Mythic Economics

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ECONOMICS

Designed for Civilian and Business interactions within the world of Halo.

An expansion that broke me for Mythic 6.1 and newer

1
CONTENTS
TRADES .................................................................................................................................................................................... 3
ECONOMIC RULES ................................................................................................................................................................... 4
AVAILABILITY ....................................................................................................................................................................... 4
QUALITY .............................................................................................................................................................................. 4
BLACK MARKET DEALS ........................................................................................................................................................ 4
AVAILABILITY ....................................................................................................................................................................... 5
QUALITY .............................................................................................................................................................................. 5
RESEARCH AND MANUFACTURING......................................................................................................................................... 6
RESEARCHING FOR MANUFACTURING ............................................................................................................................... 6
PROTOTYPING ..................................................................................................................................................................... 6
UNFINISHED PROTOTYPES .................................................................................................................................................. 7
SELLING PRODUCTS................................................................................................................................................................. 7
RATE OF SALES .................................................................................................................................................................... 7
SELLING IN BULK ................................................................................................................................................................. 7
PRODUCTION AND INFRASTRUCTURE .................................................................................................................................... 8
PRODUCTION LNIES: TIME AND COST................................................................................................................................ 8
RENTING PRODUCTION LINES ............................................................................................................................................. 8
INFRASTRUCTURE ............................................................................................................................................................... 8
BUILDING CONSTRUCTION.................................................................................................................................................. 9
PURCHASING BUILDINGS .................................................................................................................................................... 9
SPENDING INFRASTRUCTURE ........................................................................................................................................... 10
TAXES, TARIFFS, TOLLS .......................................................................................................................................................... 11
SMUGGLING ...................................................................................................................................................................... 11
BANKS AND LOANS ............................................................................................................................................................... 12
INSURANCE ....................................................................................................................................................................... 12
PATENTING YOUR PRODUCTS ............................................................................................................................................... 13
LICENSING FOR PRODUCTS ............................................................................................................................................... 13
INVESTING ............................................................................................................................................................................. 13
BUSINESS AND INVESTMENT EVENTS ............................................................................................................................... 14

2
TRADES
LEARNING TRADES PAY
Trades are the same as Educations but learned as a way to perform a When performing a Trade for service, the Character will receive Pay
service. If a Character has an Education, they may learn the Trade based on the Trade. Pay is the daily amount of cR the Character gains.
version of it at only 50 Experience or by paying the difference in When a Character performs a service, they are spending a minimum
Experience between the two. of 8 hours of the day working.
While working, the Character makes a test by rolling a D100.
TRADE LIMITATIONS The following Chart will show the outcome of the Character being
Trades and Educations share the same limits for how many can be able to find work and having the option to take extra work for
taken. However, an Education and Trade that cover the same topic increased Pay at the cost of Fatigue. Extra work is optional.
can be combined into one.
TEST RESULT
LACKING TRADE 01-05 The Character couldn’t find proper work for the day. Pay
A Character lacking a Trade will not be able to properly perform the is reduced by 1.
service required. A Character without the Woodworking Trade will 06-75 The Character finds work as normal. Pay is unaltered.
not be able to perform the Woodworking service for profit. If the 76-85 The Character is able to find extra work. Pay is increased
Character has an Education that would work for a Trade, they may by 1 and the Character gains +1 levels of Fatigue.
perform the service with the pay reduced by 1. 86-90 The Character finds plenty of extra work. Pay is increased
by 2 and the Character gains +2 levels of Fatigue.
LACKING A TRADE 91-100 The character finds a lot of extra work, Pay is doubled and
Use Trades the same way you’d use Educations. This includes the Character gains +3 levels of Fatigue. If the pay being
Education Tests, Skill Use, and any other rules involved. There are jobs doubled wouldn’t pay more than the previous Result,
that can be done without a trade, such as manual labor. These jobs increase pay by until it is 1 higher.
have a Pay of 1 and can still receive the benefit of gaining Fatigue to
increase the Pay for the day.

TRADES TYPE DESCRIPTION PAY +5 +10


Cooking Basic Food preparation, serving, and other food-related jobs. Use with Technology and Survival Skills. 2 50 100
Factory Work Basic Working factory lines, production lines, packaging, etc. Technology Skill. 4 50 100
Cobbling Basic Shoe craftwork, creation and repair. Used with Technology Skill. 2 50 100
Tailoring Basic Clothing creation, alteration, and repair. Covers Tailoring, Glover, Hatmaker and Seamstress. Used with 2 50 100
Technology and Survival Skills.
Blacksmithing Basic Armor creation and repair. Used with Technology Skill. 4 100 200
Weapon Basic Weapon creation and repair. Covers Weapon Smithing and Cutler. Used with Technology Skill. 4 100 200
smithing
Locksmithing Basic Creating and repairing locks and keys, unlocking locks and replacing keys. Used with Technology and 3 75 150
Security Skills.
Escorting Basic Knowledge of locations, travel, and safety. Put to use escorting others safely to desired locations. Covers 5 125 250
Escort, Drayman, Ferryman and Watchman. Used with Navigation and Survival Skills.
Architecture Advanced Knowledge of building, blueprints, and more. Covers Masonry and Carpentry. Used with Technology and 5 125 250
Security Skills.
Entertainer Basic Knowledge of entertainment, including music, comedy, etc. Covers Entertainers, Jesters, and Musician. 2 50 100
Used with any Social Skills.
Artist Basic The ability to paint or perform other artistic expression. Used with any Social Skills. 3 75 150
Handler Advanced Capability of handling and training animals. Covers Messenger Pidgeon, Dog Trainer, Mount Trainer, and 3 75 150
others involving animals. Used with Survival and any Social Skills.
Religion Basic Jobs based on religion, whether it be a pastor, a pardoner, and more. Used with any Social Skills. 2 50 100
Weaver Basic Basketwork, weaving work, and the creation of cloth. Covers Weaver and Ropemaker. Used with Survival 2 50 100
and Technology Skills.
Jeweler Advanced Molding, carving, cutting, and more. Covers metals and stones for jewelry. Used with Technology Skill. 6 150 300
Wordworking Basic The use of carving, cutting, and assembling with wood. Covers Cartwright, Woodcarver, and more. Used 3 75 150
with Technology and Survival Skills.
Medication Advanced The use of medication, doctor work, and more. Used with Medication, Survival, and Technology Skills. 6 150 300
Merchant Basic One that buys and sells goods, including travel and trade. Used with any Social Skills. 3 75 150
Demolitions Advanced While the Education for Demolitions is Basic, the Trade is Advanced as you are doing difficult chemical 5 125 250
work on a daily basis to create explosives. Used with Demolition and Technology Skills.
Hunting Basic Hunting and fishing for food. Includes foraging for plant life. Used with Investigation, Athletics, 3 75 150
Technology, Security, and Survival Skills.
Farming Basic Farming of crops, food, and plant life. Used with Survival< technology, and Investigation Skills. 3 75 150
Cyberneticist Advanced Technology and Intellect Skills. 2 150 300
Banker Advanced Negotiation and Technology Skills. 4 100 200
Merchant Basic Negotiation Skill. 3 75 150
Mechanic Basic Repair and upkeep on vehicles. Used with Technology Skill. 3 100 200

