Alagoric
SOC-8
WHEN CHARACTERS GAIN A LOT OF MONEY VERY QUICKLY...
Introduction
When characters gain a large amount of money from some source, it can be fun to throw in a few
little complications. What is considered to be a large amount of money should be left to the
discretion of the referee. Certainly millions of credits would be appropriate. These encounters
can be even more fun if the source of the characters wealth is dubious.
Whenever the characters enter a new system the referee should roll 2D6 and compare the result to
the table below. Add or subtract modifiers as apporopriate.
2D6 Result:
4 or less: There is limited local interest. A few individuals may have heard of the characters'
wealth.
5: Local laws prevent anyone with significant assets from making surface landings without
dealing with a vast amount of bureaucracy (paperwork, data searches, personal checks,
etc). This is to facilitate local taxing policies. Any failure to comply with the law,
any attempt to land, or a significant inability to account for the origins of the assets
may result in those assets being frozen or seized. The characters are unable to reclaim
them without without a lengthy legal hearing (or perhaps taking them back by force). The
local police will use a great deal of force to bring offenders to justice.
6: A significant local personality (the president, the dictator, the king, or the leader of
a major crime syndicate) takes it upon themselves to be the characters' host, assigning
them drivers, fixers and a unit of heavily-armed bodyguards, and placing vehicles and
estates at their disposal. Independent movement is almost impossible, and the characters
attendance at tedious social events becomes obligatory. Running away will make the local
potentate quite angry, and that may have bad consequences. There may be heavily armed
groups seeking to overthrow the government or organisation, and they may choose to target
the characters.
7: Information about the characters wealth has preceded them. The local currency is an
independent scrip, and credits are not legal tender. Credits must be exchanged at
designated Money Houses, and the exchange rate is truly criminal - a special price for
the characters, maybe 50x the normal rate or more. Black Market rates may be better, but
such action is difficult, very illegal, and carries severe penalties. And to make
matters worse, every shop and market will ramp prices to an extreme degree. The greed of
the locals is astounding.
8: Local Media covers the presence of the characters, treating them as celebrities. They
become the centre of attention, with all manner of reporters, cameramen and paparazzi
tailing their every move. Every newspaper, radio, television, 3V channel, holodisplay,
city hoverscreen, and infonet terminal will carry the characters images and bios. Events
or people from the players' pasts may soon come to light...
9: Wherever the characters go (with the exception of secured areas such as starports and
decent hotels) groups of interested locals, along with beggars, speculators, gold-
diggers, and many other assorted panhandlers, will gather and hound them. In poorer areas
the locals may be unfriendly - widespread riots may ensue, along with civic damage and
associated police or paramilitary action.
10 or more: As 8 or 9, above. However, a large group of Hitmen have been hired to kill the
characters, and they use the event as cover while making their attempt. Exactly who the
assassins are working for is left to the referee - perhaps they are operating for a rival claimant
to the characters wealth, or they may be a Black Ops unit (perhaps working for a snubbed
leader (see result 6, above)). Or they may be a well-armed gang ambushing wealthy targets
with a view to robbery or kidnapping, perhaps for organised crime.
Suggested Modifiers:
For each subsector away from where the money was gained: DM -1 per border crossed
If the system is currently interdicted (ie amber or red zone): DM -1
If the current location is on an Xboat route: DM +2
If the current location has a class 'A' starport: DM +1
Additional negative DMs can be gained from disguises, false identities, or trying to stay away
from areas where there are regular news updates. Another option is simply to lie low and let time
pass (months rather than days). Characters who are well-known, flamboyant or particularly
noticeable may receive additional positive modifiers.
Referees and players are encouraged to come up with yet more modifiers. Perhaps these can only
be gained once the characters have succeeded in "sidebar" missions to get unusual equipment or
supplies, once they have managed to effect some sort of change to their circumstances, or have
succeeded in 'persuading' individuals to change their opinions or actions.
Conclusion
Be cautious of overplaying this - consider calling it a day once the money is gone, or after a
certain number of jumps. It can be fun to start with, but the novelty will soon pale.
