Economy

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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The rules for the economy in the game are essentially the collective rules for items, crafting, repairing, and research and development. The economy is a comprehensive subset of game rules surrounding all of these things. These rules drive a realistic trading and item utilization system for players to partake in, ultimately facilitating, supplementing, and enhancing their character's mechanical potency and in-game interactions. For a list of all the common components and items in the game, please see List of Common Items and Components.

General Economy, Craft, and Repair Rules

Below are the basic rules for the economy, crafting, and repairing:

  • All items and components in the game have a value associated with them and can be used as a form of currency themselves in order to barter.
    • Total item values are typically double the value of the sum of components. This is because craft time and abilities are taken into account as a necessary part of determining value.
      • This encourages players to take up crafting as opposed to simply purchasing from NPC merchants all the time and highly encourages crafter competition with a wide flexibility for price ranges.
      • Some abilities in the game may also affect the perceived value of an item, such as Barter.
  • In order to craft an item, there are many prerequisites.
    • You must have all of the components required to craft the item. Components must be of equal rank or higher than the item you are trying to craft.
    • You must have the correct Craft: Category ability and rank
    • You must have a Blue Print of the item or permanently learned how to craft the item
    • You must spend the specified Time Interval (listed on the item table under the specific item) role playing that you are crafting the item
    • All items must be crafted at a "work bench." Work Benches are designated, permanent places in-game, though certain abilities may exist to allow temporary work benches.
    • Unless otherwise specified on a component card, all components are considered consumed when they are used to craft an item
  • Repairing a broken item follows a different set of rules than crafting an item
    • It takes -1 Time Interval to Repair an item than it takes to Craft an item, to a minimum of 1 minute (unless otherwise specified)
    • Repairing items does not require the knowledge of how to craft the specific item nor does it take the appropriate Craft: Category; it only requires the appropriate Repair: Category ability and the item must be of that category.
    • Repairing an item also requires at least one appropriate Named Component used to craft that item in order to repair, unless otherwise specified on the item card.
  • Characters can "permanently learn" how to craft items in the game
    • It costs 1 AP per rank to learn an item permanently
    • You must have the correct Craft: Category ability
    • You Reverse Engineer the item
      • You must appropriately role play and take +1 Time Interval more than it would take to craft the item to a maximum of 1 hour (or however long it takes to craft the item, whichever is higher)
      • All items must be reverse engineered at a "work bench." Work Benches are designated, permanent places in-game, though certain abilities may exist to allow temporary work benches.
      • Upon successfully reverse engineering and learning the item permanently, the item and all its components are destroyed
    • You memorize how to Craft the item from a Blue Print
      • You must appropriately role play for the same Time Interval it would take to craft the item normally
    • In order to memorize an item of any rank, you must also have memorized that item at all applicable lower ranks
    • Starting characters can choose to start the game with memorized items so long as they have all of the appropriate prerequisites to do so; otherwise, a character must memorize any item in-game under the aforementioned rules (including Basic rank and Brutal items)
  • All items follow the same rules for Stacking Like Effects that abilities do.

Please note, all written aspects of any item, including the description, are worded as best as possible by the rules team to prevent confusion and abuse. However, there may be certain combinations of items and abilities or wording that could imply ambiguity in what the item or effect does or perhaps allows for a very powerful, "infinite combo" or the like. The spirit of the rules is not to have unstoppable, over-the-top items that allow for infinite combos or similar over-powered concepts. If you see such a way to use the rules, rather than do so, please ask an appropriate marshal first to make sure that is how the item or items in question are meant to work. Failing to do this could result in Violations.

Craft and Repair Categories

There are 6 different "regular" or "standard" Craft and Repair Categories in the game.

  • Biochem: These items and components are those related to biochemistry. Medicinal and alchemical types of components and items are a part of this category.
  • Electronic: These items and components are those related to electronics, electricity, and computers. Gadgets and technological types of components and items are a part of this category.
  • Explosives: These items and components are those related to explosions and blasts. Bomb and detonating types of components and items are a part of this category.
  • Luxury: These items and components are those that are superficial and serve only luxurious purposes. Frivolous and luxurious types of components and items are a part of this category.
  • Manufactured: These items and components are those that have no moving parts but serve a utility or industrial purpose. Knives, plating, and armor types of components and items are a part of this category.
  • Mechanical: These items and components are those that have moving, working parts. Firearms and other gear-driven types of components and items are a part of this category.

Universal Units and "Life Debt"

Universal Units are the game's "dollars and cents" so-to-speak, representing the actual currency of the world. Units, like components, cannot be created and have no mechanical purpose outside of serving as a form of currency that can be used to buy items and pay plot-dictated debts. Generally, Units are valued higher by NPCs and Plot organizations in the game, sometimes to the point where bartered goods are heavily devalued or refused entirely.

