit one specialized build and repair task (automotive, robotics, cybernetics, computers), and are poorly suited to other tasks (-3 from basic tool rating).

Bonus Cost Weight
0 25 CR 0.5 lb
1 100 CR 1 lb
2 400 CR 2 lb
3 900 CR 3 lb
4 1,600 CR 4 lb
5 2,500 CR 5 lb

Flashlight 15 cr 0.5 lb.
A flashlight illuminates a cone up to 100 feet long and 50 feet wide at the end. Atypical flashlight is a handheld device about half an inch in diameter and five inches long. These lights can also be integrated into helmets, armor, and even weapons. A flashlight runs on a light energy cell for 100 hours of continuous use.

Spotlight 45 cr 2 lb
A handheld spotlight lights up a cone 240 ft long and 120 ft wide at the end. A light energy cell last 40 hours in a spotlight.

Sunglasses 10 cr, 0 lb.
These glasses come in a wide variety of designs. They are flash polarized and protect the eyes from both sunlight and intense flashes of light. Characters wearing sunglasses get a circumstance bonus of 2 on saving throws to resist intense light, including the visual effect of a flash-bang grenade.

Handcuffs 40 cr, 1 lb.
The prisoner’s wrists are locked in steel restraints connected by a short length of chain. Slipping the cuffs requires an Escape Artist check (DC 31) and they have a Break DC of 26. Applying handcuffs is a full-round action.

Lantern 30 cr 2 lb.
This electric light illuminates everything in a 60-foot radius. It runs on a standard light energy cell for 100 hours of continuous use.

Rope 10 cr 2 lb.
This is a braided cord of synthetic polymer sold in lengths of 100 feet. It is extremely strong (3,000 lb test) and very light, and one of the most useful tools in the Empire despite its simplicity.

Transport

Mountain Bike 100 cr 20 lb.
Double base movement rate, single passenger, no cargo, frame is AR 2, HP 3/6/9.

Racing Bike 200 cr 15 lb.
Triple base movement rate, single passenger, no cargo, frame is AR 1, HP 2/4/6

Convenience

Dream-chip Player: 100 cr, 1 lb
This helmet allows the wearer to run dream-chips without cybernetics. It is popular for home entertainment and at arcades and bars.

Dream Gym: 1,000 cr, 50 lb
This fitness system incorporates a dream chip player, medical biomonitor, and muscle stimulators attached to a single station universal gym machine to give the user an workout at the peak of efficiency while their mind is experiencing a dream chip experience, so they don’t have to do the work, just awake from the dream chip experience exhausted in time to shower and head to bed.

Marketplace

Arcane Empire II Fortebrocci