Wealth and Money: Difference between revisions
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=== Loans === | === Loans === | ||
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit | Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit Score. A character's Credit Score determines the amount of Loan one can get. | ||
Loans are not permanent adjustments to Credit. However, they do last a while. The GM can have some say in how long the Time frame for the loan is. The Player can attempt to get a better Time by rolling '''1d20 + Int or 1d20 + Cha''' against a DC15 to lower the loan below the minimum amount of time. Another option is to take another -1 hit to the Credit Score sense you are attempting to pay the loan off faster. Each -1 reduces the time by 10%. Normally, however, the length is so long that from the perspective of the campaign this adjustment is permanent. | |||
Here is a table showing Credit score ranges and the amount of Loan associated with them: | Here is a table showing Credit score ranges and the amount of Loan associated with them: | ||
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A player may choose to buy a product on loan as long as that product doesn't cost more | A Character gets ISC for each Credit Point. For example, if a Character has a Credit score of 7 then if they take 1 point of their score they can get a loan of $50,000. The Character now has a Credit Score of 6 and his or her Budget is updated to represent the lower monthly income. A single Loan can be up to 3 points of Credit Score. A Character cannot take more than 3 points out of their Credit for a Loan in a 6 month time period of gameplay. | ||
A player may choose to buy a product on loan as long as that product doesn't cost more than the amount of money they could get for taking 3 points from their Credit Rating. For example, say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review the above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike. | |||
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player's budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. | A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player's budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. | ||
Revision as of 07:33, 31 December 2020
The exchange of goods and services can grow complicated as civilizations advance. It started with the simple barter system and evolved into Credit and Debt with banks and so on. All before advanced technologies such as electronic transfers, cryptocurrency, etc...
This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising gameplay and storytelling.
Most players may only need to review the Basic Rules. Advanced Rules are only there for more complicated purchases if the GM and/or Characters wish to role-play buying equipment such as ships that may cost vastly more than what they have on hand. As well as how additional sources of income come into play.
Basic Rules
ISC (Credits)
ISC is simply the amount of wealth a Character has to freely and immediately spend. All things revolve around the ISC which is short for Inter-Steller Credits also generically referred to as Credits. Credits are the official currency used galaxy-wide and characters will use them to buy items while adventuring. Characters gain credits through there Profession as well as adventuring.
Lore: One of the biggest things the Jove brought to the Milky Way was a way to be an intermediate for trade. No longer did alien Civilizations exchange resources using rare material trade but instead use the modern concepts of money and credit. The Jove set up a banking system connecting across the galaxy using state-of-the-art quantum entanglement communication systems. The Interstellar Ledger of Wealth is the foundation of the bank. An advanced public ledger that uses powerful encryption systems monitored by all who wish to participate. There is no exclusive member within the bank making the public accountable for themselves. Almost all civilizations recognized ISC (or just Credits for short) as a valid form of currency. Some governments even have converted their local currency over to ISC/Credits.
There are other currencies that are local to Civilization. Sometimes that currency is recognized by neighboring Civilizations. However, the details of other currencies and their worth should be up to the GM and the story that is being told. As for most Characters's traveling around the Ring of Life within the Milky Way Credits is all that is needed.