3
ECONOMIC RULES

AVAILABILITY To find a supplier or broker, use the Availability based on


Trade systems were slow, bartering was common, and many places the type of location the Players are currently in. The time that it takes
were closed off from the rest of the outside world. The GM may roll to find a supplier is based on the type of goods or needs.
to see if the any requested goods and services are available. If other Characters are assisting in the Research, reduce the
The GM may apply further changes to the Availability hours by 1 for each Character assisting, to a minimum of 1 hour.
percentage based on narrative themes such as material shortages,
war, trade route issues, overabundance, etc. SUPPLIER OUTCOME
On failed rolls, the GM and Players may reroll with a +10 to Goods 1D5 hours, reduced by 1 for each Degree of Success
the Availability percentage to find if the item they’re looking for can Services 1D10 hours, reduced by 2 for each Degree of Success
be delivered from another town. In doing so, the GM then rolls 5D10 Trading 1D5 hours, reduced by 1 for each 2 Degrees of Success
to see how many days it would take for the item to arrive. For each Broker 1D10 hours, reduced by 1 for each 2 Degrees of
day, the price of the items being delivered are increased by 1 cR. Success
Black 3D10 hours, reduced by 2 hours for each Degree of
QUALITY Market Success.
Quality is an optional Rule GMs can use to introduce more interesting
scenarios in the world of buying and selling. When a Character is BLACK MARKET DEALS
looking at equipment to buy or are scavenging from a battle, the GM Black Markets are illegal underground trading circuits that allow
can roll a D100. The result of this roll is the quality of the weapon, people to get their hands on illicit goods or use backdoor means to
which can be found in the table at the bottom of the page. gain access to goods at a cheaper rate by avoiding taxes, tariffs, or
Characters may use their Investigation Skill to determine government fees.
the quality. This may be improved with Educations such as Armor and The Black Market can be accessed using the Black Market
Weaponsmith. If Successful, the Character determines the quality. Street Smarts Education. A Successful Black Market Test using a
The GM may use this to sell Characters lesser goods at chosen Skill will give the Players access to the Black Market. This Test
normal prices if they fail their Investigation Tests. The GM may then can be given Bonuses or Penalties based on the population and
let the Player know the quality of their weapon when they first make economics of the location.
an Attack with it, or the Armor when they are first struck. Black Market prices will increase based on rarity and how
The GM may also let Characters attempt to fool merchants dangerous the item is. Weapons will always be at a 2x multiplier in
by buying goods outside of the price of their true quality. This is where price, while Covenant goods will be at an extra 3x multiplier in price.
the various Social Skills come into play. Forerunner goods will be at a 10x multiplier in price. That is, if you can
even get the trust of your sellers.
CHANGES IN QUALITY Rarity should also play a part in the price. The GM may use
When a Weapon or Armor takes enough Break Point Damage, the the Availability Chart. Roll a D100 for the location the Characters are
Quality of the Weapon can change. currently in. For every 10 over the listed number, the price gains a
+1.5 to the multiplier of the item.
EXCHANGING CURRENCY The GM may treat any failed rolls with 2 or more Degrees
When traveling locations, there is a currency exchange that may need of Failure as a way to alert law enforcement or to gain the ire of those
done in order for a player to still use their currency. When the who run the black market.
Characters go somewhere that uses a different currency, the GM may
roll a 1D100, where the outcome lists the difference between the BUYING IN BULK
currencies at the current time. For example, the current currency may Buying in bulk will reduce the total price per item based on the
be weaker, thus having more buying power for the players. amount being purchased and based on the total price. The cost of an
item cannot drop below 1 cR per item, and the total reduction of price
1D100 OUTCOME is at a minimum of -1 cR.
1-4 20% loss in currency transaction. Anything that would normally be purchased in bulk cannot
5-10 15% loss in currency transaction. gain the benefits of buying in bulk of 10-100. This includes things like
11-20 10% loss in currency transaction. ammunition, glowsticks, cigarettes, or anything else that is commonly
21-39 5% loss in currency transaction. purchased in these amounts.
40-70 Currencies are equal in current value.
71-80 5% gain in currency transaction. AMOUNT OUTCOME
81-90 10% gain in currency transaction. 50+ The price is reduced by 5%. Some items exempt.
91-94 15% gain in currency transaction. 200+ The price is reduced by 10%. 25% of the money
95-100 20% gain in currency transaction. must be paid upfront.
2,000+ The price is reduced by 20%. 50% of the money
FINDING SUPPLIERS FOR TRADING, BROKING, ETC must be paid upfront.
The larger the world, the easier it is to find trading and supply lines to 10,000+ The price is reduced by 30%. 60% of the money
meet your needs. The larger the city or more advanced a planet’s must be paid upfront.
economic infrastructure, the much easier it becomes to find what 100,000+ The price is reduced by 50%. 80% of the money
you’re looking for. It also becomes much easier for law enforcement must be paid upfront.
to begin suspecting illegal trading and brokering.

4
AVAILABILITY
ITEM OUTPOST TOWN CITY METROPOLISE ECONOMIC ZONE
General Goods 85% 90% 100% 100% 100%
Services 85% 95% 100% 100% 100%
Travel and Work Equipment 50% 75% 100% 100% 100%
Tools 90% 95% 100% 100% 100%
Local Weapons 80% 85% 95% 100% 100%
Uncommon Weapons 50% 65% 80% 95% 100%
Covenant Equipment 1% 2% 5% 10% 25%
Forerunner Equipment 1% 1% 1% 1% 2%
Military Infantry Equipment 10% 40% 60% 80% 100%
Heavy Military Equipment 1% 2% 30% 50% 80%
Black Market Availability -20 Penalty -10 Penalty -- +10 Bonus +30 Bonus
Building Construction 50% 65% 100% 100% 100%
Commercial Real Estate 10% 50% 100% 100% 100%
Space Port 15% 35% 100% 100% 100%
Food Production Line 1% 25% 100% 100% 100%
Standard Production Line 1% 15% 100% 100% 100%
Large Assembly Line 1% 2% 5% 75% 100%
Shipyard Assembly Line 5% 1% 5% 25% 25%
Advanced Production Line 1% 1% 5% 10% 10%
Warehouse 1% 1% 100% 100% 100%
Office Building 1% 5% 100% 100% 100%
Factory 5% 10% 100% 100% 100%
Shipyard 10% 5% 15% 25% 50%
Dry Dock 25% 15% 85% 100% 100%
Storefront 50% 100% 100% 100% 100%
Space Station 1% 1% 10% 85% 100%
Trade Outpost 85% 15% 75% 95% 100%
Research Facility 1% 1% 5% 25% 50%
Bank 25% 85% 100% 100% 100%
Mining Facility 20% 5% 25% 25% 25%
Mechanic Garage 50% 75% 100% 100% 100%
Hospital 20% 60% 100% 100% 100%
Power Plant 15% 35% 80% 100% 100%
Transportation Hub 25% 15% 100% 100% 100%
Space Elevator 5% 5% 85% 95% 100%

QUALITY
QUALITY CHANCE EXPLANATION
Cheap 1-10 The product is cheaply made. Breakpoints of Cheap products are reduced by 50%.
Weapons: Reduces Base Damage by 5 and Pierce by 2. If the weapon does not have Pierce, it loses 6 Base Damage,
instead.
Armor: Reduces Armor Rating on all Locations by 5.
Vehicles: Reduces Acceleration, Braking, and Top Speed by 50%.
Poor 11-20 The product is cheaply made. Breakpoints of Poor products are reduced by 25%.
Weapons: Reduces Base Damage by 1 and Pierce by 2. If the weapon does not have Pierce, it loses 2 Base Damage,
instead.
Armor: Reduces Armor Rating on all Locations by 3.
Vehicles: Reduces Acceleration, Braking, and Top Speed by 25%.
Standard 21-97 The weapon or armor is unchanged from the stats.
Premium 98-99 The product is high quality. Breakpoints of Premium products are increased 50%.
Weapons: Increases Base Damage by 1 and Pierce by 2. If the weapon does not have Pierce, it gains 2 Base Damage,
instead.
Armor: Increases Armor Rating on all Locations by 2.
Vehicles: Increases Acceleration, Braking, and Top Speed by 10%.
World- 100 The product is near perfection. Breakpoints of World-Class products are doubled.
Class Weapons: Increases Base Damage by 3 and Pierce by 2. If the weapon does not have Pierce, it gains 4 Base Damage,
instead.
Armor: Increases Armor Rating on all Locations by 4.
Vehicles: Increases Acceleration, Braking, and Top Speed by 20%.

