Lifestyle

Players generally don’t need to worry about the cost of things like food, upkeep and ammo. Instead, their Wealth die determines how well they can live. Spending a long time without new cashflow might result in your Wealth die being reduced, though. Likewise, choosing to live beyond your means will require a weekly Wealth roll to avoid draining your funds.

Exactly what each lifestyle represents depends on where in the Firmament you live. In Megatokyo, “modest” conditions might be a coffin hotel or shared living situation. In the core of the Foundation, it’s probably more like a nice but simple studio apartment. If you own your own starship, you’re going to have somewhere decent to sleep even if you’re flat broke.

   
Lifestyle Wealth Die
Destitute 0
Poor d4
Modest d6
Comfortable d8
Wealthy d10
Rich d12
Filthy Rich d12+1

You can also use this scale to decide how difficult Wealth rolls should be. A pair of fancy binoculars probably isn’t an extravagant purchase for someone with a modest or comfortable lifestyle. If your Wealth is a d4, on the other hand, you might be rolling at a -2.

Transport

     
Item Cost Notes
Public Transport Ticket 1-5 Tram, subway, bus, etc.
Maglev Train Ticket 50 400 MPH
Airline Ticket, Coach 100 1800 MPH
Airline Ticket, Business 250 1800 MPH
Airline Ticket, First 500 1800 MPH
Chartered Aircraft, 8 passengers 5K/hour 1800 MPH
Space Elevator Ticket 10  
Orbital Shuttle Ticket 100  
Interplanetary Passage 100/day Passenger arrangement, not a chartered or commercial flight.
Interstellar Passage 500/day Passenger arrangement, not a chartered or commercial flight.

General Equipment

Personal Items

     
Item Cost Notes
Anti-grav Harness 1000 Confers Pace of 6” in zero-gravity for up to 8 hours of operation.
Energy Sheet 100 Protects against temperatures from -20 to 65 Celsius.
Energy Tent 300 Big enough for 2 people.
Rebreather 150 Filters out harmful gases/microbes, works underwater.
Smartboard 200 Telescopic “smart” wheels and onboard motor; uses the stats of a bicycle.
Squidsuit 3000 Confers limited invisibility; anything outside the suit is still visible.
Vaccsuit 2000 Armor +1, 8 hours of air.
Protects against temperatures from -120° to 120° C, and low-level radiation.

Tools

     
Item Cost Notes
Binoculars 200 x500 zoom, +2 to distance Notice rolls.
Hearing Amplifier 200 +2 to hearing Notice rolls, can pick up subsonic/supersonic audio. Sudden loud noises require a Vigor roll at -2 or be Stunned.
Nightvision Binoculars 500 No penalty for Dim or Dark Illumination. Same price for rifle scope.
Thermal Binoculars 1000 Halves Illumination penalties and can see through thin walls. Same price for rifle scope.
Portable Translator 150 Real-time translation in text or audio format.
Mineral Detector 100 LBT radius, up to 6 feet deep.
Sensor Suite, Handheld 500 Ignore Illumination penalties and +2 Notice for designated targets such as “concealed weapon” or “life signs”.
25” range, dense materials block detection.
Sensor Suite, Backpack 2000 Range increases to 250”.
Plasma Cutter 3000 Can make 1 foot long/deep cuts in metal each round. Heavy Armor takes twice as long.
Toolkit 200 Repair kit, hacker implant, maglock picks, etc.

Computing

Hardware

     
Item Cost Notes
Credit Cartridge 5 Used for electronic payments.
SenseNet 20 Electrode net in a headband, used for full immersion.
Dataslab 50 Portable storage device with high data capacity.
Smart Glasses 75 Connects to your datapad/terminal/deck with a HUD/VR display; has a built-in microphone and camera.
Commlink 100 1 mile radio range, can connect to local networks.
Smart Lens 150 As smart glasses, but more discreet.
Holoprojector 200 Project 3D images up to 5 cubic feet.
Navkey 200 Contains travel coordinates for a system in the Firmament.
Datapad 250 Personal mobile device, as powerful as 21st century PC.
Terminal 800 Non-portable computer suitable for calculations, hacking or storing large amounts of data.
Deck 1200 Portable terminal the size of a hardback book, favoured by hackers. Basic streetware model.