| Credit Score | Loan | Budget |
|---|---|---|
| 0 | - | $0 |
| 1 | $10,000 | $250 +250 |
| 2 | $10,000 | $500 |
| 3 | $10,000 | $750 |
| 4 | $10,000 | $1000 |
| 5 | $10,000 | $1250 |
| 6 | $50,000 | $1500 |
| 7 | $50,000 | $1750 |
| 8 | $50,000 | $2000 |
| 9 | $50,000 | $2250 |
| 10 | $50,000 | $2500 |
| 11 | $120,000 | $3000 +500 |
| 12 | $120,000 | $3500 |
| 13 | $120,000 | $4000 |
| 14 | $120,000 | $4500 |
| 15 | $120,000 | $5000 |
| 16 | $250,000 | $5500 |
| 17 | $250,000 | $6000 |
| 18 | $250,000 | $6500 |
| 19 | $250,000 | $7000 |
| 20 | $250,000 | $7500 |
| 21 | $500,000 | $8500 +1000 |
| 22 | $500,000 | $9500 |
| 23 | $500,000 | $10500 |
| 24 | $500,000 | $11500 |
| 25 | $500,000 | $12500 |
| 26 | $1,000,000 | $13500 |
| 27 | $1,000,000 | $14500 |
| 28 | $1,000,000 | $15500 |
| 29 | $1,000,000 | $16500 |
| 30 | $1,000,000 | $17500 |
| 31 | $2,5000,000 | $19000 +1500 |
| 32 | $2,5000,000 | $20500 |
| 33 | $2,5000,000 | $22000 |
| 34 | $2,5000,000 | $23500 |
| 35 | $2,5000,000 | $25000 |
| 36 | $6,500,000 | $26500 |
| 37 | $6,500,000 | $28000 |
| 38 | $6,500,000 | $29500 |
| 39 | $6,500,000 | $31000 |
| 40 | $6,500,000 | $32500 |
| 41 | $10,000,000 | $34500 +2000 |
| 42 | $10,000,000 | $36500 |
Credit Score
Credit Score determines how much debt a Character can get into, or in other words how much they can spend on 'big ticket' items. Character's spend points of their Credit Score to buy extra big items such as Space Ships.
The starting Credit Score is determined by the Profession a Character has as well as any Ranks they have in their Profession Skill. A Profession will have a 'Credit Rating Range'. Start with the lowest number in that range and then add the Character's Wisdom then as any additional Ranks from their Profession Skill and that is their starting Credit Score.
Budget
Budget determines how much a Character makes in ISC in one month while working in their Profession. The Character has to have had time to work their profession so if they are off adventuring then they have not earned money from their Budget.
This is often used as an 'in-between' mechanic. A way of stating what the Character is doing and what they got for it while not on the main adventure or story. For example, the GM could state that it has been 3 months with nothing new happening for the Characters in their story. So the Player's can say that their Character's during this downtime where doing what they normally do. And they earned 3 months' worth of their Budget.
Character Sheet
Editing Character Sheet: Credits show how much money a Character has on them. Their wealth is shown on the second page of the Character sheet near the bottom underneath the items section. This section has three parts: (Credit Score/Budget/ISC). At level one all 3 of these things are determined by a character's Profession.
Starting Wealth
To determine starting wealth or ISC the Player must first pick a Profession for the Character. Visit the Professions page. The Profession will have a Starting Bonus Income. The Player may also add 1 month's worth of their Budget.
To determine starting Credit Score look at the picked Profession it will have a Credit Rating Range section. Pick the lowest number in that range then add the Character's Wisdom modifier. Then add and any Ranks in the Profession skill. This is their total Credit Score.
Lastly, to determine the Budget review the table titled 'Credit Score to Load and Budget amount' to the right.
Buying Stuff
Most items have a set price based on Credits. Such as Neural Computer Link for $2500 credits. The Player can see how much credits the Character has on hand. If the Character has enough Credits they subtract that amount from their wealth and get the item.
The primary thing is simply the amount of credits. If a character has $10,000 credits then they can buy $10,000 worth of something.
Bargaining/Hageling/Appriasing
Items normally have a set value and that is it. The Characters should know and expect if they walk into a store that the price on the tag is simply non-negotiable. However, the Player can have a Character attempt to 'appraise' the value of an item using Knowledge/Craft skills. If it is a gadget or some other piece of technology they can use their tech score as a Knowledge Skill to perform an appraisal of an item to see if they are being ripped off.
If a character finds themselves in a situation where they may bargain they can use the Diplomacy skill as described to bargain for it.
Tech Level
Most items have a technology level associated with them. Especially Weapons and Armor. This can be used as a way to restrict what items are available in a certain location. A GM for example could say that a particular store only contains Tech Level 1 and 2 Weapons. Or this general store specializes in only high priced Tech 4 equipment.
