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The Cost of Living.

Posted by GMFor group 0
GM
GM, 2 posts
Tue 17 Apr 2018
at 03:44
  • msg #1

The Cost of Living

When a player sees the bonus scheme for a BPN they will generally mentally tally up how closer the sum will take them to the next bit of equipment on their shopping list. A character, however, will also be thinking of how they can use the money to get new shoes, a better apartment, a new TV, or sometimes even basics like food and heating. Frothers particularly are driven by their insatiable need for expensive drugs, but all characters will see their money dwindling over time as they spend it on the general cost of life. Tracking the cost of living needn’t be pin-point accurate, and if done on a general level can release players from having to track trivia such as buying drinks on BPNs, as these can be included in the overall costs.

Tracking the characters’ outgoings means the GM will also have to track the in-game date, but this isn’t as much of a bind as it sounds if done only roughly. Costs can be tracked most easily by taking a lump sum off each character at the beginning or end of the month. Almost every credit a character spends will go to a SLA owned subsidiary, and so consider their monthly bill as balancing their credit. Listed here are rough cost examples for a character’s cost of living by month. Some of these choices are set by advantages and disadvantages taken during character creation, some are at the player’s discretion and some are set by the ST. A player may dispute that their cost of living is too high, but a GM should remind them that many people in real life are also at a loss to explain where much of their money goes.


Housing

A character’s housing is initially dictated by their rank in the housing advantage or disadvantage. If a character wishes to move to better accommodation then they may apply, but they aren’t guaranteed to get anything. Lower grade housing is in short supply, and luxury housing is allocated by committee. If a player wishes to move to a new home the GM should make a roll against the housing availability, adding the character’s reputation (whichever the GM deems appropriate, but generally SLA or public image). This may be done once a month, and will incur a one off charge of a month’s rent in addition to the rent due for administration, moving expenses and modifications carried out to make the house secure for an Operative. Ranks 8 and upwards of housing advantage represent the character owning the lease for their property and therefore pay no rent, and as such are not included in the list.

Homeless - The character lives on the streets in Downtown. A homeless character may not own more equipment than he can carry unless he has an alternate place to store it, such as a vehicle. A GM should use their discretion with regards to equipment storage, thefts and general health of a homeless character. Remember that SLA forbids homeless Operatives from staying with friends.

Rent: 0
Rank: -10
Availability: Always

Lower Downtown Bedsit - A bedsit in Lower Downtown is little more than a room with a bed and a TV in it. It will have access to a shared kitchen and a shared bathroom with a shower and toilet. Being in Lower Downtown, the building will be old, dilapidated, and badly in need of repair. Necessities such as power, heating and water will be intermittent and security is limited to a simple lock on a thin door. Even the walls are thin and weak, allowing the sounds of the neighbors to constantly penetrate and offering little resistance to any physical stress. The other residents of a bedsit in Lower Downtown are likely to be thin and unhealthy, forgotten by SLA’s welfare system and resentful of an Operative neighbor because of it. Despite the terrible conditions in these slums, the low cost puts them under great demand by those desperate to get off the streets.

Rent: 8c
Rank: -9
Availability: -6

Small Lower Downtown Apartment - Most housing in Lower Downtown is in a poor state. The buildings are ancient and neglected, and basic amenities are a luxury. This rank is typical apartment in Lower Downtown, occupied by the majority of the residents here. Nobody lives here by choice, but there are less comfortable options and so these little dwellings are under constant demand. Despite only having one small combined bedroom/living room/kitchen, and a tiny bathroom, many of these dwellings will have an entire family living in them.

Rent: 12c
Rank: -8
Availability: -4

Large Lower Downtown Apartment - Describing any Downtown apartment as large is misleading – it is still tiny, but compared to other housing there it is relatively large. This rank of housing will have a single bedroom, small living room, and a small bathroom and kitchen. Occasionally these are two small apartments knocked into one, usually accidentally. While a Lower Downtowner may see this as being luxurious, it is still fraught with the problems of living in such a squalid area.

Rent: 20c
Rank: -7
Availability: -2

Upper Downtown Bedsit - Bedsits in Upper Downtown are typically of the same size as the ones in Lower Downtown, but they have the advantage of having working electricity and water most of the time. The quality of the structures is good enough to stop people being able to kick holes in the walls, and so this is the minimum level of housing where an Op can consider leaving things unattended at home. Even so, security is poor and space is very limited. Other occupants of such poor housing are likely to feel resentment towards SLA and their employees for being made to live there.

