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There are two main currencies utilized throughout every sector: Credits and Matter Keys. The exchange rate of Credits to Matter Key is currently as 2,500 to 1. Whilst credits are easily traceable, a Matter Key is far more difficult to track. Thus, making the latter often used by criminal enterprises, though not exclusively. Each matter key is infused with Palladium and is individually marked giving the possibility of tracking them manually.  Through recent laws throughout the Republics, any Matter Key with this marking etched out is no longer accepted.

Q: That's great and all, but how is currency tracked in Sentarin?
A: Day to day activities and necessities are not tracked. If you character needs to eat, travel, have a beer, or put a roof over their head it is generally accepted they have the means to do so. However, the purchase of anything that could affect gameplay (Such as weaponry or special items) will have a price, which the character must pay for with the above mentioned currency which can be obtained through gameplay.
Q: What about unique items?
A: These must be obtained through events or scenes run by a GM/DM or purchased with Matterkey, which can be obtained in a similar manner.

Anyone can put on a suit of armor or wield a shield generator. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t force- or tech-cast. If you have proficiency in armor, you have proficiency in the appropriate shield generator as well.

You can find more details about armor in the link above, along with a list of purchasable armors and shields. 

Utility items are the every day things, or items which make day to day life easier. In many cases these items can be handy for adventures through the various worlds. 

You can find more details about utility items in the link above, along with a list of purchasable items.

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor an electroweapons or a blaster, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons tables show the most common weapons used in the world, their price, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as a blaster, fuse weapon, or electroweapon.

You can find more details about weapons in the link above, along with a list of purchasable armors and shields. 

This includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, pick a lock, or slice into a computer. Your species, class, background, or feats give you proficiency with certain tools, when lets you add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

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