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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.png The 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.png The 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.

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