Rent: 30c
Rank: -6
Availability: -4

Small Upper Downtown Apartment - Upper Downtown consists of millions of these small apartments. They are mass produced in vast concrete towers and consist of a single room that acts as bedroom, living room and kitchen, with a small bathroom attached. These are the staple housing of most of Mort’s population, and SLA provides them free for the unemployed. Operatives, however, have to pay for them.

Rent: 45c
Rank:-5
Availability: -5

Large Upper Downtown Apartment - While still very small, by Downtown standards this rank of housing is above average. Many Ops who grew up in Downtown choose to live in these locations as they prefer to be close to the areas where they spend most of their BPNs, and some feel more comfortable in their home environment. These apartments are similar to the average small apartments found in abundance, but have a separate bedroom and living room/kitchen. This allows an Op to fit a secure closet for equipment without dramatically reducing their living space. SLA sees this security as an important asset for its Ops, and will often prioritize them for this sort of housing.

Rent: 55c
Rank: -4
Availability: 0

Upper Downtown Family Apartment - One of the successes of SLA’s benefits scheme is the family apartment. While many families in Downtown are forced to share a single room, lucky ones may get one of these multi-room apartments. Most are a result of an ongoing modernization programme run by the Dept of Housing, and demand for them is extreme. Consisting of two bedrooms, a living room, a bathroom, and a separate kitchen, this grade of housing is comparable to housing in Suburbia apart from the location. The rooms in a family apartment branch off a separate corridor, allowing particularly large families to use the living room as a third bedroom. All this is provided rent free to families on benefits. Operatives may apply for one of these large apartments, as a few are privately owned and exempt from allocation by the Dept of Housing. Those that aren’t occupied by families, though, are usually owned by influential gang members and other Downtown profiteers, so Operatives are advised to be cautious when dealing with potential landlords. Of course, an Operative with enough influence can always find a way around the red tape to get one legitimately.  SLA Owned

Rent: 80c  (100+ if Private)
Rank: -3
Availability: -5

Suburban Bedsit - The economic gap between Downtown and Suburbia is huge, and it shows in the quality of the housing. While uncommon, a bedsit in Suburbia may seem less inviting than an apartment in Downtown, but the presence of the inner wall and larger numbers of Shivers make it far safer. Suburban bedsits are usually used as temporary accommodation for those found without somewhere more suitable to live, or who are between homes. This makes them more like a motel or hostel, and rooms are usually available. Some choose to live there though, such as students needing a cheap but safe place to stay, and Shivers who use them like barrack blocks and thrive on the sense of camaraderie encouraged by shared accommodation.

Rent: 50c
Rank: -2
Availability: +5

Suburban Apartment - The Suburban apartment is even more standardized than those in Downtown. They form row upon row of squat, cube-like concrete buildings and are depressingly identical. With few exceptions they resemble a smaller version of the family apartments found in Downtown, with a central corridor feeding into a bathroom, separate kitchen, living room and bedroom. Many Operatives live in such places, and often the living room is used as a second bedroom instead so that the rent can be shared.

Rent: 150c (75c if Shared)
Rank: -1
Availability: +3

Standard Uptown Apartment - SLA pledges to try to house Operatives in these purpose built apartments. Whole buildings are set aside specifically for this purpose, with each apartment fitted with security doors and armored cabinets to store weapons and Armour. Additionally, CCTV and permanently manned reception provide an extra, active, level of security. The security of these buildings combined with a heavy Shiver presence make thefts of Operatives’ equipment rare. The apartment itself is small, with only one combined bedroom and lounge, a separate kitchen and a bathroom, but for most Ops this is entirely satisfactory. Standard apartments are well constructed in order to accommodate potentially energetic residents such as Frothers and Brain Wasters, and are usually well decorated. Operative housing, as with many residential buildings in Uptown, has underground parking for its residents.

Rent: 200c
Rank: 0
Availability: 0

Extended Uptown Apartment - Operatives who would like a little more space can choose to apply for one of the extended apartments. These are usually located on the corners of buildings and are less numerous, which of course makes them more desirable. Extended apartments are almost identical to the standard apartment, but are slightly larger with a separate bedroom and lounge/kitchen.

