Equipment
Work in Progress
Uses the Resource Point system to describe overall power. 1 RP = 1 BP. For example:
- It costs 5 BP to gain +5 Strength permanently.
- It costs 5 RP to make an item that grants +5 Strength. What a coincidence!
- A power that creates a burst 6 of fire damage costs 3 BP.
- An item that does the same (at will) costs 3 RP. Incredible!
You don't actually "spend RP" to gain items, nor can you be awarded RP for killing a monster. You purchase, find, or craft items, items that are already designed (by you, the DM, or perhaps the system designer). The RP system is the underlying mechanic used to abstract equipment rules from any particular setting's money system, and to provide equivalency with BP-based mechanics. RP also is used only to describe mechanically-interesting gear; money can buy many things, and often will for some PCs, but if it doesn't affect your game mechanics, it doesn't cost RP.
Each setting-specific plugin for System 7 (such as Star Wars and BDH) will provide a complete list of equipment, complete with Crafting skills, modifications (i.e. "enchants"), a proper list of Armor and Weapons...the whole nine. The intention is that this material forms the basis of the equipment system; the underlying RP system can still be used, with the DM's permission, to craft new items, or to modify existing ones.
Equipment is meant to be an important part of the system for everyone involved. It doesn't cost BP, and therefore it's not really an option to have a lot or a little...everyone will have the same amount of RP (ideally). Still, there are many ways to treat that. Some may prefer to invest in a wide variety of useful items, augmenting their supply of innate powers, feats, and skills; others might prefer to use said innate abilities, using equipment only to provide passive, numeric buffs to the skills and attributes that power them.