Spend Your Loot; Equipment

Source Player Core pg. 233

To make your mark on the galaxy, you'll need to have the right equipment, including armor, weapons, augmentation, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements.
Equipment

Your character starts out with 150 cinders to spend on any common items. Cinders are a value approximation used as a form of currency used to barter and trade for goods in many settlements in the Starfall Galaxy. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.

Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a vendor.

Equipment Types

Currency

Within star systems, interplanetary business can be managed by internal currency systems. Currencies tend to lose their representative value the further they are taken from the gravity well of their respective star. Only a handful of Multisystem organizations expend the effort to enforce interstellar currencies through stringent banking regulations, security presence and/or religious endorsement. The very nature of interstellar travel and governance in the Starfall Galaxy renders conventional currencies largely impotent for inter-system transactions beyond these exceptions.

Given these limitations, the inhabitants of the Starfall Galaxy have evolved a pragmatic and robust solution for transferring wealth between disparate star systems: the use of trade goods and raw materials as tangible collateral. Typically, travelers sell their cargo for the local currency when they enter a star system and purchase valuable materials and trade goods when they leave the system.

The basic unit of value across the Starfall Galaxy is the Yom. The Yom is the value of the physical necessities needed to sustain a medium (human) sized being for a single standard cycle (27 hours and 46 minutes) in vacuum (deep space): air, energy, food, and water. The common unit of trade is a cinder, which is 1/100th of a Yom. Spacers typically refer to large stockpiles of wealth by their time equivalent, a Year (360 Y), Century (3600 Y), Millennium (36,000 Y).
Price

Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of “—“ can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.
Item Level

Each item has an item level, which represents the item's complexity and any magic or technology used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own. If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game.
Carrying and Using Items

A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, and weapon sheaths, and can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they're more difficult to access.

Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Changing Equipment lists some ways to change the items you're holding or carrying, as well as the number of hands required to do so.

Many ways of using items require you to spend multiple actions. For example, drinking a serum worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (Serums).
Changing Equipment

Change

Hands

Action

Draw or put away a worn item, swap one item for another, or pick up an item

1 or 2

Interact

Pass an item to or take an item from a willing creature

1 or 2

Interact

Drop an item to the ground

1 or 2

Release

Detach a shield or item strapped to you

1

Interact

Change your grip by removing a hand from an item

2

Release

Change your grip by adding a hand to an item

2

Interact

Retrieve an item from a backpack, sack, or similar container

2

Interact

If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.

A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.

Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action.

Bulk

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.
Bulk Limits

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.
Bulk Values

Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, defiance series armor is 3 Bulk, a dueling sword is 1 Bulk, a knife or spell gem is light, and a credstick is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.
Estimating an Item's Bulk

As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described in Items of Different Sizes.
Bulk of Creatures

You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The following table lists the typical Bulk of a creature based on its size, but the GM might adjust this number. Constructs or many creatures with the Tech trait weigh more.
Bulk of Creatures

Size

Bulk

Tiny

1

Small

3

Medium

6

Large

12

Huge

24

Gargantuan

48


Dragging

In some situations, you might drag an object or creature rather than carry it. If you’re dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute—unless you have some means to speed it up. Use the total Bulk of what you’re dragging, so if you have a sack laden with goods, use the sum of all the Bulk in it instead of an individual item within.
Items and Sizes

The Bulk rules in this chapter are for Small, Medium, and Large creatures, as most ancestries are these sizes; however, other uncommon or rare ancestries might be larger or smaller and require items specially made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on the Bulk Conversions table.

These rules for Bulk limits typically arise when a group attempts to load a mount or vehicle. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since usually the only creatures of other sizes are creatures under the GM's control.

In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.
Bulk Conversions

Size

Bulk Limit

Light

Negligible

Tiny

Half

-

none

Small or Medium

Standard

L

-

Large

x2

1 Bulk

L

Huge

x4

2 Bulk

1 Bulk

Gargantuan

x8

4 Bulk

2 Bulk

Bulk Conversions for Different Sizes

As shown in the Bulk Conversions table, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn’t treat any items as having negligible Bulk.
Items of Different Sizes

Creatures of sizes other than Small, Medium, or Large need items appropriate to their size. These items have different Bulk and possibly a different Price. The Differently Sized Items table provides the Price and Bulk conversion for such items.
Differently Sized Items

Size

Price

Bulk 

Light

Negligible

Tiny

Standard

Half

-

-

Small or Medium

Standard

Standard

L

-

Large

Standard

x2

1 Bulk

L

Huge

x4

x4

2 Bulk

1 Bulk

Gargantuan

x8

x8

4 Bulk

2 Bulk

* An item that would have its Bulk reduced below 1 has light Bulk.

For example, a doshko sized for a Medium creature has a Price of 20 credits and 1 Bulk, so one made for a Huge creature is 80 credits and 4 Bulk. One made for a Tiny creature still costs 20 credits (due to its intricacy) and has 1/2 Bulk (rounding down to light Bulk). Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of gear as a Medium creature.

Higher-level magic and tech items that cost significantly more than 8 times the cost of a mundane item use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on the Differently Sized Items table, then use the formula in the material's entry to determine the item's Price.
Wielding Items

Some abilities require you to wield an item, typically a weapon. You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it. Other abilities might require you to be wearing the item, holding it, or simply to have it.
Improving Equipment

Most types of armor, shields, and weapons in Starfinder come in a variety of grades. Each grade represents an improved version of that piece of equipment and should be sought after once your character reaches the appropriate level. While higher-level versions of equipment are available on the open market, many adventurers prefer going through the effort of upgrading their existing gear rather than buying new.
Grades of Equipment

Equipment typically comes in seven grades: commercial, tactical, advanced, superior, elite, ultimate, and paragon. While most armor, shields, and weapons can exist in any grade from commercial to paragon, some equipment doesn't exist at certain grades and must be initially purchased or crafted at a higher grade. Equipment other than armor, weapons, and shields only exist at grades specifically listed in the item and cannot be improved to a higher grade if it's not listed.