Rent: 250c
Rank: 1
Availability: -2

Two-bedroom Uptown Apartment - While more commonly occupied by families, Operatives do occasionally shun their purpose built accommodation in order to live among real people. This grade of housing is typically occupied by executives and successful freelancers such as reporters and financiers. As well as comfortable housing, the central parts of these buildings are usually given over to sporting facilities and children’s play areas, enabling the residents to relax in safety. Civilian apartment buildings in Uptown are administered by resident committees, and Operatives wishing to live in one must first convince the residents that they will not endanger them or their families, and that they will not lower the tone. A two-bedroom apartment in Uptown typically has a bathroom with bath and shower, a separate kitchen, lounge and two comfortably sized bedrooms.

Rent: 350c
Rank: 2
Availability: -6

Three-bedroom Uptown Apartment - These large apartments often share the same buildings as their two-bedroom counterpart. Similar in design, they have a spacious bathroom, separate kitchen, living room, dining room and three bedrooms.

Rent: 500c
Rank: 3
Availability: -6

Two-bedroom Uptown Penthouse Suite - At the top of every tower block in Uptown are the penthouse suites. These expensive apartments are spacious, beautifully decorated, and offer stunning views of the city. The two-bedroom suites are the most affordable of these, but are rarely within an Operative’s price range. Typically a two-bedroom penthouse will have a large bathroom, separate kitchen and lounge, and two large bedrooms with smaller en-suite shower rooms.

Rent: 600c
Rank: 4
Availability: -8

Two-bedroom luxury Uptown Penthouse Suite - All Uptown penthouses are luxurious, but some are more luxurious than others. Luxury suites consist of two bedrooms with en-suite bathrooms, a generous kitchen, large living room and separate dining room. The typical luxury penthouse also has a balcony that hosts a small garden in addition to all the features of a regular penthouse. Chemically treated soil leeches the pollutants out of the rain, and bio-genetically engineered plants never require cutting, allowing busy executives to enjoy their little patch of greenery. Most gardens have retractable covers to allow the residents to relax there without getting wet, or entertain guests on the lawn. Alternatively, some luxury apartments don’t have the garden but have individual underground garages.

Rent: 750c
Rank: 5
Availability: -10

Three-bedroom luxury Uptown Penthouse Suite - The three-bedroom suite is very similar to the two-bedroom luxury suite, but is slightly larger and has an extra bedroom.

Rent: 900c
Rank: 6
Availability: -10

Two-bedroom Uptown Executive Suite - Executive suites are the most decadent homes on Mort, found spanning the tops of residential buildings. They are vast, often occupying two levels and fed by private elevators. Each huge bedroom has a spacious en-suite bathroom complete with Jacuzzi, fitted music systems, and bio-genetic self-tending plants. Often the center of the suite is occupied by a lounge that rises through both levels, overlooked by balconies leading to the bedrooms and with glass ceilings and huge windows. Many executive suites have modest gardens, similar to luxury penthouses but larger. Access to these homes is by private elevator, which also leads to a private underground garage large enough for several vehicles.

Rent: 1500c
Rank: 7
Availability: -12




Food

Everybody’s got to eat, but some characters are more discerning about what they eat. Few Ops will choose to eat badly though, and players wishing to have their characters live on 12c a month should be prepared to accept a -1 phys due to malnutrition  Though eating at the Very Good level provides a +1 phys bonus. Basic food represents a typical Op’s diet – a mix of fast food, nutrient snacks and an occasional bar meal. While this may not seem particularly healthy, Ops are usually extremely physically active and the nutrient snacks they supplement their basic diet with provide everything that pizza and burgers lack. Shaktar and Wraith Raiders tend to be more discerning about what they eat, and tend to prefer food prepared in the manner they are accustomed. Much of what they eat is shipped to Mort from off-world, and so is more expensive. SLA does what it can to subsidize these specialist ingredients though, so the price isn’t as high as it would normally be, and while the alien races prefer their own food they can survive on a basic diet as well as a human could. Stormers rarely care what their food tastes like. For them it is simply fuel, but as Stormers burn a lot more fuel then they eat much more. Most Stormers tend to eat food designed for them – a sort of protein rich tofu that other races find tasteless and plasticky. This is designed to be cheap enough for the Stormer to be able to consume enough of it and not suffer financially, and so it works out about the same as a basic human diet. Stormers are perfectly capable of eating normal food though, and often supplement their diet with red meat.