5
RESEARCH AND MANUFACTURING

RESOURCES Basic complexity prototype needs a Prototype Characteristic of 80 to


Resources are needed for manufacturing or can be used for trading. be considered a complete success.
Resources are the materials needed for manufacturing goods and To begin prototyping, the Character will make an Education
creating prototypes. Test fitting to the product being created, or an Intellect Test without
Resources will always be cheaper than the final product, the Education. Simple Prototypes gain a +20 Bonus, Basic Prototypes
and the resource needed is equal to 40% of the total price of the item gain no Bonus or Penalty, Advanced Prototypes gain a -10 Penalty,
being made. Resources are generally purchased in bulk but can still and Cutting-Edge Prototypes gain a -20 Penalty.
be purchased in small enough amounts for the needs of creating For every Degree of Failure, the Character will have wasted
single items or prototypes. a day and gain no progress. For every Degree of Success, the
Character gains +10 to the Prototype Characteristic and add 1 day to
FABRICATION AND MANUFACTURING the amount of time that has passed.
Manufacturing goods is both an expensive and lucrative business Depending on the complexity of the product being created,
option, allowing Characters to research, gather materials, and begin the Prototype Characteristic must equal a set number to be
mass-production of desired items for the use of selling, trading, and considered finished and without any faults. This means your product
use on the battlefield. will be ready for manufacturing.
Fabrication and Manufacturing requires owning
manufacturing plants and warehouses or renting out the use of these IMPROVING QUALITY
services from others. The Players and GM must first discuss and There are two types of Qualities that can be obtained only by pushing
decide the approach the Players will be taking. Are they going to own a Prototype far beyond its original needed Characteristic. These are
the means of their own production, or will they be paying for the Premium and World-Class. Certain items also gain extra benefits, such
means of production. as firearms, armor, vehicles, and more.
To begin this process, the Characters must first have a Premium Quality increases the price a product can be sold
Prototype created, alongside a detailed process for the creation of the by, by double.
object that can be followed for mass-production. World-Class Quality increases the price a product can be
sold by, by quadruple.
RESEARCHING FOR MANUFACTURING
Using a fitting Education or hiring someone with said Education, the COMPLEXITY STANDARD PREMIUM WORLD-CLASS
Character must roll an Education Test. The amount of time needed to Simple 200 300 400
complete the research to begin prototyping is listed in the table Basic 300 450 600
below. For each Character assisting in the Research, the Test is Advanced 400 600 800
reduced by 1D10, to a minimum of half of the dice originally listed. Cutting-Edge 600 900 1,200

COMPLEXITY OUTCOME CHEAP AND POOR QUALITY


Simple Commonly mass-produced goods. Examples Sometimes there is need for lower quality goods, such as cheaper,
include culinary, brewing, tailoring goods, etc. less premium goods that lower-income families can afford. Some
1D10+10 days, reduced by 1 day for each Degree of businesses may also look for lower-quality tools and goods to
Success. purchase to make their own products with. The players can
Basic Commonly mass-produced goods that have some purposefully reduce the Quality of a product to Cheap or Poor.
complicated parts, materials, or manufacturing Depending on the product and reasoning of the Players, the
needs. Examples include standard firearms, normal GM can decide not to punish the players for making lower quality
body armors, agriculture needs, etc. 6D10+15 days, goods. As an example, cheap vehicles can be created for lower prices
reduced by 1 day for each Degree of Success. to increase the possibility of selling the vehicle as an affordable
Advanced Rarely produced goods or mass-produced goods option.
that have many complicated needs to create.
Examples include non-standard firearms, LARGE-SCALE PROTOTYPING
aeronautics, military, etc. 8D10+25 days, reduced The larger the scale that a prototype is, the longer it will take and the
by 1 day for each Degree of Success. possibility of more needs to finish the project. For example, vehicles
Cutting-Edge New, incredibly rare goods, or goods that are are larger than something like creating a firearm. These will take more
almost never produced in large numbers. Examples time.
include Slipspace, alien technology, military For every Size Point of a vehicle prototype, it will take 1
prototypes, etc. 10D10+30 days, reduced by 1 day extra day per each Test made and the Character will need access to a
for each Degree of Success. garage or enough room outside to perform the work needed.
For things like starships, every Test will instead take 1 week
PROTOTYPING to be made and the Character will need access to a ship dock and the
Prototyping is when a Character has early versions of the goods tools it takes to manufacture something of this scale.
developed for testing. Prototyping can be an expensive process that
can be eased by reverse-engineering and Infrastructure. REVERSE ENGINEERING FOR PROTOTYPING
Prototypes cost money to create. Each day, creating Reverse Engineering a similar product will give benefits to the
Prototypes of a product costs cR equal to the final cost of the product, Prototype Characteristic. Each day when the Character is rolling the
not counting Premium or World-Class products. This means that the Test to attempt to increase their Prototype Characteristic, the
more the Character fails on a prototype, the more expensive it Character must also roll a Technology Test. This will be the Character
becomes. The goal is to get the Prototype Characteristic of the item attempting to understand and make use of the existing product or
being made to a set value based on its complexity. For example, a item as they work on their own prototype.

6
For every Degree of Success on the Technology Test, the When a product is ready to hit the market, the Player will
Character will gain an extra +5 Bonus to the Prototype Characteristic, make a Charisma, Leadership, or Intellect Test. This can be improved
to a maximum of +20. by various fitting Educations depending on the market, product, or
If the Character gains half or more of their total Prototyping locations the product will be sold.
Characteristic on the product from reverse engineering, the GM can The GM can then give a +10 Bonus to the Test if the
allow for eventual issues where the Character can get in trouble for Characters involved made proper research and followed necessary
copying a product, infringing on copyrights, etc. procedures. The Character gain also gain a +10 Bonus for each
When attempting to reverse-engineer alien technology, partnership that was gained or used to make the product, such as
make sure the Character is rolling on the proper Technology military bodies, investors, banks, merchants, and other corporations.
Characteristic needed. The GM should also make sure to introduce Products that have a common use will also gain another +10
Penalties based on the possible complexity of the item being reverse Bonus to this Test, and Products that don’t have competition and
engineered. have a market can gain an extra +10 Bonus to this Test. Some products
may also have almost no chance of failure and the GM should take
AI ASSISTED PROTOTYPING this into account.
When an Smart AI or Dumb AI Character is assisting in the Prototype Products that were built from unfinished prototypes will
phase of a product, they are able to make double the Prototype Tests give a -10 Penalty to the Test for every issue that was rolled. Issues
per day, and every Degree of Failure will take half of a day, instead of that can be seen right away will give an extra -10 Penalty to the Test.
a full day. The Characters can also decide to sell their product at a
higher cost, or selling a lower-quality item for the same price as a
UNFINISHED PROTOTYPES higher-quality competitor. If the product cost is considered too much
If a Prototype is unfinished, but the Character wants to rush it into higher, especially higher compared to rivaling products, the GM can
production, the Character must roll on the chart below. The Character give extra Penalties to this Test, anywhere from -10 all the way to -40,
must roll a D100 and add the total amount of missing Prototype depending on the severity of the price difference.
Characteristic needed to finish the Prototype. For example, if the
Prototype was at 80, then the Character will roll D100+20. It is up to SUCCESS OR FAILURE OF THE SELLING TEST
the GM to decide what type of possible issue the prototype will have. If this Test fails, the product fails to sell 20% of the total product. For
each Degree of Failure, the percentage of unsold product is increased
1D100 OUTCOME by +10%, to a maximum of 100%.
1-20 The product is reliable and works fine. There is no If this Test succeeds, the product succeeds in selling, and
seeming issues with the prototype. each Degree of Success will help increase the time in which the sales
21-50 The product is unreliable after prolonged use. This are made. Each Degree of Success will increase the amount sold by
could mean having reloading or jamming issues on 10%, to a minimum of +1 sold per day.
firearms, issues with molding on food, etc.
51-60 The product is heavier than the original intended goal RATE OF SALES
by 25%. The rate at which goods will sell is based on the success of the
61-80 The product is disruptive after prolonged use. This product. Starting at 1 sold per day, each Degree of Success on the
could mean rounds exploding in the chamber of a gun, previous Selling Test will increase this by +10. This number is then
parts breaking after a month of use, and electronics or increased by the Infrastructure Characteristic that the Characters may
vehicles being prone to part failure. have.
81-100 The product is difficult and expensive to repair, The speed of sales can be increased by taking out adspace.
doubling the price and time needed to repair. There is Adspace is a Characteristic that will increase how many are sold per
also a chance that smaller shops will refuse to work or day, which will begin at 0 and increase by 5 for every 100 cR you
refurbish the product. spend. The Character then makes an Intellect, Charisma, or
101-120 The product is more expensive than originally Leadership Test. For every Degree of Failure, adspace is reduced by 1.
intended, increasing the price per product by 25%, to For every Degree of Success, adspace is increased by 1. The GM may
a minimum of 1 cR. give bonuses to this Test if the Players have a good plan for adspace
121-130 The product is disruptive when trying to use it, having and properly roleplay it, the better the idea, the higher the Bonus
a high chance of issues of use, whether it be longer should be. The same can also go for penalizing bad ideas.
reloads on a gun, being difficult to use or understand,
or be unattractive as a competitor to other products. SELLING IN BULK
Characters can gain business partners who can agree to buy certain
131-140 The Product is considered Poor Quality on the Quality
Chart. amounts of products. This could be a partner that agrees to buy a set
amount, a percentage of total production, or even an agreement to
141-150 The Product is considered Cheap Quality on the
buy all that is produced.
Quality Chart.
Selling in bulk to a company like this will reduce that
151+ The product has more than one issue. Reroll on this
amount needed to sell through rate of sales. If the company agreed
chart two times. If this has been rolled on more than
to buy all that was produced, then the Rate of Sales could be ignored
once, continue to reroll.
entirely. Examples of this could include the UNSC purchasing all of the
firearms you are producing, or a food chain purchasing 50% of all food
SELLING PRODUCTS items you are producing.
Selling a product is not a guaranteed process. Sometimes product will These could come with agreements made between the two
take a long time to sell, other times a product may never find a place parties. A company agreeing to purchase all goods could come with
in the market. A strong product with good research will go a long ways the downside that they would purchase them at a lower amount. But
to make sure that a product is successful. the upside comes from the fact that you know all of these products
will be sold regardless.

