Basic AP Purchases

There are many ways a character can spend their time in the Aftermath world. Here are a few ways they may gain influence or affluence, and the basic costs of time and energy associated with those actions. After attaining a level in an area of expertise, you will be told in downtime how much the next step will cost, and what its benefits are.

You may also want to look at the rules for constructing a Base of Operations

Finance
This represents a combination of how much cash you have on hand, and how much savings you've scrabbled together. The levels of Finance are costed as follows, and must be purchased in order Levels in finance allow you to make purchases that would normally be considered "exotic" or "risky", as they not only buy the item but pay your way to the seller and make certain people stop asking certain questions. Having a level of finance gives you a discrete "point" to be spent in downtime for each level, representing an amount of disposable income, with a higher level point being more potent than a lower level one. These do not accumulate but do refresh each DT. These cannot be used on things with a pre-defined AP cost, but will help smooth out or enhance other AP spends, such as bribing someone for information, or paying off a blackmailer.
 * Finance 1 - 3AP.
 * Finance 2 - 4AP.
 * Finance 3 - 6AP.
 * Finance 4 - 9 AP, upkeep 1
 * Finance 5 - 13AP, upkeep 2
 * Finance 6 - 18AP, upkeep 3

Note that unless you have an external benefactor, you must maintain a Finance level of 1 to be able to afford food, shelter and warmth between games. If you do not do this you may incur penalties.

Influence
A character may spend their time currying favour with a specific group of the unempowered world. Each level of influence represents an increase in trust and power within the group. The levels go from 1 to 6, with level X costing 3X, and levels 4 to 6 having upkeep 1, 2 and 3 respectively There may be other groups you wish to gain repute with, please specify in your DT if you wish to this and with which group.
 * Law -Police officers and judges. Use to cut deals and make bribes.
 * Politics - Councils and politicians. Sway the way new laws are made in the wake of the Empowered.
 * Journalism -Reporters and interviewers. Alter the way the public perceive these new threats/heroes
 * Science - Researchers and technicians. Gain lab access or force research on this new condition
 * Crime - Thugs and mob bosses. Get cash, weapons, luxury and a price on your head.

Education
A character may spend their time on courses or reading to increase their knowledge and skills. Here are some basic skills which may be learnt. Again, there may be things we have not considered that you may wish to learn, please specify in your DT if that is the case.
 * Staunch -4AP- Learn how to stop bleeding and a persons condition deteriorating. Move a character from Dying to Incapacitated after 30 seconds of appropriate roleplay. This doesn't stop the count until after the 30 seconds, so a character may still 'die on you'.
 * First Aid -5AP- Learn how to fully restore an injured person to consciousness. Move an Incapacitated character to 1HP with 1 minute of appropriate roleplay. Increases the limit to which 1C-001 and 002 can heal up to, to 2
 * Field Surgeon - 15AP - Upkeep1 - Learn more about medicine, first aid, trauma response methods and telltale signatures of certain injuries. Lets a character determine the cause of death, specific medical details, spot signs of foul play on cadavers. Allows a character to treat complex medical issues. Increases the limit to which 1C-001 and 002 can heal up to, to 3
 * Gun Nut -5AP- Learn about modern firearms, which forces use what, which ammunitions to use and how to take care of any number of guns you can think of. Lets a player identify a non basic gun in uptime.
 * Engineer -5AP- Learn the workings of modern manufacturing machines and specific properties of industrial materials. Lower the time it takes to produce an item by 1AP.
 * Production Line - 12AP - Upkeep1 - With appropriate facilities, each time you would produce 2 trinkets, you instead produce 3.

Physical Training
Some times you just want to be a huge meat head, go the gym and get ripped. It's okay, we understand. Note that the upkeep of a skill doesn't have to be paid in the DT in which it is acquired.
 * Greek God -12AP, Upkeep3- Damn son. You're huge. +1HP.
 * Fortitude -8AP, Upkeep2- That cardio though. That cardio. +2Fatigue.
 * Break Fall -10AP, Upkeep1- Weren't you just on the floor? I could've sworn... Resist Strikedown for 3 Fatigue

Firearm Training
So you got your hands on a gun? And ammo? And access to a range? Well, I suppose you'll want to practice. Here are the Basic Gun Training skills
 * Gun training -8AP-Able to call "Miss, Single"
 * Pistol Training -5AP- Able to call "Single" with an appropriate weapon
 * Shotgun Training -3AP- Able to call "Single" with an appropriate weapon
 * Rifle Training -8AP- Able to call "Single" with an appropriate weapon