Food Monthly Cost

Poor (low quality and quantity) - 12c
Basic (fast food, nutri-snacks) - 30c
Good (some prepared meals) - 45c
Very good (some restaurants) - 60c+

Stormer – Basic - 30c
Stormer – Supplemented - 40c
Stormer - Very Good - 55c

Wraith Raider – Basic - 35c
Wraith Raider – Racial - 60c
Wraith Raider - Very Good - 75c

Shaktar – Basic - 40c
Shaktar – Racial - 60c
Shaktar - Very Good - 75c




Lifestyle

Lifestyle is why many Ops are who they are. Their dangerous occupation gives them the money to be able to go out when they like, take recreational drugs whenever they like, sleep with whoever they like. This can be expensive. A player may choose the lifestyle that suits their character, but should also be prepared to step up or down should the lifestyle be inappropriate. It comes down to the player’s role-playing. A player may choose several lifestyles if they are feeling particularly affluent.  A character’s lifestyle has more effect than just a drain on finances. Life as an Op is stressful, and letting off steam stops it driving them crazy. The stress system is described in the Contract Circuit source book, and each lifestyle will reduce stress by a certain amount to represent the amount of recreation and relaxation they allow themselves.

Simple – 30c - Following a simple lifestyle is very cost effective way of living, but it is also a very difficult way. Few other than Shaktar have the self discipline to abstain from all vices, and a player should be ready to justify why their character lives like a monk to. The basic costs incurred from a simple lifestyle represents replacing worn out clothing and other day-to-day paraphernalia.

Game effects: Characters receive no reduction in stress from recreation. Shaktars receive a reduction of 1 stress per month through meditation. Brain Wasters and Frothers actually gain a point of stress every month. All characters suffer a -1 penalty to public image and media reputation.

Clean – 100c - Some Ops like to be professional. They eat healthily, train hard, and prepare for their work like athletes. They rarely go out to bars and clubs, instead preferring healthy physical and social pursuits. It is common to find Shaktar, Ebons, Wraith Raiders, and many humans living in this manner. It is very rare for Frothers and Brain Wasters.

Game Effects: Characters lose one stress per month. Brain Wasters and Frothers receive no benefit.

Regular – 150c - Most Ops are relatively moderate in their lifestyle. They go out partying once or twice a week, get decent clothes when it takes their fancy, buy the odd gadget or luxury.

Game effects: All characters lose two points of stress every month as a result of their recreational activities.

Party – 250c - Some Ops love to go out clubbing and drinking, Frothers and Brain Wasters particularly. Partying three or four times a week can really hit a person’s wallet though, and these characters often find themselves cutting back on other things to compensate. There are advantages to counterbalancing working hard with playing hard though.

Game effects: Characters lose three stress every month through partying, drinking and relaxing. Shaktar and Wraith Raiders lose only two as they naturally prefer a quieter existence.

Elegance – 300c - More refined Operatives, such as Ebons and human financiers and media Ops, prefer a more civilized lifestyle. They dress smartly, eat in restaurants, and enjoy the arts. While this doesn’t allow as much scope for releasing pent up frustration, it makes a character so much more approachable on a business level and respected among corporate as professionals.

Game effects: Characters lose two stress every month as a result of their recreation. Frothers, Stormers, and Brain Wasters receive no loss. Characters also gain +1 reputation with regards to business transactions with corporate representatives.

Fashion – +150c - Some people are fashion victims, and can’t be seen dead without the latest clothing and accessories. Whether it be Arducci suits or Sigerson Airwear and Clown Fabrics, a character who splashes out on the latest fashions and ensures they are never seen in the same outfit twice will stand more chance of grabbing the public’s attention.

Game effects: Being fashionable gives a character a +1 bonus to public image and media reputation.

Smoking – +5c per Addiction Rank - Smoking is still a common vice of many people in the World of Progress. While most Ops are aware of the health implications of smoking, few expect to live long enough to suffer from them. Even if they do, they’d most likely be wealthy enough to afford the medical treatment.

Game effects: Characters lose one point of stress every month, but gain one potential stress every three days if made to stop.

