Shops and loadouts
What players start with, and what they can buy.
Loadouts
The Loadouts step decides what a player begins the game holding, and what they may choose between at character creation.
It disappears entirely when Setup says players pick neither items nor abilities — a game where everyone starts identically has nothing to configure here.
Image:
docs/loadouts-editor.pngThe Loadouts editor showing starting items and the choices offered at character creation.
Vendors
Any character can be a vendor. The Vendor tab of the character editor turns an NPC into a shop: what they stock, what they pay, and what they refuse to deal in.
A vendor is still a character — they have a schedule, memories and opinions. The blacksmith who will not sell you a blade because of what you did last week is one NPC, not a special case.
Image:
docs/vendor-tab.pngThe Vendor tab with a stock list and pricing.
Currency
Your game's currency is named in Setup. Rename it to Credits, Marks or Favours and every system follows.
Making a shop matter
Stock what the world would have. A fishing village does not sell plate armour.
Let scarcity do the work. One good item in the whole game is worth more than a shop full of tiers.
Remember vendors have schedules. A shop that is shut at night is a reason to plan a day.