Just a quick credit system for a game not based around cargo trading.
Just a quick credit system for a game not based around cargo trading. I have not used this precisely in play, but will over the next few weeks.
BUY (+Credit)
When you demand important services or Assets from a market able to supply those demands, Roll+Credit you’re willing to pay for it.
On a 10+, the deal goes through.
On a 7-9, the deal will only go through if you pay a higher cost, perform a task, or accept a lesser asset/service instead of what you asked for.
SELL (+Cargo)
When you sell cargo for the Credit it is worth, Roll+the class of the Cargo.
On a 10+, you receive Credit equal to the Cargo’s class
On a 7-9, you receive Credit equal to the Cargo’s class, but the GM chooses one:
• It is local credit, not good outside this system, planet, city, or market
• You will need to deliver the Cargo somewhere before payment
• Selling this specific Cargo draws unwelcome attention
EXCHANGE (+rep)
When you exchange Credit, local or otherwise, for Cargo or other forms of Credit, Roll +1 if you’ve successfully done business in this market, -1 if you’re done business but it didn’t go so well, or +0 otherwise.
On a 10+ the exchange goes through as expected
One a 7-9, the exchange happens, but the GM chooses one:
• They don’t have as much as you asked for
• The cost or exchange rate is lower than expected
I’m still looking side-eyed at some of this, and will probably wing the 7-9 and 6- results to see if anything solidifies in play