Drinking - +10c per Addiction Rank - Alcoholism is a common problem on Mort, and far more common among Ops. The pressures of the job often lead to them turning to drink to numb the pressures. This additional cost is not applicable if the character takes the Party lifestyle – more than enough booze to feed any addiction is provided by such a hedonistic lifestyle.

Game effects: - Characters lose 1 stress every month, but gain one potential stress every week if forced to stop.

Drugs – variable - Characters who are addicted to one or more drugs will have to pay to feed their addiction. The GM should work out how many doses the character will need for the month and charge them accordingly. Frothers tend to find that this drives them to work particularly hard.

Gambling - Variable - Gambling is a common vice among Operatives. They have the spare cash and are used to playing the odds with their lives. More often than not they're less lucky with their money.

Game Effects: Characters with the gambling disadvantage must make a Gambling skill roll once a month, with a penalty equal to the level of the disadvantage. Results in the 1-10 range equate to a loss of the roll multiplied by double the level of the addiction. Results between 11-20 equate to a loss equal to the result multiplied by the level of the addiction. Results of 20+ equate to a profit of the amount over 20 multiplied by the level of the addiction. If a double 1 is rolled, the loss is equal to the result multiplied by ten times the addiction. If a double 0 is rolled, and the result is above 20, the profit is the amount over 20 multiplied by ten times the level of the addiction.




Vehicle Maintenance

The cost of owning a vehicle doesn’t end with the price of purchase. Most vehicles use a rechargeable power supply, so fuel bills are negligible, but repairs and maintenance can be expensive. While most vehicles won’t need maintenance every month, the amount describes the average cost over the course of a year, including servicing, testing, tires, and suchlike.

Vehicle: Small Civilian Motorcycle
Cost: 5c
Example: Sapian Trail

Vehicle: Motorcycle
Cost: 25c
Example: Calaharvey Raider

Vehicle: SLA Motorscycle
Cost: 15c
Example: Zaikuro T-Port

Vehicle: Small SLA Car
Cost: 30c
Example: Zaikuro Samurai

Vehicle: SLA Motorcycle
Cost: 35c
Example: Calaharvey Urbaniser

Vehicle: SLA Military Motorcycle
Cost: 45c
Example: GC Patrol, BLA Pandora

Vehicle: Large SLA Car
Cost: 75c
Example: Augustus, Julius

Vehicle: SLA Military Jeep
Cost: 100c
Example: GA 'J', MAL Prowler

Vehicle: SLA Military APC
Cost: 260c
Example: FEN Battle Taxi, FEN Phalanx




Debt

Debt is a common thing in the World of Progress. Everybody wants to live beyond their means, and some don’t consider the consequences of doing so. Operatives are discouraged from getting into debt, but many still do. Gambling is the biggest cause of debt for Operatives, and SLA looks very dis-favorably on employees with such poor financial sense as they put themselves in a position where they can be manipulated by external agencies. Administrative burdens such as these usually have short careers. Others, though, get into debt through less irresponsible means. Some suffer a disastrous fine or loss of payment that causes their living expenses to exceed their income temporarily. Others incur charges while in hospital or at a LAD facility and have to work to pay them back. Some simply need a cash boost to purchase equipment desperately needed for a BPN. SLA understands this, and offers a system of loans called the Operative Credit Scheme. The rates are designed to discourage using a loan as a source of temporary cash, but they do not negatively affect an Op’s progress – on the condition he is prompt with payments. The amount Operatives may borrow depends on their SCL. A higher SCL Op is more likely to earn money faster and therefore pay off more.

SCLMaximum Credit
101000c
92000c
83500c
76000c
69000c
515,000c
430,000c
3+Unlimited, by appointment with Dept of Finance




The maximum credit an Operative can request is adjusted by 10% per rank of reputation with the Dept of Finance.