Software

     
Item Cost Notes
Autonomous System 5K/skill Cannot run on a datapad. Starts at d4, double price for every step above d4.
Databank 100 +1 bonus to rolls made on a specific topic, such as engineering or xenobiology.
Facial Recognition Package 300 Connects to any databases you have access to and identifies faces automatically.
News Subscription 10/month +1 bonus to Research and Common Knowledge rolls about current events.
Universal Translator 80 Translates text, audio or images in any known language.
Vision Package 500 +1 to sight-based Notice rolls.
VR Package 50 Game, simulated office, recorded sensory experience, etc.

Cyberware

Instead of providing a list of every possible cybernetic enhancement, “booster” cyberware is represented by increasing the Wild Die for one of your Traits. Exactly what form this takes is just a trapping. Your Notice skill might be boosted because you have a cyber-eye with threat recognition capabilities, or it might be a bioware treatment that boosts alertness and awareness by turning your body into a factory for certain drugs.

A basic cybernetic upgrade costs 5000 credits, and increases your Wild Die to d8 for that Trait. After that, it’s possible to get further augmentation to d10 and d12, but the cost doubles each time. Getting to a d12 Wild Die from a human baseline would cost a total of 35,000 credits.

Implants

Implants are another category of cyberware for anything not covered by the rules above. Whereas most cyberware is designed to boost your physical and mental capabilities, implants are devices and modifications made with utility in mind. Some examples include:

The base cost of an implant is 1000 credits, plus the cost of any devices you’re getting implanted. Fashionware is cheaper, and can cost anywhere from 100 to 1000 credits, depending on what you want done.

Prosthetics

Using high-tech prosthetics, it is possible to restore functionality to lost body parts. These prosthetics are generally fairly obvious, though high-end models are less obtrusive. These prosthetics come in two forms:

Characters who take the Cyborg Hindrance at character creation don’t have to pay for their initial prosthetics; they get them for free. Out of the box, these prosthetics give you the same functionality as the limb or eye they replaced. They don’t give you any special advantages, but they don’t have any disadvantages besides the Cyborg Hindrance.

If you have the credits, you can add extra capabilities to your cyberlimb or cybereye. For most upgrades - like increasing the strength of your cyberarm, or linking your cybereye to a gun to improve accuracy - you can treat them as general-purpose cyberware. Otherwise, they’re treated as implants. Either way, the base cost is halved: it’s much easier to modify a cyberarm than the flesh-and-blood equivalent, after all.

Cyberpsychosis

The human body can only take so much modification before the mind begins to undergo massive systemic failures; in common parlance, cyberpsychosis. An individual can be safely augmented a number of times equal to their Spirit die without endangering their psyche. Cybernetic prosthetics do count, but only once - adding a new weapon to your cyberarm doesn’t contribute to cyberpsychosis, as nothing new has been added to your body.

After you reach your limit, every new addition gives the character a new Minor Hindrance, or upgrades one of their Hindrances into a Major. These are almost always mental Hindrances, but cyberpsychosis manifests differently for everyone. Some people take on new phobias; others become detached outsiders that feel “off” to those around them. A dangerous few become homicidal maniacs.

You are allowed to spend Advances to “buy off” Hindrances gained from cyberpsychosis, as usual. With enough time and self-reflection, it’s possible for even the heavily augmented to regain their humanity.

Medicine

Doctors who have access to a modern medical facility can double the rate of Natural Healing for their patients (does not stack with medigel). Advanced medical facilities give a +2 bonus to all Healing rolls, including Support rolls for Natural Healing. Trained surgeons can perform surgery if they have access to suitable medical facilities.

Pharmaceuticals like sedatives and stimulants generally require a Healing check to successfully adminster. For double the price, they can be obtained in the form of a dermal patch that requires no expertise to use.

Common Medical Equipment

     
Item Cost Notes
First Aid Kit 10 3 uses, see Healing on page 96.
Medic Kit 100 5 uses, +1 to Healing; 25 credits to refill.
Medigel 20/day Doubles rate of Natural Healing.
Medical Scanner 600 Detects poisons, diseases and other conditions.
Hypo Pistol 700 Range 2/4/6. Ineffective against armor.
Hypo Rifle 3000 Range 4/8/16. Ineffective against armor.