7
PRODUCTION AND INFRASTRUCTURE SHIP YARD ASSEMBLY LINE
Ship Yard Assembly Lines are Assembly Lines designed for use in a
PRODUCTION LNIES: TIME AND COST Ship Yard or Drydock. These are production facilities spanning
Production Times will be based off of the complexity of the items kilometers in size, designed to build some of the largest marvels
being created per production line, as well as the Plant type needed to Humanity has ever designed.
perform the manufacturing process.
The cost will be based on the item and the production ADVANCED PRODUCTION LINE
needed. This does not cover the Resources needed but does cover the Advanced Production Lines are engineering marvels. These high-
cost of energy, employees, and miscellaneous supplies needed for precision production lines allow for some of the most advanced and
running the line. cutting-edge products to be produced. These are used for computer
engineering, laser integrations, micro-assembly, and production lines
LINE TIME AND COST used for “Advanced” and “Cutting-Edge” products.
Food Line Time: 1 hour per 10 items.
Bulk: Costs 10% of the item to manufacture. RENTING PRODUCTION LINES
Single: Costs 50% of the item to manufacture. A Production Line can be rented for 10% of the listed Cost to Own
Cost to own: 500 cR per line. price for 1 month. When attempting to rent a Production Line, the
Space: Takes up 1,000 Square Meters for full line. Character must make a +20 Investigation Test. If Successful, the
Standard Time: 1 hour per 5 items. Character will find an available Production Line to rent out.
Production Bulk: Costs 20% of the item to manufacture. If Failed, the Character will have to wait 1 month for every
Line Single: Costs 75% of the item to manufacture. Degree of Failure before they can rend the Production Line.
Cost to own: 650 cR per line.
Space: Takes up 1,500 Square Meters for full line. FABRICATION LNES
Large Time: 1 hour per item. Fabrication Lines are highly complex and compact manufacturing
Assembly Bulk: Costs 30% of the item to manufacture. lines that are designed to be on UNSC ships and space stations.
Line Single: Costs the price of the item to manufacture. Fabrication Lines will have the same Bulk and Single Cost for
Cost to own: 780 cR per line. production but will always cost double the Cost To Own price.
Space: Takes up 10,000 Square Meters for full line. Fabrication Lines will also double the output time of their production
line counterpart.
Shipyard Time: 1 week per item.
A Fabrication Line is 10 times smaller than a Manufacturing
Assembly Bulk: Costs 40% of the item to manufacture.
Line of its size, allowing much more to be fit into a single location. This
Line Single: Costs the price of the item to manufacture.
allows ships like Phoenix-Class Colony Ships to have massive
Cost to own: 15,000 cR per line.
production lines to manufacture vehicles, weapons, and armor while
Space: Takes up 250,000 Square Meters for full line.
still staying mobile.
Advanced Time: 1 hour per item.
Production Bulk: Costs 40% of the item to manufacture.
HAND-MADE PRODUCTION
Line Single: Costs 2x the price of the item to
Character Production is where a Character is performing the product
manufacture.
of an item, themselves. This is for when a Character is attempting to
Cost to own: 2,000 cR per line.
make products without the use of Production Lines, Manufacturing
Space: Takes up 3,000 Square Meters for full line.
facilities, or Fabrication Lines.
If a Character has a finished Prototype, they will be able to
FOOD LINE
create an item at a lower speed listed in the Time and Cost Table
Food Lines are your sanitized production lines designed for handling
under “Production Lines: Time and Cost.” Food items are at 1/3rd the
food. These are assembly lines with multiple stations, each designed
listed time, Production Line items are at 1/5th the time, Large
to handle different foods in different ways. Preparation and cleaning
Assembly are at 1/10th of the time, Shipyard items are at 1/1000th the
are an important part of this type of production line. These types of
time, and Advanced items are at 1/100th of the time.
production lines are also used for things like pesticides, herbicides,
When making items by hand like this, the Character will be
and other agricultural products, as well.
free from the cost of manufacturing and will only need to cover the
Resource costs.
STANDARD PRODUCTION LINE
Standard Production Lines cover a vast swath of production line use.
INFRASTRUCTURE
These will cover your simple and basic goods. Examples include
Infrastructure is the rate at which the Characters have built up
household goods, kitchen appliances, hygiene and cleaning solutions,
resources that will assist them in getting what they need, whether it
and more. Some more industrialized production lines can also handle
be from trading, deals, purchases, or manufacturing. The more work,
simple firearm designs such as pistols and rifles.
buildings, contacts, employees, and technology the Characters have
established, the higher their Infrastructure Characteristic will
LARGE ASSEMBLY LINE
become.
Large Assembly Lines are designed for various large-scale products,
For every 10 in Infrastructure, the Characters gain a +5
whether it be vehicles, modular building pieces, or anything else that
Bonus to Prototyping, finding Traders, Sellers, and Brokers, and
takes a considerable amount of size to produce. Large Assembly Lines
buying in bulk is reduced by a further +1%. Infrastructure cannot rise
can handle many large-scale projects as long as they aren’t as large as
above 100 and buying in bulk is capped to a total of +10%.
something like a UNSC Frigate, or anything else that could house
hundreds of passengers.