SLA expects their employees to be financially responsible, and has a harsh rate of repayment. Interest and rates are deliberately kept simple for several reasons. SLA stands a better chance of getting their money back, Operatives are more likely to appreciate the impact of the loan, and fewer employee hours are spent by Ops and financiers alike trying to untangle their accounts. Every loan incurs a flat rate charge of 20% as soon as it is credited to the Operative’s account. From then on, a fixed interest charge of 5% a month of the remainder of the amount is incurred. In order to relieve Ops of the responsibility of repayment, a fixed 10% of the total loan will be debited from their account every month. Of course an Op may opt to pay more off and no extra charge is incurred – after all, the Operative Credit Scheme is designed as a financial safety net, not a money maker. SLA has civilians for that. Should the funds not be available from the Op’s account at the time of payment, an emergency payment of 5% (interest) will be taken instead to prevent the debt escalating, and a formal letter dispatched warning the Op of their financial predicament. Should the funds for the emergency payment not be available, the Op will be put into financial support by the Dept of Finance and will be called in to discuss their cash flow problems. Characters under financial support will automatically have 25% of any payment from a BPN redirected into paying off their loan until their case is reviewed at the end of the month. Should the amount recovered be equal or greater than the standard loan payment then the Op will be removed from financial support and continue with standard payments. If the amount recovered is greater than the emergency charge then the Op will remain on financial support. If the Op fails to make payment a second time they will be called into the Dept of Finance again. The Dept has several methods of recovering funds from those unable or unwilling to pay. Least drastically is to issue them BPNs to cover the costs. These are usually Yellows (retrieval), and are compulsory. The payment is the minimum for the color, of which 100% is taken by the Dept, and no SCL increase is gained. If compulsory retrieval BPNs fail to pay off the entire outstanding loan amount (and the Dept is more than happy to issue one a day) then the Dept has the option of issuing a Yellow BPN against the Operative to repossess enough equipment to pay off the loan. Any equipment in decent working order can be recovered at 50% value up to the outstanding amount, and the Operatives confiscating it will not be sympathetic about which equipment is taken, as they are likely in debt too. If an Operative has shown themselves to be incapable of supporting their own finances, too incompetent to complete enough BPNs to pay off the amount, and owning insufficient equipment to cover the amount, final action will be taken. Usually the Op is homeless, penniless, and with no equipment by this stage. They are given two options: service or prison. Those who choose service are made employee status (SCL 11) and drafted into one of the more undesirable jobs in the World of Progress, ranging from Shiver, to Artery factory worker, to soldier. Of course the former Operative is not told which employment they will be used for until they agree to service. Prison is generally considered to be a better option than the military, but a worse option than a factory world. Penal colonies in the World of Progress are little more than slave camps. There is little in the way of health and safety, most waking hours are spent working in conditions that make Artery seem pleasant, and of course they receive no pay for it.

Fault - Penalty

Failed to pay monthly charge: Defaulted to emergency charge.

Failed to pay emergency charge: -1 reputation with Dept of finance. Enrolled on Financial Support.

Failed to pay emergency charge on financial support: -2 reputation with Dept of Finance. -0.1 SCL. Issued compulsory BPN's.

Failed to recover from financial support by compulsory BPN: -2 reputation with Dept of Finance. -0.5 SCL. Repossession of equipment.

Failed to recover from financial support after repossession: - SCL reduced to 11. Re-employed or incarcerated.


Example of a loan payment

The following chart is an example of a character borrowing 1000c and paying back the standard charge of 10% each month. The initial 20% (200c) charge is applied and the first month’s interest applied after the initial payment. Therein the Operative pays off the loan over fourteen months, incurring a total amount repaid of 1591c.

MonthDebtRepaymentRemainingInterest
11200120108054
21134120101451
3106512094547
499212087244
591612079640
683512071536
775112063132
866312054327
957012045022
1047212035218
1137012025012
122621201427
13149120291
14313100




Stocks and Shares

Operatives often invest in stocks to make their spare cash work for them. Usually they will get a financier to deal with all the paperwork, but many Business package Ops actually dabble themselves. If an Op wants to get a financier to deal with his stocks, the financier will give him monthly reports and the opportunity to reap any profits. If the Op chooses not to, the financier will simply take his percentage of the profits and re-invest the rest. If the Op wants to sell some shares, however, the financier will take a cut and give the Op the remaining profits. The broker’s fee varies, depending on the skill of the financier, but always involves a set fee. As a rough guide, the fee is usually ten times the financier's Business Finance skill and the monthly percentage is usually two times the financier's skill. If a character wants to dabble himself, he doesn't pay any fees but is probably not going to make as big a profit and has modifications according to his Business Administration skill. An Op is required to have a trade license before he can invest on the stock market himself, which is limited to the Business package.