Prescription Pharmaceuticals

     
Item Cost Notes
Sedative 10/dose Equivalent to knockout poison with a -2 penalty; success still causes Fatigue unless passed with a raise.
Stimulant 15/dose Each dose suppresses 1 level of Fatigue for 4 hours.
Painkiller 20/dose Each dose suppresses 1 Wound for 4 hours.
Truth Serum 100 -2 penalty to all Perform and Spirit rolls for 1 hour.
Disease Treatment 100-1000 Depends on how exotic the disease is.
Lazarus 500 Revive the clinically dead to Incapacitated with a Healing check.
-2 penalty after 1 round; -4 after 1 minute; impossible after 5 minutes.

Drugs

There are plenty of recreational drugs in the Firmament, but the drugs in this section are performance-enhancers. They can have potent effects, but carry the risk of addiction.

The first time you take a drug, you don’t have to make any rolls against addiction. After that, taking it requires a Spirit roll at the listed addictiveness penalty. If you pass, you are “safe” for the next 24 hours, and don’t have to roll again even if you take more. If you fail, you gain the Habit Hindrance to reflect your dependency on the drug. This begins as a Minor Hindrance, but with another failed roll will upgrade to the Major version.

Black Lace

Cost: 50/dose
Duration: 2 hours
Addictiveness: -2
Effect: Ignore all Wound/Fatigue penalties and you are immune to being Stunned. You are also immune to fear and intimidation.
Side Effect: You don’t know how wounded you are, and gain the Overconfident Hindrance while under the influence.

A high-powered stimulant designed for military use, it’s a rare success that does exactly what it was supposed to do: it makes the user immune to pain and utterly fearless - the perfect soldier. Unfortunately, further testing (i.e. releasing it into Neotokyo Sprawl) indicates that users are twice as likely to exhibit risk-taking behaviour.

The side effects of withdrawal from this drug are extreme. Withdrawing lace addicts become short-tempered and lose some of their higher reasoning functions. Berserk rages, killing sprees and property destruction are the usual result of a forced lace detox.

Functionol

Cost: 10/dose
Duration: 4 hours
Addictiveness: -1
Effect: Each dose suppresses 1 Wound or level of Fatigue. Side Effect: -2 penalty to all Spirit rolls, per dose taken.

A drug designed to keep workers compliant and productive, it dulls the perception of pain and tiredness and also increases suggestibility. Long term use may result in paranoia, mood swings, and behaviour that is incompatible with the “employee of the month” program.

Jet

Cost: 100/dose
Duration: 5 minutes
Addictiveness: -2
Effect: Gain the benefits of the Level Headed Edge. Multiple doses confer Improved Level Headed.
Side Effect: Gain a level of Fatigue after the duration ends.

A mist that is sprayed directly into the eyes, it massively improves the reflexes of the user while slowing their perception of time. It is a favourite drug of ace pilots, cat burglars and anyone who makes a habit of getting into shootouts.

Regular users should be aware, though, longterm use can provoke the manic-depressive syndrome known as “jetlag”. Bullet time is an exhilarating experience, and jet addicts spend much of their time swinging between depression and frustration at the limitations of their own body and mind.

Mellow

Cost: 2/dose
Duration: 6 hours
Addictiveness: 0
Effect: +2 to Spirit rolls.
Side Effect: -2 to Smarts-based skill rolls.

Another lab-synthesised corporate drug intended to pacify the worker population, mellow depresses the user’s emotional responses significantly without affecting their personality. If someone’s on mellow, you’re going to find it a lot harder to shake, scare or rattle them - they tend to have a disinterested, dispassionate outlook on things.

The downside is that mellow makes it really hard to care or engage with much of anything. Users tend to suffer from a detached outlook and are less aware of their surroundings, and have trouble with mentally stimulating tasks.

Although mellow is not a highly addictive drug, longterm use can make it hard to cope without the emotional detachment it provides. When they go too long without a dose, mellow addicts suffer from panic attacks, mania and easily-provoked hysteria.

Miracle

Cost: 200/dose
Duration: 30 minutes Addictiveness: -2
Effect: Taken within the Golden Hour, instantly heals a Wound.
Side Effect: Causes Fatigue after the duration is up, due to the strain it places on the body.

A wonderdrug synthesised from exotic alien microbes, miracle has incredible healing effects on fresh wounds - if it’s still bleeding, miracle can make it go away. The drug works by kicking the body’s natural healing systems into overdrive, amping up the mind and body to to dull pain, staunch bleeding, and reverse the effects of shock.