8
BUILDING CONSTRUCTION BUILDING COST AND INFRASTRUCTURE
For the UNSC, construction of buildings is designed to be fast, Storefront Cost: 100 cR per 1,200 Square Meters
standardized, and modular. Prefabricated Construction is common in Allied: +5 Infrastructure
the world of Halo, where standardized components are assembled Owned: +10 Infrastructure
and disassembled easily. This allowed for rapid deployment on newly Space Station Cost: 15,000 cR per 50,000 Square Meters
established colonies or on war-torn planets. Allied: +5 Infrastructure
Construction of a Building will take 1 day for every 750 Owned: +15 Infrastructure
Square Meters. If a Character wants the building to be less uniform Trade Outpost Cost: 100 cR per 1,000 Square Meters
and standardized, they can have an architect design a building for Allied: -- Infrastructure
them. Non-standardized buildings will instead take 1 day for every Owned: +5 Infrastructure
450 Square Meters. Research Cost: 2,500 cR per 20,000 Square Meters
If a building is being purchased in an area that needs to first Facility Allied: +10 Infrastructure
be cleared out, such as rubble, trees, or on very uneven land, it will Owned: +20 Infrastructure
take 14 days to finalize the land for construction. Black Market Cost: 1,000 cR per 1,000 Square Meters
Allied: +5 Infrastructure
BUILDING DEMOLITION Owned: +15 Infrastructure
When a Building is going to be demolished, the Character will first Bank Cost: 1,500 cR per 1,000 Square Meters
need approval from the local Government. This takes 1D5 days, which Allied: +10 Infrastructure
can be lowered by 1 for every Degree of Success on a Charisma Test. Owned: +20 Infrastructure
Once Demolition begins, it will take 1 day for every 2,000 Square Mining Facility Cost: 1,000 cR per 1,000 Square Meters
Meters to demolish. It then takes 1 day for every 1,000 Square Meters Allied: +5 Infrastructure
to clean up the demolished rubble. Owned: +20 Infrastructure
The Character can then sell the demolished building Medical Cost: 2,500 cR per 20,000 Square Meters
material for 1/10th of the original price of the purchased building.
Facility Allied: +10 Infrastructure
Owned: +20 Infrastructure
SELLING A BUILDING
Transportation Cost: 1,500 cR per 25,000 Square Meters
When selling a building, the Character has two options. To sell it on
Hub Allied: +10 Infrastructure
their own, or to hire a Commercial Real Estate to sell it for them.
Owned: +20 Infrastructure
When selling the building on their own, the Character must
Mechanic Cost: 1,500 cR per 1,000 Square Meters
make an Investigation Test. Starting at 30 days, every Degree of
Garage Allied: +10 Infrastructure
Success will reduce it by 3 days, to a minimum of 1. This will be how
Owned: +20 Infrastructure
long it takes to find a buyer. The Character must then begin
Space Elevator Cost: 100,000 cR per Elevator
Negotiation Tests to figure pricing. Most of the time, a buyer will
Allied: +5 Infrastructure
attempt to purchase the building at 50% of its original cost. For every
Owned: +35 Infrastructure
Degree of Success on a Negotiation Test, the Character will increase
the amount the building will sell by +10%, to a maximum of 80%. Entertainment Cost: 700 cR per 3,000 Square Meters of factory
When selling using a Commercial Real Estate (CRE), the Building Allied: -- Infrastructure
Character will have to do no work and the building will be sold in 1 Owned: +5 Infrastructure
week. The Character will receive 60% of the building’s original price. Casino Cost: 5,000 cR per 3,000 Square Meters
Allied: -- Infrastructure
PURCHASING BUILDINGS Owned: +5 Infrastructure
Buildings can be purchased based on type and size. The larger the Education Cost: 700 cR per 3,000 Square Meters
building or the larger the needs, the more expensive each building will Facility Allied: -- Infrastructure
become. Once purchased, these buildings are owned. If the GM wants Owned: +10 Infrastructure
to be especially mean, he can have a yearly 5% property tax per Apartment Cost: 200 cR per 800 Square Meters, 80 Square
building owned. Complexes Meters per Apartment
Allied: -- Infrastructure
BUILDING COST AND INFRASTRUCTURE Owned: +15 Infrastructure
Warehouse Cost: 500 cR per 3,000 Square Meters
Allied: +2 Infrastructure
Owned: +5 Infrastructure
Office Building Cost: 100 cR per 1,000 Square Meters, 15
Square Meters per employee
Allied: +5 Infrastructure
Owned: +15 Infrastructure
Factory Cost: 700 cR per 3,000 Square Meters
Allied: +5 Infrastructure
Owned: +15 Infrastructure
Shipyard Cost: 5,000 cR per 50,000 Square Meters
Allied: +5 Infrastructure
Owned: +15 Infrastructure
Dry Dock Cost: 3,500 cR per 50,000 Square Meters
Allied: +5 Infrastructure
Owned: +15 Infrastructure

9
SPENDING INFRASTRUCTURE DRY DOCKS
Infrastructure can be spent to increase aspects of locations, such as A Dry Dock can be one of two types of facilities: A storage facility for
growing locations or increasing their Availability, reducing the costs space ships, or a storage facility for naval ships.
of manufacturing goods, and more. Spent Infrastructure cannot be Dry Docks house many features other than just docking
regained unless the chosen benefit was removed. The GM may allow stations, such as Orbital Repair Facilities to keep up with repairs on
for multiple of each Infrastructure option to be spent at a time. ships, Docking Bays to handle pressurized docking bays, and
Specialized Equipment for towing, repairing, and diagnosing ships of
OPTION COST all shapes and sizes.
Availability Increases the availability of a type of item on the
Increase Availability Table by 5% per each Location. STOREFRONTS
This costs 25 Infrastructure. A Storefront is a smaller building used to sell goods and services.
Manufacturing The cost of manufacturing items in bulk is These can be designed and fit into many types of locations, such as
Cost reduced by 10%. This cannot be gained on items Shopfronts on Ships and Stations, Showrooms for showcasing
Reduction that are not being produced in bulk. products, Interactive displays, and for limited physical storage. This is
This costs 30 Infrastructure. where your average consumer will travel to purchase goods.
Prototype The amount of Prototype Characteristic gained Owned storefronts can increase the base daily sold goods
Research per day is increased by 5. by 25%, each.
This costs 20 Infrastructure.
Sales The Test made to sell products and the speed of SPACE STATIONS
selling the product is given a +20 Bonus. A Space Station is a vast self-contained orbiting system designed for
This costs 20 Infrastructure. one of many purposes. Orbital Homes are space stations provided as
Routes Gain trade routes to a location of choice that a place of living. Scientific Outposts are stations reserved for scientific
didn’t exist. This will remove Tolls. research facilities. These offer ways to safely test in vacuums, zero
This costs 15 Infrastructure. gravity, or away from civilians that could be harmful. Trading Hubs
Tariff Reduces the amount that you are charged from offer commercial centers for traveling ships. Military systems are
Reduction Tariffs to 1%. complex systems that offer defensive and offensive measures, as well
This costs 20 Infrastructure. as last-line defense against invading forces.
Bulk Rates Reduces the Bulk upfront cost by 10%.
This costs 15 Infrastructure. TRADE OUTPOSTS
Trade Outposts are smaller, more rudimentary operations focused on
commerce in outer regions of space or in far-off locations. These
WAREHOUSES
A Warehouse is a large building specifically designed for storing could include Frontier Commerce Hubs that are outposts on
spaceports or stations, or trading outposts that are part of a larger
goods. A building’s usable Storage Space will be 2/3rds of its total
Square Meters. The rest will be for employees, offices, and machinery trading outpost location in a settlement or a far-off bustling city of
another local Government.
storage needed to run a warehouse.
Warehouses will have efficient storage and organization, Trade Outposts can increase the base daily sold goods by
10%, each.
loading and unloading docks that can be accessed by truck and ship,
and capable of holding both finished product and resources.
RESEARCH FACILITY
Research Facilities are large complexes designed to improve the study
OFFICE BUILDINGS
An office building is a large building designed to be filled with and understanding of product creation. Research Facilities can house
specialized labs and implement data facilities for speeding up the
individual workers using cubicles, office rooms, and meeting rooms.
They are designed using shared areas and administrative functions capabilities of Prototype Research. Only one Research Facility can
work on a Prototype at a time, and will give a +20 to each Prototype
that allow these workers to work efficiently. These are needed for
when a Company has large amounts of Infrastructure, which can only Test.
be sustained by having workers that can keep things moving
smoothly. BLACK MARKET BUILDING
Owning a piece of land dedicated to black market dealings is both
risky and incredibly profitable. These allow Characters the ability to
FACTORIES
Factories are your Production, Manufacturing, and Fabrication sell illegal goods under the guise of a different company or product
being sold.
buildings. These are buildings that turn Resources into Products using
production lines. Factories are what make large-scale production
BANK
possible. However, Factories cannot hold large ships, such as naval
and space ships. Banks allow for the Character to lend and store currencies. These are
buildings that demand incredibly tight security and offer a few
SHIP YARDS functions for Characters that they didn’t have access to previously.
Shipyards are not your average brick-and-mortar buildings. These are Banks allow the Character to loan out cR, meaning that now
the Character can begin making passive currency over time. The
massive sprawling complexes of enclosed and open-space facilities,
each tasked with constructing specific units of these ships. Ship yards Character would also need to make sure they are paid back. It also
allows for the storage of currency and the ability to invest. When a
are comprised of giant construction docks, specialized workshops,
material storage and logistic buildings, and Zero-G construction Bank is purchased, the Character will make a Charisma Test. For every
Degree of Success, the Character will gain 5% of their total owned cR
facilities. There is nothing simple about creating a ship that can
survive the dangers of space. at the end of a fiscal year, to a maximum of +15%.