Introduction
When characters gain a large amount of money from some source, it can be fun to throw in a few
little complications. What is considered to be a large amount of money should be left to the
discretion of the referee. Certainly millions of credits would be appropriate. These encounters
can be even more fun if the source of the characters wealth is dubious.
Whenever the characters enter a new system the referee should roll 2D6 and compare the result to
the table below. Add or subtract modifiers as apporopriate.
2D6 Result:
4 or less: There is limited local interest. A few individuals may have heard of the characters'
wealth.
5: Local laws prevent anyone with significant assets from making surface landings without
dealing with a vast amount of bureaucracy (paperwork, data searches, personal checks,
etc). This is to facilitate local taxing policies. Any failure to comply with the law,
any attempt to land, or a significant inability to account for the origins of the assets
may result in those assets being frozen or seized. The characters are unable to reclaim
them without without a lengthy legal hearing (or perhaps taking them back by force). The
local police will use a great deal of force to bring offenders to justice.
6: A significant local personality (the president, the dictator, the king, or the leader of
a major crime syndicate) takes it upon themselves to be the characters' host, assigning
them drivers, fixers and a unit of heavily-armed bodyguards, and placing vehicles and
estates at their disposal. Independent movement is almost impossible, and the characters
attendance at tedious social events becomes obligatory. Running away will make the local
potentate quite angry, and that may have bad consequences. There may be heavily armed
groups seeking to overthrow the government or organisation, and they may choose to target
the characters.
7: Information about the characters wealth has preceded them. The local currency is an
independent scrip, and credits are not legal tender. Credits must be exchanged at
designated Money Houses, and the exchange rate is truly criminal - a special price for
the characters, maybe 50x the normal rate or more. Black Market rates may be better, but
such action is difficult, very illegal, and carries severe penalties. And to make
matters worse, every shop and market will ramp prices to an extreme degree. The greed of
the locals is astounding.
8: Local Media covers the presence of the characters, treating them as celebrities. They
become the centre of attention, with all manner of reporters, cameramen and paparazzi
tailing their every move. Every newspaper, radio, television, 3V channel, holodisplay,
city hoverscreen, and infonet terminal will carry the characters images and bios. Events
or people from the players' pasts may soon come to light...
9: Wherever the characters go (with the exception of secured areas such as starports and
decent hotels) groups of interested locals, along with beggars, speculators, gold-
diggers, and many other assorted panhandlers, will gather and hound them. In poorer areas
the locals may be unfriendly - widespread riots may ensue, along with civic damage and
associated police or paramilitary action.
10 or more: As 8 or 9, above. However, a large group of Hitmen have been hired to kill the
characters, and they use the event as cover while making their attempt. Exactly who the
assassins are working for is left to the referee - perhaps they are operating for a rival claimant
to the characters wealth, or they may be a Black Ops unit (perhaps working for a snubbed
leader (see result 6, above)). Or they may be a well-armed gang ambushing wealthy targets
with a view to robbery or kidnapping, perhaps for organised crime.
Suggested Modifiers:
For each subsector away from where the money was gained: DM -1 per border crossed
If the system is currently interdicted (ie amber or red zone): DM -1
If the current location is on an Xboat route: DM +2
If the current location has a class 'A' starport: DM +1
Additional negative DMs can be gained from disguises, false identities, or trying to stay away
from areas where there are regular news updates. Another option is simply to lie low and let time
pass (months rather than days). Characters who are well-known, flamboyant or particularly
noticeable may receive additional positive modifiers.
Referees and players are encouraged to come up with yet more modifiers. Perhaps these can only
be gained once the characters have succeeded in "sidebar" missions to get unusual equipment or
supplies, once they have managed to effect some sort of change to their circumstances, or have
succeeded in 'persuading' individuals to change their opinions or actions.
Conclusion
Be cautious of overplaying this - consider calling it a day once the money is gone, or after a
certain number of jumps. It can be fun to start with, but the novelty will soon pale.
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