Unfortunately, the drug’s powerful effects on the mind and body come with debilitating side effects. Long-term use is permanently degenerative to the mind. Instead of the Habit Hindrance, failing the addiction roll instead gives the user one of the following Hindrances:

Neon

Cost: 10/dose
Duration: 8 hours
Addictiveness: -1
Effect: +2 to Smarts skills (except Notice).
Side Effect: You see things that aren’t there, and get -2 to Notice rolls.

This accurately-named hallucinogen is popular in the Sprawl, where neon lights are already so common. It amplifies and distorts the brain’s perception of colour, turning the world into a dizzying and psychedelic neon maze. When taken in large doses, it completely incapacitates the user, who won’t be much good for anything.

In smaller doses, it “shines the world up” a bit, and regular users will swear this isn’t just a visual phenomenon. A kind of clearheaded “brightness” and motivation makes intellectual tasks feel effortless, making the drug popular with hackers and academics.

Addiction to Neon doesn’t resemble the usual patterns of addiction, but addicts suffer from a lack of focus, diminished interest in their hobbies and passions, and a general sense of ennui.

Guns

Ordinary kinetic-energy firearms are by far the most common weapon in the Firmament, which can be used directly from the Savage Worlds rulebook. The various calibers of ammunition have been standardised into three varieties of bullet: small, medium and large.

                   
Type Range Damage AP ROF Ammo Min. Str Weight Cost Notes
Holdout (Medium) 3/6/12 2d4 - 1 2 d4 1 100 -2 to Notice if hidden.
Light Revolver (Medium) 10/20/40 2d6 1 1 6 d4 2 150 Doesn’t jam on Crit Fail.
Heavy Revolver (Medium) 12/24/48 2d6+1 1 1 6 d4 5 250 Doesn’t jam on Crit Fail.
Light Pistol (Small) 10/20/40 2d4 - 1 9 d4 2 100  
Medium Pistol (Medium) 12/24/48 2d6 1 1 17 d4 3 200  
Heavy Pistol (Large) 15/30/60 2d8 2 1 7 d6 8 300  
Submachine Gun (Medium) 12/24/48 2d6 1 3 30 d6 10 300  
Pump-Action Shotgun 12/24/48 1-3d6 - 1 6 d4 8 150 See page 105.
Combat Shotgun 12/24/48 1-3d6 - 1 12 d6 10 450 See page 105.
Hunting Rifle (Medium) 24/48/96 2d8 2 1 5 d6 8 350 Snapfire.
Sniper Rifle (Large) 50/100/200 2d10 4 1 10 d8 35 750 Snapfire, Heavy Weapon.
Light Assault Rifle (Small) 24/48/96 2d8 2 3 30 d6 8 400 May fire a Three-Round Burst (page 67).
Heavy Assault Rifle (Small) 24/48/96 2d8+1 2 3 30 d6 10 450  
Light Machine Gun (Small) 30/60/120 2d8 2 4 200 d8 20 4000 Snapfire, Minimum ROF 2, Reload 2.
Medium Machine Gun (Small) 30/60/120 2d8+1 2 3 100 d8 33 6000 Snapfire, Minimum ROF 2, Reload 2.
Heavy Machine Gun (Large) 50/100/200 2d10 4 3 200 NA 84 1500 Minimum ROF 2, Reload 2, Heavy Weapon.
Requires a weapon mount.

Futuristic weapons like lasers exist, but they are expensive and rare. Even though they’re superior to traditional weaponry, the advantage isn’t big enough to be worth it for the majority of people. All futuristic weapons cost 3x as they do in the SWADE rulebook.

                   
Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Laser Pistol 15/30/60 2d6 2 1 50 d4 2 750 Cauterize, Overcharge, No Recoil.
Laser Repeater 15/30/60 2d6 2 4 100 d4 4 1500 Cauterize, Overcharge, No Recoil.
Laser Rifle 30/60/120 3d6 2 3 100 d6 8 2100 Cauterize, Overcharge, No Recoil.
Gatling Laser 50/100/200 3d6+4 2 4 800 d8 20 3000 Cauterize, Overcharge.

