Economy

Buying & Selling Common Goods
Trade has been standardized throughout the galaxy through the use of Credits allowing common items bought and sold in one location to be sold or bought in another using the same currency to ensure value is maintained more efficiently. Our standard for all price points will be those listed in the Roll20/SRD compendium whenever possible to ensure info can be searched by anyone when needed.

That said, the economic level of a planet will impact the exchange rate on goods as will differences in supply and demand. A planet that is well off financially will have a higher standard of living and thus items bought there will cost more than if the same item was bought on a planet with a noticeably lower standard. To streamline this, planets will be given a 1-5 rating to indicate their overall economic level. The level will adjust the price for the item when trying to buy them. (This info will usually be given as part of the mission briefing when a new planet is introduced.)

Ex- Silk rope (50 ft)- 10c


 * Level 1- 5c
 * Level 2- 7c
 * Level 3- 10c
 * Level 4-15c
 * Level 5- 20c

Some items, though, will be more rare in certain places than in others. These items are valued differently for their rarity and thus invert the normal table.

Ex- Potion of Healing- 50c


 * Level 1- 100c
 * Level 2- 75c
 * Level 3- 50c
 * Level 4- 35c
 * Level 5- 25c

Services (such as staying at an inn or visiting a clinic) will follow a similar standard of relative value.

Mech-onomics
While general/common goods may vary throughout the galaxy, the prices of mech parts and services are more hardset throughout due to being dictated by the manufacturers themselves. This means it will not matter where you are in the galaxy, getting a new weapon installed on your mech will be the same cost no matter what.

The price of a brand new mech is 10,000c. Meanwhile, the price of a major upgrade, equivalent to an ASI or a feat, will be 1,000c. However, there are always used parts dealers that will offer similar products at a 25% discount as a scratch and dent sale. Anything purchased this way will come with a potential defect that may or may not be disclosed to you at time of purchase depending on how shady a dealer you’re dealing with.

Mechs will have a general cost for Leveling Up that is proportional to the level being achieved. Going from 1st to 2nd level will cost 100c, 2nd to 3rd will be 200c, 3rd to 4th is 300c, etc. Leveling Up your mech will give it the needed upgrades to install and use higher level abilities which then are sold at a cost themselves. Standard abilities that you unlock through Leveling Up will cost 500c as a standard or 1000c for abilities added from another class, and new spells added will be 250c for two new spells and new cantrips will be 175c for two. (Note: As part of this, all caster classes will operate on the Spells Known system rather than Spells Prepared.  Wizards will gain an extra 3rd spell at the same 250c price).

Ex- Yuri is Leveling Up her Rogue Class mech from 6th level to 7th. To do this, she must first pay the 600c upgrade cost to the mech itself that allows her to equip 6th level abilities. Next, she pays 500c for the Evasion ability. If she wished, though, she could purchase the Evasion ability from a used parts dealer for 375c instead, but because she chose to cut the corner, the part has a defect that makes the DC higher for every save she has to perform to use it.

Ex 2- Molly is Leveling Up her Druid Class mech from 8th to 9th level. This costs her 800c for the initial round of upgrades, but because her mech is a “Caster” Class, her weapons capacity is upgraded as well as part of this fee. (Ie- Her spell slots increase). At this same time, though, she pays 250c to have Call Lightning and Blight installed on her mech for her to use in combat.

Ex 3- Let’s say Jay is Leveling Up his Sorcerer Class mech from level 6 to 7, but in addition to the normal weapons capacity upgrade, he wants to add in the Divine Smite ability from the Paladin Class as well. To do this, he must pay the 600c upgrade cost, then he must pay 1000c for the new ability- 500c for the actual parts needed for the ability, and 500c more for the converter kit needed to apply those parts to his mech.

Saturn Co Payment
Per your contract with Saturn Company, you will receive the following benefits:


 * a regular base salary of 150c twice a month or 300c monthly.  (For ease of purpose, you will have 1 or 2 missions a month, so the 150c/300c reflects you being paid at the end of each mission.)
 * An equal share of any extra money that is made in the course of a mission.
 * Note: This does not permit open piracy or crime while on duty with Saturn.  Any unauthorized, illegal, or unsavory activity above and beyond the call of the mission can result in suspension without pay.
 * A party wide 300c stipend for Reasonable Expenses that are made as part of the mission.
 * Ex- The party could pay for 6 healing potions on the course of the mission, or maybe 3 healing potions and rooms at an inn for a few nights.  However, the party may not take the credits to a casino and put them all on black.
 * Room, Board, and Medical on the Saturn V
 * Basic repairs and upkeep to all mechs
 * Major repairs will require an additional out of pocket to the pilot to cover the extra expenses.  This means any mech that goes below 25% HP or loses a limb will have to pay more for the repair.

While not on missions, downtime can be spent doing extra work if you would like to make some extra money. This can mean smaller solo missions or another kind of independent work away from regular duties with Saturn. So long as the work would not interfere with your normal assignments, and is presented to the captain (and Libby) for sign off, it will likely be good to go.

Sponsorship Pacts
Over the course of your career with Saturn, you may find yourself being contacted by people who wish to hire you to represent their company in some way or form. A contract with terms would be presented/negotiated, and if you sign on the dotted line, a boon will come your way! Easy as that! The exact details of the deal made will vary, but all will follow the idea that more exposure or demand on you, the pilot, will result in more payment. One company may pay you an extra 20c per mission in exchange for displaying their logo on your mech. Another may request that you perform as part of an event and give a lump sum of 750c. Some could even directly give upgrades in exchange for your service. Some deals will also require you to maintain a certain public image or abide to certain restrictions in order to remain in good standing with the sponsor.

Any income earned this way will be entirely yours, though, making sponsors a handy avenue for getting more money quickly.

Ex- Turk’s work in the Norma Sector attracted the attention of the NorthWest Co. who wishes to make him an advertising partner. NorthWest Co offers him 50c per mission as well as a 300c signing bonus, and in exchange, Turk must change the color scheme of his mech to match the company’s colors and the sword arm of his mech must wear a decal of the company’s logo at all times. In addition, Turk must maintain a Lawful or Neutral Good public perception, and he is not allowed to use any product or service associated with NorthWest Co.'s competitors.

While signing a sponsorship deal can be lucrative, especially over the long term, it can also have risks involved as well. While many businesses are strictly in the money making line of work and some may even have true altruistic motives, there are always those that are less than On The Level and may have contract terms that are much more predatory in their nature. Breaking the terms of your contract, though, can put a blackmark on your record and make any future sponsors much more reluctant to take the chance on partnering with you. Additionally if any parts are given via a sponsorship contract, some companies interpret them as being under company control still, meaning a breach of contract can incur the danger of repossession.