Every month, a Business Finance roll is made to find out how well the shares are doing. The amount above or below 11 is equal to a 2% profit or loss on the amount invested. If an Op is managing his own shares a Business Administration roll must first be made, and if the total is 11+ the transactions are worked out in the normal way. SLA, however, is notoriously awkward when it comes to giving money away and there are many bureaucratic traps to fall into. If the Op fails his Business administration roll, the transactions get lost in the red tape and the shares are frozen for that month. If at any point a double one is rolled, something has gone terribly wrong. Another roll should be made with the amount rolled being used as an additional loss of 5% per point.


Re-sale of Equipment

As Operatives buy new equipment, the old stuff becomes obsolete. Sometimes the owner will wish to keep a spare weapon or armour, but often they will prefer to try to make some money back off them. SLA has a returns policy in place for Ops wishing to 'sell back' old equipment for reconditioning, despite all equipment being owned by SLA and leased to the Ops. Of course some Ops may prefer to sell privately to other Ops, which can also be done legally via a transfer of ownership. This method may sometimes make the seller a better profit, but it is usually offset by the charges SLA places on such transfers. It is also possible, although not recommended, for Operatives to sell their equipment on the black market. Players chosing this course of action would be better suited playing the scenario out with their GM, as it will inevitably lead to interesting situations.


Returns

The SLA returns programme offers Operatives the means to hand old equipment back for a modified refund of the original cost. The equipment is then refurbished and redistributed among other branches. Refurbished equipment is never resold to Operatives by SLA Industries. The equipment will be accepted for return providing it is in correct working condition, undamaged, and that it is unmodified. Upon return SLA will refund 60% of the original cost of the item.


Transfers

Operatives wishing to sell equipment privately can get a better price than if they return the equipment, but it can be hit-and-miss. Transfers between player characters can be worked out between the players, but various methods of advertising equipment for sale exist legitimately and are widely utilised. Unlike returns, damaged or modified equipment can be transferred, although this will alter the price.


Transfer Charge

SLA charges a flat rate of 10c to re-register equipment as an administration charge. Additionally, a tax of 15% is also charged. The responsibility for paying the charge and tax falls on the seller, so the 15% is taken from whatever price the seller receives, rather than adding to the price the buyer pays. These charges are mandatory regardless of the method of purchase, and failure to register a transfer of equipment effectively makes the transaction a black market sale.


Sale Price

Methods of sale vary, but when selling to NPC Operatives the outcome is much the same. The price is usually haggled or auctioned, and as such is highly variable. Sales are made on a time period wherein it is assumed that the seller may have had several offers, but the outcome is the best price for them. The seller has the right to refuse the sale if they feel the offer is not high enough, but they will have to wait until the next time period has passed. When working out the offer the base price is represented by a roll of 2D10-4. The result of the roll is multiplied by 5 to give the percentage of the original price that is used as the base offer. Note that this may result in a negative result, indicating no interest from potential buyers. On top of this figure the seller may opt to use any haggle skill they have in order to adjust the price, with every success point an additional 5% up to a maximum of 90%. The final result is the base sale price for that time period.


Sale Time Period

Different items take different amounts of time to sell, depending on demand. Common items such as ammunition, handguns, and low value Armour are in good demand and will have a sale period of only a week. More unusual items such as KK weapons, exotic melee weapons, and expensive Armour can have a sale period of several weeks. Specialist items such as customized equipment can take a month or more. The figure is very much down to the GM, but demand and availability should be factored into the period.


Damage

Damaged equipment can still be sold, but obviously at a reduced price. Again, the reduction can vary but the hard and fast rule that most Ops will be aware of is that the price is reduced by double the cost of the repairs. Most sellers will make the effort to fix whatever is broken, but sometimes the repairs are beyond their financial means.


Custom Equipment

Selling customized equipment is a double edged sword. Often the equipment will be customized specific to a user, and as such will be less desirable to the buyer. Conversely, some Operatives have been known to buy equipment and customize it specifically for resale, and make a tidy profit. The change in price will very much depend on the nature of the customization. Generally the price will be reduced - general aesthetic customization will bring around -10%, while ergonomic customization can reduce the sale price by 50%. However, sellers with a high public image or who are skilled in design or fashion can actually increase the value of an item. Again, the GM should decide the specifics.
This message was last edited by the GM at 20:30, Tue 17 July 2018.
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