Smartlink: Guns with a smartlink can be wirelessly connected to peripherals - such as smart glasses - and provide targeting information in the user’s field of view. Guns with smartlink capability cost 50% more, but allow the user to ignore 2 points of penalties (such as Range, Illumination or Called Shots). This effect does not stack with the Marksman Edge.

Tracking Ammo

Ammo isn’t tracked bullet by bullet, but in reloads. This might be a magazine, an ammo belt, a speedloader, or just the number of loose shells you need to reload your shotgun. Use the ammo prices in the SWADE rulebook for reload costs. For example, a magazine for your medium pistol costs 20 credits, since it uses medium bullets.

Every time you reload your gun, you use up 1 reload for it - it’s as simple as that. Tracking ammo in terms of reloads also makes scavenging a lot simpler. You don’t need to know that the exact number of bullets that the machine gunner had left. You just need to know that looting him gives you 1 reload for your machine gun.

Of course, this system doesn’t track ammo perfectly. Your character is bound to have some loose bullets, half-empty magazines and the like. Because of this, you can spend a Benny at any time to scrounge up a reload out of nowhere.

Unusual Ammunition

The most common type of ammunition are simple caseless bullets. A powder-filled cartridge is no longer needed, since modern guns use electromagnetism to accelerate bullets. This makes them lightweight (1/2 weight) and safe to store. However, there are some more exotic types of bullet:

Other Weapons

Melee Weapons

Other than knives, melee weapons are rare but not unheard of. Clubs and batons might be used by thugs or police forces, and swords still have a place in the culture of ritual combat. Other types of weapon may be used by primitive cultures or bandits that are disconnected from society, or in places where access to guns is not universal.

Molecular knives and swords exist, but cost 3x as much as listed. Laser swords are not available.

Grenades

Grenades use the rules found in the Savage Worlds rulebook, but a variety of types are available in the Firmament.

                 
Type Range Damage AP ROF Blast Weight Cost Notes
Frag Grenade 5/10/20 3d6 - - MBT 1 50  
Sticky Grenade 5/10/20 3d6 - - MBT 2 100 Can’t be thrown back; on a raise, adheres to specific target and can’t be Evaded.
Smoke Grenade 5/10/20 - - - LBT 1 50 Obscures vision (-4) in area.
Stun Grenade 5/10/20 - - - LBT 1 50 Targets make a Vigor roll (-2 with raise) or be Stunned.
EMP Grenade 5/10/20 3d6 - - SBT 1 100 Target shuts down until Repair roll at -2 is made (-4 on a raise).

Rocket Launchers

All listed items are Heavy Weapons. Ordinary rockets cost 10K and weigh 5 pounds. Masterwork “smart” rockets cost 30K and use the rules for missiles instead of a Shooting roll.

                 
Type Range Damage AP ROF Blast Weight Cost Notes
Grenade Launcher 24/48/96 4d8 - 1 MBT 3 1500 Snapfire; usually attached to a rifle. Fires standard grenades.
Rocket Launcher 24/48/96 4d8+2 24 1 MBT 15 1500 About the size of an assault rifle.

Flamethrowers

Flamethrowers found in the Firmament are lighter and carry more efficient fuel than those from the 21st century. Hand flamers resemble a submachine gun with a “jar” attached to the bottom, while heavy flamers are big two-handed weapons. They still use the rules for flamethrowers found in the rulebook.

                   
Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Hand Flamer Cone Template 3d6 - 1 10 d6 5 300 Fuel pods cost 40 credits.
Heavy Flamer Cone Template 3d8 - 1 30 d8 30 1000 Fuel pods cost 60 credits.

Electroshock Weapons

Electroshock weaponry is a favourite for subduing targets nonlethally. All electroshock weapons are ineffective against armor. They come in three varieties:

In high-tech Foundation worlds, some forces also carry “heat rays”. These function identically to laser guns and cost the same, but deal nonlethal damage.

Armor

Like weapons, most armor is pretty standard modern stuff. Anything in the cloth/leather section generally won’t draw too much attention. Even stabproof jackets are pretty common, especially in the more dangerous parts of a big city. Futuristic armor such as armored clothing, battle suits and energy skins are available in the Firmament, but they cost significantly more.