A GM can sell an item at a higher-tech level than specified. There are rules for this in Weapons and Armor. For General Equipment however, there are no 'up teching' rules. The GM is free to apply a minor bonus such as doubling usage of an item and so on. However, the price is always x2 for each increase in Tech level.
Procure Difficulty
| Level | Extra Cost | Explanation |
|---|---|---|
| Level 0 | %0 | In most cases the item will be common and can be found with little difficulty in stores as long as its in the same tech level. |
| Level 1 | %10 | The item is not common however usually not illegal. Larger stores and cites, popular places of trade or places that specialize in having it. |
| Level 2 | %20 | The characters will likely have to work to find the item. Sometimes it can be illegal. You will have to go to places known to have it. It will be rare to see it anywhere else. |
| Level 3 | %50 | Almost always illegal or simply extremely rare and probably unknown to the average person unless the character is familiar with the items field. |
| Level 4 | X2 | Probably illegal. Highly unlikely to be found anywhere except in hidden markets or extremely expensive public ones. |
| Level 5 | X3 | Usually not for sale precious items. Or extremely illegal or both. If its not highly illegal then it is a niche item that few people would ever know about. |
This is mainly a tool for the GM to help in deciding how easy it is for players to procure equipment. Each item, piece of equipment, weapon, armor in the game should have a Procure Difficult already attached. Any price adjustment associated with Procure Difficulty is already in the price of the item. If not specified the default Procure Difficulty is 0.
However, the GM can adjust the Procure Difficulty as they see fit. Many factors can come into play and affect the Procure Difficulty of an item. To the right is a table with examples of what each level can mean. The levels or more like a guideline or a scale to be able to easily communicate the difficultly of procuring any item in the game to other players.
There are 6 levels of difficulty 0 through 5. Although it doesn't always have to do with the legality of the item that usually has something to do with it. Zero is the easiest and means that the item is not illegal and is fairly common. 5 means that it is usually illegal or 1 of a kind. This also implies extreme consequences if caught buying, selling, or simply having it in your procession. It also implies doing so is time-consuming and difficult. A whole adventure can be centered around just acquiring or getting rid of a Procure Difficulty 5 item.
The GM can add the difficulty number to rolls associated with bluff/diplomacy/intimidate or any other skill/ability check that has to do with acquiring it. It also lays the groundwork on how populated/popular/powerful the civilization or city or station or store has to be to have said item in stock. If you walk into a shoddy shop located in a small unpopular space station then likely you are not going to find a +4 or +5 item and probably not even a +3 unless they specialize in having it and then they likely charge an arm and a leg for it. The GM will also need to adjust the price if they adjust the Procure Difficulty of an item.
Below is a chart with a few basic scenarios to help get an idea of what can increase an item's Procure Difficulty.
| Scenario | Difficulty increase | Explanation |
|---|---|---|
| Illegal | +2 | The item is considered illegal by the society the player is attempting to purchase it from. |
| Highly Illegal | +4 | The item is considered highly illegal meaning that the punishment for being associated with it can be extremely severe. |
| MasterWorked | +1 | The item is constructed with better than normal materials making it more valuable and rare. |
| Off World Merch | +1/2 | This means the item was not manufactured on the planet/space-station the character is attempting to buy it on. However, the amount of difficulty increase is dependent on how far away the item is and how easy it is for that society to travel that distance. A Tech Level 4 civilization can easily traverse a much larger range and thus the item would have to be in a very very distant solar-system. |
| Ancient Alien Tech | +2/4 | Looking for ancient tech? It may be hard. Depending on if you are looking for it on the planet it originated from or some other location. |
| Taboo Item | +1 | You are looking for something that the society you are in finds distasteful or perhaps superstitious about. |
Advanced Rules
Budget
A budget is a static number linked to the Player's Credit Score. The Budget is like a bucket that gets refilled every month for the Character. But the bucket itself is the same size.
