4671 Universe

Economy

Currency & Price Index

Use one universal Credit/Gold (the “4671 Unit”) with era‑specific skins. Each Lore Book includes a Price Index.

Buying, Selling & Haggling

  • Buy: listed price ± modifiers.
  • Sell: 50% baseline; Persuasion can raise to 75% (DC 14) or 100% (DC 18).
  • Theft: Stealth or Tech checks vs shop DC; failure → heat, arrest, or fight.

Cross‑Era Pricing (Dynamic Formula)

Let:

  • Rarity Multiplier (RM): Common 1×, Uncommon 1.5×, Rare 3×, Epic 6×, Legendary 12×.
  • Era Distance (ED): steps on the ladder P–M–V–PM–Mo–A–S (each hop = 1).

Distance Modifier (DM)

  • Selling older item in a later era: 1 + 0.25 × ED (collector value)
  • Selling newer item in an earlier era: 1 + 0.50 × ED (black‑market premium)

Final Price

Base Price × RM × DM

Combat Penalty (out‑of‑era use)

  • Apply -1 to hit/damage per 2 ED (round down, max -3).

Economy Events

GM/ST may trigger:

  • Market Booms/Crashes: ±25–50%
  • Embargoes: no imports
  • Shortages: ammo/fuel scarcity

Resource Gathering & Crafting

  • Gather via Survival/Crafting in scenes; convert to parts/herbs/mods.
  • Each recipe lists Tools, Parts, Time, DC.
  • On success: build. On fail by 1–3: build with Quirk. By 4+: waste 50% parts.