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.