The Character must be actively doing their job in the game. During the job only qualifies if they spend at least 6-8+ hours 4 too 5+ days and/or at least 35 hours in a week. Another situation would be if there is 'downtime' between adventuring and the Player wishes for the Character to be doing their Profession.
To determine if the Character gets their budget and the amount the Player must roll a Profession skill check DC20. For, every 5 roll misses lose 25% of the Budget. For, every +5 gain a 5% bonus. If they lose part or all the Budget an excuse could be that they got sick, fired or some other story. Same for if the Character gets a bonus.
- Optional Rule
- The GM can also use this opportunity to provide a roleplaying bonus in the form of a free Skill Point to spend on Ranking up the Profession. For example, if the player rolls a natural 20 or if the DC is beaten by +10 or so on.
Loans
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit Score. A character's Credit Score determines the amount of Loan one can get.
Loans are not permanent adjustments to Credit. However, they do last a while. The GM can have some say in how long the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC15 to lower the loan below the minimum amount of time. Another option is to take another -1 hit to the Credit Score sense you are attempting to pay the loan off faster. Each -1 reduces the time by 10%. Normally, however, the length is so long that from the perspective of the campaign this adjustment is permanent.
Here is a table showing Credit score ranges and the amount of Loan associated with them:
| Credit Score Range | Loan Amount | Time In Years |
|---|---|---|
| 0 | - | - |
| 1 - 5 | $10,000 | 1-2y |
| 6 - 10 | $50,000 | 2-4y |
| 11 - 15 | $120,000 | 4-10y |
| 16 - 20 | $250,000 | 15-30y |
| 21 - 25 | $500,000 | 30y |
| 26 - 30 | $1,000,000 | 30y |
| 31 - 35 | $2,5000,000 | 30-45y |
| 36 - 40 | $6,500,000 | 30-45y |
| 41 - 45 | $10,000,000 | 45y |
| 46 - 50 | $20,000,000 | 45y |
| 51 - 59 | $45,000,000 | 45-60y |
| 60 - 69 | $100,000,000 | 45-60y |
| 70 - 79 | $250,000,000 | 60y |
| 80 - 89 | $500,000,000 | 60y |
| 90 - 99 | 1,000,000,000 | 60+y |
| 100+ | 1+ Billion | 100+y |
A Character gets ISC for each Credit Point. For example, if a Character has a Credit score of 7 then if they take 1 point of their score they can get a loan of $50,000. The Character now has a Credit Score of 6 and his or her Budget is updated to represent the lower monthly income. A single Loan can be up to 3 points of Credit Score. A Character cannot take more than 3 points out of their Credit for a Loan in a 6 month time period of gameplay.
A player may choose to buy a product on loan as long as that product doesn't cost more than the amount of money they could get for taking 3 points from their Credit Rating. For example, say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review the above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player's budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit.
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -4. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16.
Using Bonus Wealth on Loans: A player can use his Bonus Wealth to act as "down payment" on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -4 hit to his credit. He buys and ship and now his new credit score is 13 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.
Additional Sources of Income
Bonus: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus.
Rewards: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income.
Stock Market: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn't need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is "1d20 + Wis". The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is "1d20 + Wis". The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score's Budget to qualify for a Long Term Investment.
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.
| Roll Check Outcome | Bonus Income |
|---|---|
| 20 (after Mod) | Break even |
| 20 (Natural) | Investment + 100% |
| 21 - 25 | Investment + 20% |
| 26 - 30 | Investment + 50% |
| 31 - 35 | Investment + 100% |
| 36+ | Investment + 200% |
| Roll Check Outcome | Bonus Income |
|---|---|
| 15 - 20 | Break even no bonus |
| 20 (Natural) | +1 Credit Score |
| 21 - 30 | +1 Credit Score |
| 31 - 40 | +2 Credit Score |
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount.
Gambling: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.
Customized Income: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12.
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.