Mass Effect 5e - Player's Handbook

Expenses

Currency

“Credits” are the only type of currency in Mass Effect. Our rule of thumb is that 1 gold piece is about 100 credits. But this is more of a guideline and we adjust that ratio often throughtout our prices.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in [the Mass Effect] world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

-- 5th Edition SRD, pg. 72

LifestyleCredits/Day
Wretched-
Squalid25 credits
Poor75 credits
Modest150 credits
Comfortable250 credits
Wealthy500 credits
Aristocratic1,000 credits minimum
Commonplace Things

We've provided an assortment of costs for commonplace things. These are recommendations and not rules.

Drinks

ItemCredits
Beer (pint)5
Wine (glass)5-20
Beer (pitcher)20
Wine (bottle)20-100
Mixed Drink10
Exotic Drink20

Food

ItemCredits
Nutrient Bar5
Flavored Nutrient Bar10
Synthetic Meal Facsimile30
Standard Meal10-50
Artisan Meal100-200
Low-Grade Provisions100
Mid-Grade Provisions200
High-Grade Provisions500

Lodging

ItemCredits
Poor25
Modest100
Comfortable300
Upscale750
Lavish1500

Drugs

ItemCredits
Creeper, 1 dose50
Eximo, 30 pills25
Hallex, 10 pills50
Minagen X3, 1 dose100
Oblivion, 10 doses10
Red Sand, 1 gram200

Services

ItemCredits
Taxi, within town/city1 per kilometer
Shuttle, within planet50
Interplanetary Shuttle500
Starship's Passage100 per day
Weapon or Armor Detailing100-500
Hireling (Skilled)500 per day, minimum
Hireling (Unskilled)200 per day
Buying and Selling

Buying

GM's should feel empowered to raise and lower these costs to suit the needs of your campaign. If you player's are part of a military unit, improvements might be free and come at set levels. If you're in a desolate setting with limited resources, you might increase the cost of items.

Selling

Recommendation: Weapons and Armor can sold at one third of their cost.

Additionally, we do not recommend you allow players to sell back their weapons and armor at face value. We've attempted to balance the acquisition of credits to avoid players becoming too powerful through mods and new weapons too quickly. Allowing players to sell weapons and armor at face value will tip the scales in the player's favor.

Discounts

Long time Mass Effect players will certainly want to reference Shepard's ability to secure discounts from local shops. One option is to have players make Intimidation or Persuasion checks (with or without Paragon/Renegade scores). However, for added variety and randomness, you can use the following set of rules.

First, assign a DC to your shopkeeper. The DC could be equal for Intimidation and Persuasion, or it could be different for each.

Next, have you player make an Intimidation or Persuasion check. If using Paragon/Renegade rule, they can add their Renegade modifier to Intimidation checks or Paragon modifier for Persuasion checks. The result of this check adds a modifier to the final d100 roll (see next step).

  • Critical Failure: -50
  • Failure: -20
  • Success: +20
  • Critical Success: +50

Finally, the GM or player rolls a d100 adding the modifier from the previous step. Consult the following table for the resolution.

RollResult
<= 10The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business with your or your party.
11-30The shopkeeper sees through your ruse. If you're going to play it that way, you'll have to pay 10% more.
31-50The shopkeeper is unmoved. They aren't going to give you a discount, but they're not shutting their doors either.
51-70The shopkeeper has seen these ploys before, but you gave him a good chuckle, for that, you get a 10% discount.
71-90Better to work with you than against you, the shopkeeper offers you a 20% discount.
>= 91Either completely enthralled with your proposal, or scared out of their wits, the shopkeeper offers you a on-time discount of 50% off, and a lifetime discount of 20% off.
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