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projects:odds_rpg:systems:economy [2026/02/17 20:29] – created freedomotterprojects:odds_rpg:systems:economy [2026/02/17 21:43] (current) freedomotter
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 ====== Economy & Wealth ====== ====== Economy & Wealth ======
  
-ODDS RPG supports two styles+ODDS supports two approaches to wealth: 
-  * **Wealth Tiers** (recommendedfor fast play + 
-  * **Currency** (optionalfor gear-heavy campaigns+  * Abstract Wealth (narrative-focused
 +  * Concrete Currency (credit-based tracking) 
 + 
 +The GM chooses one method at campaign start. 
 +Do not mix systems unless intentionally blending genres.
  
 ---- ----
  
-===== Wealth Tiers (Recommended) =====+===== Option 1: Abstract Wealth =====
  
-Your Wealth is single rating from 0–4.+Characters have Wealth Rating from 0 to 5.
  
-^ Tier ^ Name ^ What it means ^ +– Destitute   
-| Broke | You scrape by, barter, owe favors | +– Poor   
-| Modest | You can afford common gear & travel | +– Modest   
-| Comfortable | You can buy quality gear, maintain a vehicle | +– Comfortable   
-| Wealthy | You can fund operations, hire help | +– Affluent   
-| Elite | You can influence marketsinstitutions |+5 – Wealthy   
 + 
 +Wealth reflects access to gearcontacts, and lifestyle. 
 + 
 +It is not exact currency.
  
 ---- ----
  
-===== Buying Things =====+===== Making Purchases (Abstract) =====
  
-If the item is **at or below** your Wealth tier+Routine purchases
-  You get it.+  Automatically succeed if reasonable for your Wealth level.
  
-If the item is **above** your tier+Significant purchases
-  Roll 1d20 + Presence + (Contacts/Streetwise/Business skill if relevant) vs TN 15.+  Roll 1d20 + Wealth against a TN set by the GM. 
 + 
 +Suggested TNs: 
 + 
 +Basic Gear → 8   
 +Quality Equipment → 12   
 +Specialized Equipment → 15   
 +Rare or Restricted → 18   
 +Legendary or Black Market → 22  
  
 On success: On success:
-  You acquire it, but choose one: +  You acquire the item.
-    * Debt: Gain 1 Obligation +
-    * Burn: Reduce Wealth by 1 until end of session +
-    * Heat: GM adds a complication tied to the purchase+
  
 On failure: On failure:
-  You can’t get it right now, OR you can still get it but take **two** consequences above.+  You cannot afford it right now
 +  The GM may offer a narrative complication instead. 
 + 
 +On Strong Success: 
 +  Wealth does not decrease. 
 + 
 +On failure by 5 or more: 
 +  Wealth decreases by 1. 
 + 
 +Wealth never drops below 0. 
 + 
 +Wealth may increase after major rewards or successful ventures.
  
 ---- ----
  
-===== Rarity Bands =====+===== Option 2: Concrete Currency =====
  
-^ Rarity ^ Suggested Wealth ^ +Characters track credits, gold, or equivalent currency.
-| Common | 1 | +
-| Uncommon | 2 | +
-| Rare | 3 | +
-| Legendary | 4 |+
  
-Examples by genre+Example starting funds: 
-  * Fantasy: Rare = enchanted weapons, elite mounts +  500 credits (Tier 2 Heroic) 
-  * Sci-fi: Rare = military-grade tech, restricted cyberware + 
-  * Western: Rare = Gatling gun access, railroad contracts+Equipment has fixed costs determined by the GM. 
 + 
 +Track purchases normally. 
 + 
 +This mode is recommended for: 
 + 
 +  * Gritty campaigns 
 +  * Survival-focused play 
 +  * Cyberpunk settings 
 +  * Economic or trade-heavy stories
  
 ---- ----
  
-===== Loot Rewards =====+===== Lifestyle Upkeep =====
  
-When the party completes a major job+In Abstract mode
-  * Increase party Wealth by 1 step for the next session (temporary) +  Lifestyle is covered by Wealth rating. 
-  OR + 
-  * One character increases Wealth permanently (GM choice) +In Concrete mode: 
-  OR +  Minor living expenses are ignored unless narratively important. 
-  * Gain a permanent asset (safehouse, ship upgrade, patron)+ 
 +The GM may impose periodic upkeep costs for
 + 
 +  * Starships 
 +  * Vehicles 
 +  * Bases 
 +  * Cybernetics maintenance 
 + 
 +Only track upkeep if it supports the tone of the campaign.
  
 ---- ----
  
-===== Obligations (Simple Debts) =====+===== Salvage & Rewards =====
  
-Track Obligations as boxes☐ ☐ ☐+Rewards may grant:
  
-When you take Debtcheck a box+  * Wealth increase (Abstract mode) 
-At 3 boxes+  * Currency payout (Concrete mode) 
-  A creditor, rival, or authority shows up to collect (GM creates a scene).+  * Assets (labsvehicles, safehouses) 
 +  * Reputation boosts 
 + 
 +Wealth increases should be meaningful
 +Avoid frequent +1 increases unless campaign scale supports it. 
 + 
 +---- 
 + 
 +===== Blended Mode (Optional) ===== 
 + 
 +For hybrid campaigns: 
 + 
 +  Use Concrete Currency for gear. 
 +  Use Wealth Rating for influence and lifestyle. 
 + 
 +Example
 +  A character may be low on credits but still socially connected. 
 + 
 +Blended mode requires GM discipline to avoid double benefits. 
 + 
 +---- 
 + 
 +===== Design Notes ===== 
 + 
 +Abstract Wealth: 
 +  * Fast 
 +  * Narrative-focused 
 +  * Low bookkeeping 
 + 
 +Concrete Currency: 
 +  * Detailed 
 +  * Tactical 
 +  * Resource-driven 
 + 
 +Choose the method that reinforces your campaign tone. 
 + 
 +Switching mid-campaign is possible, but requires recalibration. 
 + 
 +----
  
-Clear one box by: +ODDS RPG Economy v1.0 Playtest
-  * Paying it off (job, cash, favor) +
-  * Taking a dangerous deal +
-  * Burning a relationship (lose a contact)+
  
projects/odds_rpg/systems/economy.1771360166.txt.gz · Last modified: by freedomotter

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