Armor, shields, and weapons are typically listed using their lowest available grade, usually commercial. Each grade beyond the first provides the equipment with additional statistics as given in the tables listed for the appropriate item. Equipment listed with multiple grades in their entry do not use these charts and instead use the statistics listed for each grade in their description.

Armor, shields and weapons gain more upgrade slots as they improve. Higher grades of armor add more AC and gains the resilient trait, improving the saving throws of their wielder by the listed value. Higher grades of weapons have improved damage dice and gain the tracking trait, improving their attack rolls by the listed value. Higher grades of shields have increased Hardness, Hit Points, and BT.
Skipping Grades in Crafting

While you may attempt to improve an item directly from commercial to paragon in 1 day, doing so makes the DC of the Crafting attempt significantly higher. It thus results in a higher likelihood of failure. It also makes it more difficult to craft using fewer materials when you have a formula than if you attempt to Craft the item one grade at a time. When upgrading multiple grades at once, you can only apply a cost reduction based on the cost to get to the next lowest grade.
Improving Equipment

A character who is trained or better in Crafting can improve an item using the original item and raw materials using the same process as the Craft activity, except as noted here. The original item provides raw materials equal to its price. The DC of the Crafting check to improve an item is determined by the item level of the finished product. You do not need the formula to improve an item, as the instructions can be found readily available on any infosphere and are usually provided as a complimentary file when you purchase the equipment, but Crafting without a formula means you will have to provide raw materials equal to the item's price. It only takes 1 day to improve an item by spending the remaining portion of its Price in materials.
Item Damage

An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally, an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.

An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item remains in a broken condition until It Is Repaired above its broken threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. A destroyed item can't be repaired.

An item's Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of.

Object Immunities

Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, nonlethal attacks, poison, spirit, vitality, void, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. Conscious, thinking items are not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword can't move, so it can't take a penalty to its Speed, but a spinning blade trap might be affected.
Broken

Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.

If an effect makes an item broken automatically, and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.
Shoddy Items

Improvised or of dubious quality, shoddy items are rarely available for purchase, except in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one.

Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as the AC provided when wearing shoddy armor or the DC to break out of shoddy manacles). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type.

Equipment Traits

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Armor with the analog trait eschews advanced electronics, computers systems, and electric power sources, it was manufactured and calibrated using the latest advanced technology and modern materials. This armor is immune to abilities that target technology. Armor runes don't function on this armor unless this armor also has the archaic trait. Analog armor usually has the exposed trait. A shield with the analog trait eschews advanced electronics, computers systems, and electric power sources, but was manufactured and calibrated using advanced technology. This shield is immune to abilities that target technology. Shield runes don't function on this shield unless this shield also has the archaic trait. A weapon with the analog trait eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Weapon runes don't function on this weapon unless this weapon also has the archaic trait.

Archaic: This equipment is crafted using traditional methods and materials. Runes function normally with archaic equipment.

In addition to a normal Strike, you can fire this weapon using the Auto-Fire action.

Bulwark is an equipment trait that applies to armor that covers its bearers so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a commercial frag grenade or overheat, bearers of armors with the Bulwar trait  add a +3 modifier instead of their Dexterity modifier

Carapace Armors completely encase bearers in armor plating; these armors have a separate pool of Hit Points that must be depleted before the wearer takes damage. When the armor is broken (when its HP is at or below its broken threshold), the wearer takes a -3 penalty to all saving throws.

Comfort: This armor is so comfortable that you can rest normally while wearing it.

Critical: This weapon uses the critical weapon specialization of the listed weapon type rather than its own.

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. 

Exoskeletons form a support frame around their bearers. While in good repair, the exoframe effectively grants the bearer the size category of the armor; a small creature in a large exoframe is a large creature. The exoframe also negates the bulk and STR requirements of the armor. When the armor is broken, neither effect applies.

Exposed: This armor doesn’t come with environmental protections. All archaic armor has the exposed trait. 

Extradimensional: This Upgrade exists in multiple planes of existence.

Finesse: You use your dexterity modifier instead of your strength modifier when making attack checks with this melee Weapon.

Flexible: The armor is flexible enough that it doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks

Guided Weapons employ targeting technology that locks-on to a designated target guiding its payload to the point of impact. Guided Weapons can only fire using the Guided Strike action.

Installed: Some shields aren't held but are installed as armor or weapon upgrades. You can Raise a Shield installed as an armor upgrade as normal. Shields can be installed only into weapons with the parry trait. When you use a parry weapon with a shield upgrade to get a bonus to your AC, the shield upgrade emits an inertial dampening barrier, and you automatically Raise a Shield. You can't Raise a Shield installed as a weapon upgrade any other way. If you use the weapon for any other purpose, the shield is no longer raised, and you no longer receive a bonus to your AC.

Magical: This Upgrade is imbued with magical energies not tied to a specific tradition of magic. 

Powered: This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it. This weapon comes with a commercial battery installed and uses 1 charge per day (rather than 1 charge per attack). If you try to attack with a powered weapon that's out of charges or deactivated, it functions as an improvised weapon. A modular (powered) weapon activates or deactivates when it switches between its modular configurations.

Razing: This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.

Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

Tech equipment incorporates electronics, computer systems, and integrated power sources. 

Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.

Versatile: A versatile weapon can deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.


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