         
Type Armor Min Str. Weight Cost
Leather Jacket +1 d4 5 100
Stabproof Jacket +2 d4 8 350
Kevlar Vest +2* d6 5 200
Combat Vest +4* d8 17 500
Combat Helmet +4* d4 5 80
Armored Clothing +4* d4 4 1000
Battle Suit +6* d6 12 1600
Battle Helmet +6* d4 2 300

Ballistic Protection: Armor marked with an asterisk has ballistic protection, which reduces the damage from bullets by 4 in addition to providing its armor value.

Energy Skin: Any armor can be treated with an “energy skin” for 50% of its value. This reduces damage from energy weapons by 4, but is brightly reflective and imposes a -2 penalty to vision-based Stealth rolls.

Electroshock: A garment can be treated with electroshock pads for 300 credits. When active, anyone who attempts to grapple the wearer with their bare hands is affected as if hit with a stun gun. After discharging, they need about a minute to build up a charge again.

Power Armor

Power armor blows ordinary combat armor out of the water, but few find it worth the cost. For a couple sets of power armor, you could purchase a brand new starship, after all. They’re commonly used in hazardous environments, when protection from the elements and enhanced strength are worth the price tag.

In addition to the listed capabilities, most power armor has several built-in systems. They are hermetically sealed and have their own life support, as well as heating and cooling systems. The helmet contains a HUD with information about the wearer’s vital signs and the status of the suit; it also contains a commlink and can link up with the user’s datapad or deck. Built-in optics provide 10x magnification; some advanced models include thermal and night vision.

The high-capacity cells in a set of power armor are enough to operate for 72 hours before needing to be recharged. While powered, a set of power armor compensates for its own weight. The weight is only given for situations when it’s important, like when walking over an unstable surface.

             
Type Size Armor Strength Pace Weight Cost
Light 1 +8 d12+3 8 100 100K
Medium 2 +10 d12+4 6 200 200K
Heavy 3 +12 d12+5 4 300 500K

For half the price, you can purchase an “exosuit” version of any of the above power armor types. Sometimes known as “powerlifters”, exosuits are wireframe versions that confer the Strength and Pace adjustments of power armor, but without the protection.

Explosives

Although various grenades, mines and missiles are listed in the Savage Worlds rulebook, occasionally an operative might have need of serious demolition-grade firepower. Note that these items tend to be heavily restricted in most areas.

Blasting Sticks are a lower-tech solution often found on the Rim, costing 60 credits per stick. They are Heavy Weapons, and deal 2d8 damage in a Medium Blast Template. Each additional stick adds +1 damage and +1” to the blast radius. They are usually triggered with an electric pulse, either wired or wireleessly.

Plastic Explosives are stable and moldable charges that can be triggered with an electric pulse. A single brick costs 100 credits and will deal 2d10 damage in a Medium Blast Template; it counts as a Heavy Weapon. Each additional charge adds +2 damage and +1” to the blast radius.

Nanothermite is a grey gel which costs 80 credits per charge. Smeared on a surface, it just needs to be triggered with an electric pulse, and it will burst into a white-hot flame that can cut through metal. A single charge can make a foot-long, foot-deep incision in solid steel.

Triggering Explosives

Vehicles

When it comes to vehicles, the most important advancement is the development of anti-gravity technology. The same technology that generates artificial gravity in starships has made it easy and cost-effective to mass produce vehicles that hover effortlessly above the ground. Vehicles can usually travel multiple days before they need to be refuelled.

The following vehicles are commonly used. They all have the “Hover” attribute, allowing them to travel without impediment over water, low obstructions and difficult terrain. For about three times the price, you can get an “aero model”, popular in cities, that is fully capable of flight. These are operated with Piloting when in the air.

Military vehicles are even easier. The rulebook already has stats for a Hover Tank and Hover APC. These are in widespread use within the military. Military aircraft are just fighter or scout-class starships with atmospheric capabilities.

Cheap Equipment

Heroes strapped for cash may be forced to settle for less than sterling quality. You can get cheap equipment for 50% of the full price, but it has its drawbacks.

If cheap equipment can be used in a Trait roll, then a 1 on the skill die means it malfunctions or breaks somehow (even if the roll succeeds). A knife or lockpick might snap, a gun might jam, a datapad might get bricked. Clothes and the like will give your character a shabby and run-down appearance, and impose a -2 penalty to Persuade rolls. Animals will have an appropriate Major Hindrance or two Minor Hindrances.