10
MINING FACILITY APARTMENT COMPLEX
Mining facilities allow for the mining, processing, and refinery of An Apartment Complex allows for the Character to create sustainable
Resources, allowing for Characters to slowly gain Resources without housing. The rent begins at a default 1 cR per day and is paid at the
the need of constantly purchasing them. end of each money. The cR gained will be at the end of the month,
For every 1,000 Square Meters of Mining Facility, the with each tenants’ rent is combined to be your monthly profit.
Facility will generate 25 cR worth of Resources per day after figuring For every 1 cR the daily rent is raised, there is a 10% chance
costs of employment and refinery costs. for each Tenant to move out.

MEDICAL FACILITY TAXES, TARIFFS, TOLLS


Medical Facilities are doctors’ offices, hospitals, and other medically- At the end of a fiscal year, which can be set by the GM, Characters
specialized facilities. These can be for emergency care, long-term must make sure that their taxes have been paid. The Character should
care, medical testing and storage, quarantine preparation, and make sure to save 5% of their total sales from products and business
telemedicine. These facilities can also be used to heal Characters’ dealings to pay taxes for. Loaning and borrowing money do not count
Wounds, Fatigue, Special Damage, and other medical effects by for this.
offering Extended Medical Tests with guaranteed Success on Tests. Tariffs are a tax that can be imposed by another
Government on goods and services imported from elsewhere. These
TRANSPORTATION HUB are used by some locations to influence native products to be
A Transportation Hub is a planet-side port that offers transportation purchased and to raise revenue. The GM may decide that a location
options for community, military, and industrial needs. These are the Players are trying to sell a product to has a tariff, which would
interstellar travel ports, docking facilities, ticketing and customs, mean that a second tax of 5% would be applied to anything sold
cargo processing, passenger amenities, and information hubs. Thes within that location.
can be used for both private and public needs. Tolls are areas where passing through checkpoints or into
locations will cost money. A GM could set up a toll that could cost the
MECHANIC GARAGE players when delivering or receiving goods, resources, and products.
A Mechanic Garage is a service that offers vehicle repair, service, and This could be as low as 1 cR per passage or could be as severe as
checkups. These can be used for parts and upgrading, or just general charging for each and every vessel or type of product on the vessel. It
repair needs. Mechanic Garages can be used to repair Breakpoints of is up to the GM and how corrupt or untrusting of outside products
Vehicles. the local Government can be.

SPACE ELEVATOR SMUGGLING


Space Elevators are large, expensive elevators that are anchored to Smuggling can allow a Character to surpass Tariffs and Tolls by
the ground, which allows for goods and personnel to be ferried into smuggling goods and people. To make things simple, the Character
an anchored space station. These can be used to cheaply transport should make a Camouflage Test, where the Test gains a -10 Penalty
billions in kilograms at a time, allowing for a very powerful, very for every 1,000 kg of equipment being smuggled, and a -5 Penalty for
reliable way of moving goods off-planet without wasting time or fuel. every 10 Characters being smuggled.
If failed, the law enforcement will be onto the Character. If
ENTERTAINMENT BUILDING caught, all smuggled Characters will be jailed and fined, while all
Entertainment Buildings are buildings that have a source of goods being smuggled will be impounded and sold to make up for the
entertainment of the Character’s choosing. These could be fines the Character will have gained. The GM may also jail the Player
convention halls, movie theaters, classical theater, etc. Character involved if he wants to me mean.
Entertainment Buildings will generate 1D100 cR per month
per 3,000 Square Feet.

CASINO
A Casino is an entertainment establishment designed to be addictive.
These are large buildings with minimal daylight and remarkable
designs and entertainment. Casinos can be a good generation of
funds each month.
(X) is the multiplier that decides how much profits the
Characters receive. For every 3,000 Square Meters the Casino has, (X)
is increased by +2. However, if the Casino is in an Outpost, the
multiplier is removed and the Test gains +40. If in a Town, the
multiplier is reduced by -3 and the Test is increased by +20. If next to
another Casino, the multiplier is reduced to -2, and the Test is
increased by +10.

D100 CASINO RESULTS PER MONTH


1-80 10D10*(X) cR earned for the month.
81-94 No extra money earned during the month.
95-100 Loss of 3D10*3 cR for the month.

