Mass Effect 5e - Player's Handbook
Expenses
“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 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
Lifestyle | Credits/Day |
---|---|
Wretched | - |
Squalid | 25 credits |
Poor | 75 credits |
Modest | 150 credits |
Comfortable | 250 credits |
Wealthy | 500 credits |
Aristocratic | 1,000 credits minimum |
We've provided an assortment of costs for commonplace things. These are recommendations and not rules.
Drinks
Item | Credits |
---|---|
Beer (pint) | 5 |
Wine (glass) | 5-20 |
Beer (pitcher) | 20 |
Wine (bottle) | 20-100 |
Mixed Drink | 10 |
Exotic Drink | 20 |
Food
Item | Credits |
---|---|
Nutrient Bar | 5 |
Flavored Nutrient Bar | 10 |
Synthetic Meal Facsimile | 30 |
Standard Meal | 10-50 |
Artisan Meal | 100-200 |
Low-Grade Provisions | 100 |
Mid-Grade Provisions | 200 |
High-Grade Provisions | 500 |
Lodging
Item | Credits |
---|---|
Poor | 25 |
Modest | 100 |
Comfortable | 300 |
Upscale | 750 |
Lavish | 1500 |
Drugs
Item | Credits |
---|---|
Creeper, 1 dose | 50 |
Eximo, 30 pills | 25 |
Hallex, 10 pills | 50 |
Minagen X3, 1 dose | 100 |
Oblivion, 10 doses | 10 |
Red Sand, 1 gram | 200 |
Services
Item | Credits |
---|---|
Taxi, within town/city | 1 per kilometer |
Shuttle, within planet | 50 |
Interplanetary Shuttle | 500 |
Starship's Passage | 100 per day |
Weapon or Armor Detailing | 100-500 |
Hireling (Skilled) | 500 per day, minimum |
Hireling (Unskilled) | 200 per day |
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.
Roll | Result |
---|---|
<= 10 | The shopkeeper is furious that you would attempt to cheat them out of their wares. They will not do business with your or your party. |
11-30 | The shopkeeper sees through your ruse. If you're going to play it that way, you'll have to pay 10% more. |
31-50 | The shopkeeper is unmoved. They aren't going to give you a discount, but they're not shutting their doors either. |
51-70 | The shopkeeper has seen these ploys before, but you gave him a good chuckle, for that, you get a 10% discount. |
71-90 | Better to work with you than against you, the shopkeeper offers you a 20% discount. |
>= 91 | Either 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. |