I've never been happy with the way Gear acquisition is handled in DH. It simply doesn't have the right feel to it and over emphasizes money. The system it uses is far to adventurercentric. It almost feels like the word Thrones should be exchanged for Gold Pieces and is a short jump from the acquisition of mad loot mindset that comes with tracking gp's on your character sheet.
So, for the past several months my group and I have been using a home brewed method of determining what items or gear and character can get and how much of it they can "afford". It's a method that fully abstracts the concept of income and, in doing such, better reflects characters who requisition items from their home organization or other organizations, as well as what they can get their Inquisitor to give them, or what they can simply lay their hands on through cold hard cash or any other resource intensive method that seems appropriate. It also eliminates some of the weird pricing scheme of items as well as issues with how/when/where acolytes get paid and how much. It fixes it by simply avoiding all of those questions all together.
As issues with items, cost, etc has come up (it always dose, doesn't it?) in another thread, I figured I would post the rules write-up I did for my group regarding the Gear Slot Method. It should be noted that I was inspired to work on this method by a post on Dark Reign which can be found HERE . I simply took the Uthred's ideas, tested them a lot and expanded them into something that worked fluidly.
Gear Slots
Each character gets a certain amount of "Gear Slots" based on the characters rank.
Rank & Gear
1: 2 Minoris, 3 Minima
2: 1 Majoris, 2 Minoris, 3 Minima
3: 1 Majoris, 3 Minoris, 3 Minima
4: 2 Majoris, 3 Minoris, 3 Minima
5: 3 Majoris, 3 Minoris, 4 Minima
6: 1 Extremis, 3 Majoris, 3 Minoris, 4 Minima
7: 2 Extremis, 3 Majoris, 3 Minoris, 5 Minima
8: 1 Terminus, 2 Extremis, 3 Majoris, 3 Minoris, 5 Minima
9: 1 Terminus, 2 Extremis, 3 Majoris, 4 Minoris, 5 Minima
The ratings for the Gear Slots are an indication of the items cost, power, and status that it confers to the owner. They range from Minima (the lowest rating, through Terminus, the highest rating. Each Gear Slot can hold one item of equal or lesser Rating and is an indication of the character's resources. For the purpose of Firearms, the weapon and one reloads worth of default regular ammo or 12 shots for guns with a clip size of 2 or less is will fill one Gear Slot. As long as the weapon remains in the Gear Slot, the character will be able to get default regular ammo for it and one reload without having to free up another Gear Slot (assuming the character can find the ammo as usual). If they want specialty ammo for the weapon, however, they must use another Gear Slot for that ammo.
An empty Gear Slot is an indication that the character has some free cash, an IOU note, is able to requisition an item from the arbiters armory, or anything else that would indicate that the character hasn't tapped all their potential resources yet. A filled Gear Slot shows a portion of the characters resources being eaten up by not only acquiring said item, but maintaining it (such as keeping a full clip of Bolter rounds, etc).
Quality Level
- All gear is assumed to be of Average quality. However, an acolyte may chose to make fill a Gear Slot with either Poor Quality gear or Best Quality gear.
- If Poor Quality gear is taken, the gear can be chosen at one Rating less then listed and it's Availability will be one level more common.
- If Best Quality is chosen, the gear is considered to be one Rating higher then listed and it's Availability will be one level rarer
- Nobles, due to their vast resources, are an exception.
- The default quality of gear that a noble gets for the listed Rating is considered to be Best Quality gear. It's availability, however, will be one level more rare.
- If a noble chooses to take an Average quality item, then its Rating will be one less then listed and the availability will be the availability listed for the item.
- If a Noble chooses to take a Poor Quality item, then it's Rating will be reduced by two and it's listed availability will be one level more common.
Fragile Gear, and Signature Items
It is likely that at some point the characters will gain ownership, through fair means or foul, of some equipment they would like to hold onto. If the character has a free gear slot of equal or greater value, they can simply place the item there. If, however, all their gear slots are taken (and as such all their resources tied up) they can still hold onto the gear, but it is considered "fragile". This simply means that without sufficient resources invested in keeping or maintaining the item, it can more easily be lost, damaged, or stolen. This can easily be remedied by placing it in a gear slot when one becomes available if the item is worth the effort.
Signature items are the opposite of Fragile Gear and are represented with two new talents: Signature Item and Signature Items.
Signature Item
Through the heavy use of an item or the shear fact that no one can recall a time when they saw the character without it, a certain item has become synonymous with the characters name. This could be a psykers focus, "Vera" the guardsmen's riffle, or even an adepts portable cogitator. What ever the item, it is almost always with the character and shows exceptional resilience to being stolen, broken beyond repair, or lost. If such were to ever happen and the item could be replaced, then the character will always have an easy time acquiring another like the old one.