11
BANKS AND LOANS Rate. For every 10% unpaid, the Interest Rate will be increased by
A Character can borrow money from a Bank or gain financers from +1%, to a maximum of +20%. The GM may then give extra time to pay
holdings groups, companies, and individuals. To do so, the Player off the loan, generally equaling the time originally agreed on to pay
must first seek out gaining a Business Loan. Loans are expected to be off the previous loan.
paid back within an agreed timespan with an included extra amount
that must be paid back called an Interest Rate. The higher the Interest INSURANCE
Rate, the more money that will need to be paid back. Insurance is a service that offers protection against risks. A Character
There are three types of Business Loans, Small Business will pay a regular fee known as a Premium in exchange for financial
Loan, Business Loan, and Large Business Loans. protection against specific risks.
There are three types of Insurance available: Business, Life,
INTEREST RATES and Liability.
An Interest Rate is the cost that the Character is charged for
borrowing money, or the payment received for lending money. COST
Interest Rates are displayed as a percentage, which is a percentage of Business 1 cR per month for every 500 cR worth of assets.
the amount borrowed that is then added onto the total. Life 1 cR per month for every 200 cR payout on death.
If a Character borrowed 5,000 cR with an Interest Rate of Liability 1 cR per month for every 75 cR coverage.
10%, the Interest Rate would be 500 cR, and the total amount the
Character would owe the Bank would be 5,500 cR. BUSINESS INSURANCE
In the cutthroat world of business, unexpected events can threaten
SMALL BUSINESS LOAN your entire operation. Business insurance acts like a shield, protecting
Small Business Loans are any Loans that are less than 1,000 cR. The your company's financial well-being. Business Insurance covers the
starting Interest Rate for these Loans are 10%. Small Business Loans, following:
on average, need to be paid back within 5 years. Property: Protects your company’s physical assets (buildings,
For every 100 cR borrowed, the Interest Rate is increased equipment, product) from damage due to fire, theft, and natural
by +0.5%, to a maximum of 12%. disasters.
Interest Rates on Small Business Loans can be decreased by Business Interruption: Provides financial support if your
1% for every year sooner you agree to pay off the Loan. business is forced to temporarily stop production due to covered
The Interest Rates can also be reduced by 1% for every 150 events (Fire damage, power outage, natural disasters).
cR the Character owns, to a maximum of 3% reduced this way. Employee-Related Incidents: Covers costs associated with
employee injuries, illnesses, and lawsuits (Workmans compensation).
BUSINESS LOAN Cybersecurity: Protects your company from financial losses
Business Loans are Loans that are more than 1,000 cR, but less than caused by data breaches, cyberattacks, and cyber extortion.
50,000 cR. The starting Interest Rate for these Loans are 8%. Business
Loans, on average, need to be paid back within 7 years. LIFE INSURANCE
For every 500 cR borrowed, the Interest Rate is increased In the occurrence that a Character were to lose their life, Life
by +0.5%, to a maximum of 10%. Insurance will offer a payout of a set amount of money. This offers
Interest Rates on Business Loans can be decreased by 0.5% financial security to the loved ones of the Character who passed away,
for every year sooner you agree to pay off the Loan. but only under certain conditions. Life Insurance will not pay out if the
The Interest Rates can also be reduced by 1% for every Character still has Luck.
1,500 cR the Character owns, to a maximum of 3% reduced this way. Life insurance will only cover deaths caused by the
following: Accidents, illness, old age, natural disasters. If a death
LARGE BUSINESS LOAN occurs within 1 month of gaining Life Insurance, there will be no
A Large Business Loan are any Loans that are over 50,000 cR. The payout and only a refund of the purchased insurance.
starting Interest Rate for these Loans are 6%. Large Business Loans,
on average, need to be paid back within 10 years. LIABILITY INSURANCE
For every 1,000 cR borrowed, the interest Rate is increased Liability Insurance offers a safety net that protects the Characters
by +0.5%, to a maximum of 10%. from financial ruin in the event of an accident or if the Character was
Interest Rates on Large Business Loans can be decreased by found legally responsible for causing harm to others or property.
0.5% for every year sooner you agree to pay off the Loan. Liability Insurance covers accidents from vehicles, damage
The Interest Rates can also be reduced by 1% for every to public and private property, and medical and judicial bills.
5,000 cR the Character owns, to a maximum of 3% reduced this way. In the case of the Character being found guilty of a felony,
the insurance provider reserves the right to refuse payment.
FAILING TO PAY LOANS
When loans go unpaid, the Banks and other financers will have a few
options based on the amount of the loan that has gone unpaid.
The first option is owning a percentage of the product or
company equal to the unpaid amount of the loan. This means that the
bank will then take that same percentage of all sales and money the
company has as long as they hold ownership.
The second option is liquidation of owned assets. This
would be based on seizing product, machinery, buildings, or anything
else owned by the Character or company that could then be sold to
recoup the costs of the Loan.
The third option is a rare option in which the Bank can agree
to give more time, however this comes at a cost of raising the Interest

12
PATENTING YOUR PRODUCTS INVESTING
Patenting a product allows a Character to have partial protection to Investing allows for a Character to put their trust and money in
their designs. It costs 50 cR to patent a product. If another Character another company, government, or business entity. This is a risk and
(Player or NPC) is caught stealing or breaking the patent, the reward venture where the higher potential of rewards comes with a
Character can sue them. higher potential of risks.
If it can be proven that the patent was breeched, the When a Character wants to invest, the GM will first roll as
Character can be given two options. The first option is to receive 50% many times as they desire on the Investing Table. This will give the
of all sales of that item. The second is to gain ownership of that Characters ample choices to make purchases on.
product that was breeching the patent.
D100 INVESTING TYPE
LICENSING FOR PRODUCTS 1-25 Stock
Sometimes a Character will need to gain Licensing for a product in 26-50 Startup
order to begin production. This could be gaining a License for an 51-75 Company Share
already-existing product that they will then begin producing for 71-100 Government Bond
another Company, and other times this would be getting a License so
you can begin production on your own products for it. Each time an Investing Type was rolled on, the GM will then roll on
For example, the Character would need a License to gain the following Investment Cost Table to see how much each cost.
the rights to begin manufacturing BR55 Battle Rifles. There could be
an agreement in this license that the Character cannot make any D100 INVESTMENT COST
changes to the product. Another example includes gaining the License 1-11 Small Stock: 2D5 cR
to begin designing and manufacturing your own variants of Mjolnir. 11-22 Small Stock, on the rise: 2D10 cR
This would be a case where the Player could freely begin making
23-33 Small Stock, falling rates: 1D5+2 cR
changes needed to the Mjolnir.
34-44 Large Stock: 2D10+10 cR
Without the Licensing for a Product made in this way, the
45-55 Large Stock, on the rise: 3D10+10 cR
Character would be held in contempt for creating a Product that was
56-66 Large Stock, falling rates: 2D10+5 cR
protected by a Patent. The Characters could also face serious prison
time and fines if they began stealing and using patented Military 67-77 High-roller Stock: 3D10+15 cR
Technology. Or worse, they could be assassinated by ONI. 78-88 High-roller Stock, on the rise: 4D10+25 cR
When working with a licensed product in this way, the 89-99 High-roller Stock, falling rates: 3D10+5 cR
Characters could have a few types of contracts. A few examples could 100 New stock just went live: 10D5 cR
include the following:
• The Characters are under agreement to mass produce From here, the stock costs will change daily, however, the GM does
firearms for the UNSC. These Firearms can only be sold to not need to follow these stocks every day. The GM should only roll to
the UNSC and the UNSC will purchase all products. see a change in the prices when major events happen, new products
• The UNSC has allowed the Characters to produce a version release, or when the players ask.
of a firearm for Civilian use. The UNSC will receive 20% of There are 3 types of tables, Positive, Negative, and
all final sales. Fluctuation. You can use the following “Business Event” table to roll if
• The Characters have an agreement to make new Mjolnir you do not have an idea of how to advance this “Stock storyline.” Let
designs. The UNSC gets final say after reviewing the random chance remove you from your Players’ ire. This table can also
Prototypes before they are sent to mass production. be used for events that can happen in the Players’ business, as well.
• The Characters gain a contract to begin working on the next
possible version of the Battle Rifle. If the prototype does
well enough, they will be chosen over the competition and
will be given two choices: They can begin mass production
themselves and will be paid for each that are made, or the
Characters could receive a large lump-sum of cR for their
work and the UNSC will begin mass production of the
weapon.