Beyond this, characters in the game, by default, "owe their lives and livelihoods to their MegaCorp or Free Agency Sponsors." This is essentially "plot fluff" to explain the game's mechanical "economic upkeep system." For more plot information about this and the game in general, see our Plot Wiki.

Life Debt is a measurement of how much characters need to "pay back into the system." From an economical standpoint, this helps maintain a flow of Units and barter to and from staff / NPCs and the players. This allows for realistic markets, valuing and devaluing of currencies and goods, supply and demand, and encourages thoughtful resource management for characters.

By default, all characters in the game start with a 500,000 Unit Debt and must make minimum quarterly payments of 5,000 Units. If a player acquires more Life Debt, for every range of 250,000 Units, the character must pay an additional 2,500 Units per Quarter (E.G. between 500,001 and 750,000 owed Units, it's 7,500 Units per quarter, between 750,001 and 1,000,000 owed it's 10,000 Units per quarter, etc.) Failure to make these payments will carry with them in-game consequences, up to and including in-game garnishments, law enforcement manhunts, and more.

Research and Development

Characters with an appropriate Craft Ability are capable of attempting to Research and Develop new items with unique, custom abilities. The crafter may work with the rules team to create these custom mechanics in terms of overall potency, value, components, and exact mechanical effect of the potential new item (keeping in mind that the rules team has final say and sole discretion in the final, approved item as per the normal custom ability or item rules). Please see the Death and Taxes section regarding Crafting Research and Development for more information on how this specifically works

Heirloom Items Craft and Repair

Certain items in the game can have extraordinary or unique qualities at any given rank of item, making them considered a special subset category of item called Heirloom.

  • Heirlooms can be learned by characters in order to craft or to be Blue Printed
    • Characters can learn to craft Heirloom Items as if they were normal items, but all Heirloom items require a special, high-value equal rank or higher "Heirloom Component" to craft the item in-game.
      • The Heirloom Component can never be subbed out or replaced for any other component when crafting.
    • Normal Reverse Engineer / Blue Print rules apply, except that it takes 4 hours by default to learn any Heirloom
    • Even with special abilities or level platforms that may allow retention of components through disassembling / reverse engineering an item, unless explicitly stated otherwise, the Heirloom Component will always be lost.
  • Heirlooms are not repaired per the normal repair rules
    • In order to repair an Heirloom Item, this must be done via the Craft/Repair D&T move
    • When Repairing an Heirloom, please remember to reference the specific Heirloom Item card for any special components required to repair the Heirloom. This includes "recharging" Heirlooms that take charges of some kind to operate. The "Heirloom Component" is NOT required to repair Heirlooms in this way (unless otherwise specified by Plot due to a plot-relevant reason), but any other Named Components will be required as per normal.

Bonus Feature and Signature Mark Craft and Repair

Certain Classes (such as Mechanic and Biochemist) gain special "add on abilities" to items that they create. There are special repair rules for such items.

  • The character repairing the item must also possess the exact same Bonus Feature or Signature Mark in order to repair it normally at an event, as per the normal repair rules.
    • When repaired in this way, the item will retain it's Bonus Feature or Signature Mark.
  • These items may not be repaired at an event by characters who do not have the specific corresponding Bonus Feature / Signature Mark abilities.
  • Broken items with Bonus Features / Signature Marks or such items needing their charges refilled that have Bonus Features / Signature Marks can be repaired by any crafter with the appropriate Repair ability via the Craft/Repair D&T Move
    • This may be done regardless of whether or not that character has the specific corresponding Bonus Feature / Signature Mark ability.
    • If repairing a broken item in this way, the Bonus Feature/Signature Mark "add on ability" is removed from the repaired item and it counts as a normal version of that item from now on.
    • If simply repaired in this way to refill charges, the item will retain its Bonus Feature / Signature Mark ability.

All other craft and repair rules otherwise apply.

Software Rules

Software is a special type of craft category available in the game and a part of our Cyber Rules. Please see Cyber Abilities for rules regarding Software and a List of Available Software.

Addiction Rules and Boosts

Related to the economy rules of the game are certain "Addictive" items, specifically Biochem items that are labeled as "Addictive" (or have an appropriate "Addictive Agent" added to them) or a special type of item called Boosts. Please see Addiction Rules for general rules regarding how Addiction in the game works. Please see Boost Rules for general rules regarding how Boosts in the game works.

Common Item and Component Tables

Item and Component tables for the game can be found here: List of Common Items and Components