Effects
: One item is assigned to this trait. That item no longer counts as taking up a gear slot and the character will always have an easy time retrieving it when separated from it or acquiring a new one if the old one is somehow destroyed.
Cost
: 100 xp and a lot of in-game time spent "bonding" with said item
Note
: this trait may only be taken once and not in conjunction with Signature Items.
Signature Items
Just like the Signature Item except that it covers a pair of items that are used in conjunction with one another. This could be a pair of dueling pistols, a certain sword and buckler, or a pair of servoskulls. The items that are used in conjunction with one another must be able to be easily and logically linked with one another and seen as a natural set.
Effects
: A pair of items are assigned to this trait. They no longer count as taking up any gear slots and the character will always have an easy time retrieving them when separated from them or acquiring a new ones if either is somehow lost or destroyed.
Cost
: 150 xp and a lot of in-game time spent "bonding" with the items
Note
: this trait my only be taken once and can not be taken in conjunction with Signature Item.
Buying More Gear and Services
In order to purchase a new item, it goes without saying that the item must first be located. An Inquiry test is needed for this with a difficulty and base time frame determined by the availability of the item (plentiful to very rare) and the population of the area being searched. Every degree of success scored on the roll will reduce the time it takes to find the item by one unit (hours if it will take X amount of hours, weeks if it will take X amount of weeks). However, every degree of Failure will increase the time it takes to the next unit level (hours to days, days to weeks). In short:
?If the roll succeeds:
Time to Locate = Base Time - Degree of Success
?If the roll fails:
Time to Locate = Base Time + Degree of Failure in Unit Levels.
Once the item is found, a Bargain test can be made to possibly reduce the items Rating if necessary. If the Bargain check is successful, the Rating will be lowered by one level. However, if the check failed by three of more degrees, then the Rating will increase by one level. In order to successfully get the item (without resorting to theft of brute force), the items final Rating must be equal to or less then the gear slot it will be placed in. If the character has no gear slots open, they can still purchase items and services. However, they must either bring the items Rating below Minima at which time they may add it to their Found Gear as a fragile item or trading an Item in one of their slots for the one they are attempting to purchase.
The Peer Talent & Lore Skills
If the character has a Peer talent and/or Lore Skill relating to the group who he or she goes to looking for the item and it is an item that they would logically and commonly have access to, then it's availability will be increased once for the Peer Talent and once for the Lore Skill making it one to two levels easier to find. Having the right Peer talent will also reduce the items Rating by one level.
- For instance. If Psam the Psycho Scum went looking for a Bolt Pistol in the seedy districts of Sebillus using his knowledge of the Underworld (Common Lore [underworld]), the Bolt Pistol's Availability would be Scarce instead of Rare. If Psam had instead made a name for himself in the underworld or was otherwise a mover and shaker in criminal circles (Peer [underworld]) as opposed to learning all he could about the underworld, then the Bolt Pistol would have an Availability of Scarce and it's Rating would be reduced from Majoris to Minoris. If Psam had both knowledge of how to move through the underworld and where to find things (Common Lore [underworld]) as well as being a mover and shaker in various criminal circles (Peer [underworld]) then the Bolt Pistols Availability would be Average and it's rating would be reduced from Majoris to Minoris.
Turning Picked Gear Fragile & Fragile Gear Picked
At the beginning of every session, a character may chose to "abandon" one item in their Gear Slots making the item Fragile and, as such, no longer using a slot (and the characters attention, prayers, and resources). In game, this is represented by the character leaving it at home, locking it in a safe, or tossing it in the bottom of their backpack and not doing anything else with it (such as daily maintenance, replenishing ammo supplies, etc). They still have the item, but can lose I quite easily.
The Gear Tables with availability and rating can be found in PDF format HERE along with the above rules. The Tables contains most all the gear and weapons from the core book though some omissions were made to eliminate frivolous items that really don't need all the pomp and circumstance of the Gear Slots. Likewise, a selection of items and weapons have been included from IH, but I omitted any weapon that was a specific pattern. I also only included items that had a definite in game effect and use and, again, omit frivolous items that, by all right should just be given to a character who's looking to get one. There are also several new items (mostly in kit form). Call me lazy, but I didn't feel like removing the gear I made for my game or add in the specific pattern weapons.
If you think these rules might be of use to you but really want those custom items removed from the gear tables or would like to have the custom patters added, I can put the Base report that the tables are pulled from online as well and you can fiddle with it 'till your hearts content ;-) Just let me know and it will be done.
is the massive amount of cash you get?