13
BUSINESS AND INVESTMENT EVENTS

D100 BUSINESS EVENT


1-2 Successful Product Launch: A new product launch exceeds expectations, boosting revenue and investor confidence.
(Stock Price Increase)
3-4 Resource Discovery: The company discovers a new resource deposit. (Stock Price Increase)
5-6 Favorable Contract Awarded: The company wins a lucrative contract with the UNSC or a major civilian corporation.
(Stock Price Increase)
7-8 Positive Press: The company receives positive press coverage for its technological advancements or ethical practices.
(Stock Price Increase)
9-10 AI Partnership: The company forms a partnership with a friendly AI, enhancing its production efficiency or logistic capabilities.
(Stock Price Increase)
11-12 Environmental Innovation: The company develops a new, sustainable technology that reduces its environmental footprint and attracts
eco-conscious investors. (Stock Price Increase)
13-14 Acquisition by Industry Leader: A major player in the industry acquires the company, offering a significant premium to shareholders.
(Stock Price Increase) [Player-owned businesses can decline this offer]
15-16 Unexpected Market Boom: A surge in demand for the company's products or services due to unforeseen circumstances leads to
increased profits. (Stock Price Increase)
17-18 Unexpected Technological Breakthrough: A research and development team achieves a surprising breakthrough, leading to new
product lines or production efficiencies. (Stock Price Increase)
19-20 Expansion into New Market: The company successfully expands its operations into a new star system or market sector.
(Stock Price Increase)
21-22 Merger or Acquisition: The company merges with a successful competitor, creating a market leader. (Stock Price Increase)
23-24 Discovery of New Application: A new use case is discovered for an existing product, significantly expanding the potential market.
(Stock Price Increase)
25-26 Positive Analyst Rating: A respected analyst firm issues a glowing report on the company, boosting investor confidence.
(Stock Price Increase)
27-28 Government Grant Awarded: The company receives a government grant to fund research and development for a promising new
technology. (Stock Price Increase)
29-30 Unexpected Product Placement: The company's product is featured in a popular holographic entertainment show or video game,
leading to a massive sales spike. (Stock Price Increase)
31-32 Social Media Frenzy: A user-generated social media campaign featuring the company's product goes viral, generating immense positive
publicity. (Stock Price Increase)
33-34 Discovery of Rare Resource: The company discovers a massive deposit of a rare and valuable resource, creating a strong grip on these
resources and skyrocketing profits. (Major Stock Price Increase)
35-36 Expansion into Unexplored Territory: The company becomes the first to establish a major presence in a previously unexplored star
system, opening vast new markets. (In 1 month, roll on the Fluctuation Event Table.)
37-38 Philanthropic Efforts Praised: The company's charitable efforts are widely praised, leading to positive brand recognition and increased
customer loyalty. (Stock Price Increase)
39-40 Sustainable Manufacturing Process: The company invents a new eco-friendly manufacturing process that eliminates waste and
reduces energy consumption. (Stock Price Increase)
41-42 New CEO Appointed: A new CEO is appointed, and investors wait to see what changes they will bring.
(In 1 month, roll on the Fluctuation Event Table.)
43-44 Change in Government Policy: A shift in government policy impacts the company's industry, creating uncertainty.
(In 1 month, roll on the Fluctuation Event Table.)
45-46 Unexpected Inspection: A regulatory body conducts an inspection of the company's facilities, leading to potential delays or fines.
(In 2 weeks, roll on the Fluctuation Event Table.)
47-48 Missing Colony Ship: A colony ship the company was supplying goes dark, leading to a search and rescue operation with uncertain
outcome. (In 2D10 days, roll on the Fluctuation Event Table.)
49-50 Discovery of Artifact: The company uncovers a Forerunner artifact, sparking scientific interest but also raising concerns about its
potential dangers. (In 2 months, roll on the Fluctuation Event Table.)
51-52 Shift in Consumer Preferences: A change in consumer preferences towards a competitor's product or service impacts sales.
(In 1 week, roll on the Fluctuation Event Table.)
53-54 Legal Dispute: The company becomes embroiled in a legal dispute, leading to uncertainty and potential financial penalties.
(In 3 months, roll on Fluctuation Event Table twice.)
55-56 Hostile Takeover Attempt: Another company launches a hostile takeover bid, creating uncertainty for shareholders.
(In 1 month, roll on Fluctuation Event Table. On rolls of 1-5,15-20, 45-50,75-80, or 95-100, the Takeover was successful.)
57-58 Loss of Major Client: The company loses a major client, leading to a significant revenue decline. (Stock Price Decrease)
59-60 Supply Chain Disruption: A natural disaster or political instability disrupts the company's supply chain, impacting production and
delivery. (Stock Price Decrease)
61-62 Environmental Disaster: An environmental accident caused by the company's operations leads to public outcry and regulatory
sanctions. (Major Stock Price Decrease)

14
D100 BUSINESS EVENT
63-64 Executive Compensation Scandal: Public outrage erupts over excessive executive compensation packages, damaging the company's
reputation. (Stock Price Decrease)
65-66 Data Breach: A data breach exposes customer information, leading to regulatory fines and a loss of consumer confidence.
(Stock Price Decrease)
67-68 Cybersecurity Attack: The company experiences a cyberattack, disrupting operations and causing reputational damage.
(Stock Price Decrease)
69-70 Fire in Facility: A fire broke out in a company-owned facility. Currently, the damage estimates are unknown.
(Roll on the Negative Event Table. Rolls of only 1-25 will mean the building was salvageable and damage was minor.)
71-72 Product Recall: A safety hazard is discovered in a major product line, forcing a costly recall and damaging public trust.
(Stock Price Decrease)
73-74 Failed Product Launch: A new product launch flops due to technical problems or lack of market demand. (Stock Price Decrease)
75-76 Employee Strike: Disgruntled workers stage a strike, disrupting production and causing financial losses. (Stock Price Decrease)
77-78 Negative Press: The company is embroiled in a scandal or receives negative press for environmental damage or labor violations.
(Stock Price Decrease)
79-80 Leadership Controversy: A key member of the leadership team is revealed to be corrupt or incompetent, shaking investor confidence.
(Stock Price Decrease)
81-82 Supply Chain Disruption: A critical supplier experiences problems, causing production delays and shortages. (Stock Price Decrease)
83-84 Pirate Raid: A pirate attack disrupts shipping lanes or damages company infrastructure.
(Stock Price Decrease)
85-86 Covenant Attack: During a period of heightened Covenant activity, the company's facilities are lost in an attack.
(Major Stock Price Decrease)
87-88 Insurrectionist Activity: The company's facilities are targeted by Insurrectionist sympathizers, causing damage and disruption.
(Stock Price Decrease)
89-90 UNSC Requisition: The UNSC levies a heavy requisition on the company's resources, straining production and profits.
(Stock Price Decrease)
91-92 Promethean Anomalies: Forerunner Promethean technology malfunctions disrupt operations or unleashes dangerous constructs.
(Stock Price Decrease)
93-94 Forerunner Guardian Activation: A Forerunner Guardian awakens near a company facility, its purpose and potential threat unclear.
(In 1 week, roll on Negative Event Table)
95-96 Worker’s Rights Lawsuit: A new union was formed, starting a lawsuit against the company. (Stock Price Decrease)
97-98 Rogue AI: A rogue AI has embedded itself within the company’s recent infrastructure upgrade. (Stock Price Decrease)
99-100 Unexpected Market Crash: A drop in demand for the company's products or services due to unforeseen circumstances leads to
decreased profits. (Stock Price Decrease)

POSITIVE FLUCTUATION
If something positive happens to the galaxy as a whole, if a successful Fluctuation happens when an unknown event has occurred that may
product has been launched, if a competitor has gone out of business or may not affect stocks. These are events that can rarely have a
or released an unsuccessful product, etc. The GM should roll on the powerful effect on stocks.
Successful Table. Incredibly negative outcomes will give the Test a +20, while
Major events will give the Test a +20. incredibly positive outcomes will give the Test a -20.

D100 INVESTING TYPE D100 FLUCTUATION EVENT


1-60 Stock increases by 1 cR. 1-10 Successful outcome of Fluctuation Event. Roll on the
61-80 Stock increases by 1D5-2 cR, to a minimum of 1. Positive Table and double the profit.
81-90 Stock increases 1D5 cR. 11-29 Successful outcome of Fluctuation Event. Roll on the
91-95 Stock increases 1D10 cR. Positive Table.
96-98 Stock increases 2D10 cR. 30-70 Neutral outcome of Fluctuation Event. Nothing
99-100 Stock increases 3D10 cR. happens to the stock prices.
71-89 Negative outcome of Fluctuation Event. Roll on the
NEGATIVE Negative Table.
If something negative happens to the galaxy as a whole, if a failed 90-100 Negative outcome of Fluctuation Event. Roll on the
product was launched, if a competitor has record profits or released Negative Table and double the loss.
a successful product, etc. The GM should roll on the Negative Table.
Major events will give the Test a +20.

D100 INVESTING TYPE


1-60 Stock increases by 1 cR.
61-80 Stock decreases by 1D5-2 cR, to a minimum of 1.
81-90 Stock decreases 1D5 cR.
91-95 Stock decreases 1D10 cR.
96-98 Stock decreases 2D10 cR.
99-100 Stock decreases 3D10 cR.

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