Absalom Station prices...


Homebrew

Acquisitives

So for my home campaign, the team is basically stationed out of Absalom Station. After a few adventures under their belts, they're looking into branching out from adventuring and looking for certain services. space should be at a premium, even on a station as large as Absalom, so i don't want to just use the example pricing in the core book.

with that in mind, i'm interested if anyone knows of any price lists out there for various services on the station, or if there are any suggestions for the following:

ship stuff
* docking fees (per day, week, month) for a medium ship (about the size of the Sunrise Maiden). this is for internal docking. they've asked about public docking bays (multiple ships) and private docking bays (single ship).
* docking fees for ships just "parked" around the station, inside the security cordon where they just take a taxi/ferry to their ship or eva. obviously cheaper than a docking bay, but can't do many repairs/refits.
* various ship services - they'll be doing their own repairs, but what about refueling, parts/pieces for common, regular repairs/maintenance, restocking food, medical supplies, etc.

character stuff
* living accommodations - dirt poor apartment like what Corbin Dallas has in 5th Element up to multiroom spacious apartments.
* storage facilities - from basic 10'x10' rooms to adding refrigeration, environmental/climate controls, security, etc.
* storefronts - how much for a storefront, something like a 10'x10' showroom and small back office/storage, and up based on size and location in the station.

they, including me, don't want to abstract this - they want some ballpark figures, and i need to be able to drain money from them :)


My advice? Figure out their income/expected WBL at the current level. All that they want to get in total adds up to 10-20% of whatever that number is.

Leave the price at that number, so that when they level up and start making more money, the price of their accommodations starts to seem less and less like something to worry about, giving them a sense of advancement.

Especially if they're still lower level, where new gear every level is less important.


Use the profession skill as a baseline.

1 check per week earns double the result in credits. Assuming a decent but not excellent score in the relevant modifier (say 14) and a level 1 means probably an average check of 16 and a weekly income of 32 credits. A low rent apartment should probably be priced around 8 credits a month (25% of monthly income).

Cheap storefront/office space should probably be around 16 credits a month.

Docking fees for the ship should be based on a similar metric as renting an apartment but multiplied by the ship's maximum crew.

I'd set another two tiers of luxury for accommodations and offices using an average result for level 5 and level 10 profession checks.

Acquisitives

Master Han Del of the Web wrote:
Use the profession skill as a baseline.

thanks - i like this - i forgot i'm trying to simulate an economy, and that's going to be dependent not on the adventuring party, but by professionals on the station. and as you say, from there i can just go by standard living expenses as a percentage of income.

thanks!


No problem! Glad I could help


Vertasi wrote:
Master Han Del of the Web wrote:
Use the profession skill as a baseline.

thanks - i like this - i forgot i'm trying to simulate an economy, and that's going to be dependent not on the adventuring party, but by professionals on the station. and as you say, from there i can just go by standard living expenses as a percentage of income.

thanks!

Thing is, if you do that most items become ridiculously expensive and unobtainable by most people.


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...really dude? Here too?


Master Han Del of the Web wrote:
...really dude? Here too?

The OP has stated that he wants to simulate an economy, so its better to tell him now that it won't work because the economy in Starfinder is completely idiotic and geared towards a loot crawler instead of pretending that it works because you are too much of a fanboy to acknowledge obvious problems.


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Ixal wrote:
Master Han Del of the Web wrote:
...really dude? Here too?
The OP has stated that he wants to simulate an economy, so its better to tell him now that it won't work because the economy in Starfinder is completely idiotic and geared towards a loot crawler instead of pretending that it works because you are too much of a fanboy to acknowledge obvious problems.

I mean, he's not totally wrong. Starfinder isn't built to have a realistic functioning economy.

Fortunately, not everyone needs to or wants to care if all the NPCs in the universe can afford to eat. I think most people will just say "And the npcs didn't die of starvation, because the GM said so." Then, now that we can all breathe more easily knowing the millions of NPCs that we'll never meet are fine, we can get back to playing the game.

Beyond that? Money is maddeningly tight for players, given the things they need to buy and the sweet tech-toys they want to buy. Adding in more costs, such as spaceship upkeep, docking fees, refueling, etc, is only going to make this worse. Personally, after playing a fair amount of Starfinder, I wouldn't play in a game with extra money sinks, unless the players' income was also increased, at which point I'd say "Why are the players and the GM doing all this extra bookkeeping and math to end up in the same position as we were before the money sinks?"

That said, I wouldn't want to be in the test run, but I'd absolutely try a Starfinder where someone re-worked the entire economy from the ground up to see how it went.


Master Han Del of the Web wrote:
...really dude? Here too?

Also, it's mighty early, but this legit made spray a little coffee at my monitors. Thanks for the morning laugh!


Pantshandshake wrote:
Master Han Del of the Web wrote:
...really dude? Here too?
Also, it's mighty early, but this legit made spray a little coffee at my monitors. Thanks for the morning laugh!

I was literally thinking to myself that I better get in with some helpful advice that actually addresses the spirit of the request before the thread was derailed entirely. Looks like I just got it in.


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Pantshandshake wrote:

I mean, he's not totally wrong. Starfinder isn't built to have a realistic functioning economy.

Fortunately, not everyone needs to or wants to care if all the NPCs in the universe can afford to eat. I think most people will just say "And the npcs didn't die of starvation, because the GM said so." Then, now that we can all breathe more easily knowing the millions of NPCs that we'll never meet are fine, we can get back to playing the game.

Beyond that? Money is maddeningly tight for players, given the things they need to buy and the sweet tech-toys they want to buy. Adding in more costs, such as spaceship upkeep, docking fees, refueling, etc, is only going to make this worse. Personally, after playing a fair amount of Starfinder, I wouldn't play in a game with extra money sinks, unless the players' income was also increased, at which point I'd say "Why are the players and the GM doing all this extra bookkeeping and math to end up in the same position as we were before the money sinks?"

That said, I wouldn't want to be in the test run, but I'd absolutely try a Starfinder where someone re-worked the entire economy from the ground up to see how it went.

You're right, he's not wrong about a few things. Increasingly my problem is that good ol'Ixie is dismissive and insulting with his posts and refuses to acknowledge points outside of his incredibly narrow definition of Good and Fun.

As has been noted time and again, Starfinder is distinctly not a simulationist game and was never intended as such. Trying to force a realistic simulation of an economy into place now, after the game has been balanced and supplementary material has been released, is a bit mad. A complete rework of the economy would essentially require a new edition of the game with completely new rules for handling and distributing wealth and I don't think would really add anything to it.

In the original post, Vertasi specified they wanted reasonable figures that could be used to approximate these strains on the PCs' pockets. Now, I don't particularly relish the idea of all that bookkeeping myself but having bills start to pile up could give a nicely realistic reason for the party to look for riskier work.

I also based it off Profession for exactly that reason. If one or two PCs sank some ranks in a profession skill, got the relevant mental stat higher than average, and picked out the right gear, they could easily handle the bills for the party.


Ok, so I had several paragraphs about why I think the whole adding expenses to try and simulate an economy is kind of an unworkable thing, which is WAY too long. So here’s my boiled down opinions, spoilered for length:

Spoiler:

You can either add in expenses that are too low for characters over level 3 or 4 to really care about. 50 credits for a level 1 character is pretty meaningful. It’s space change you find on the floor of your car for a level 5 character. Personally I wouldn’t do it, because I don’t want the players and GM keeping track of stuff for no reason other than to do it. Busy work is the worst kind of work.

Or

You can add in expenses that are actually meaningful amounts, which will slow down your player’s ability to upgrade weapons/armor or buy neat toys, like robot legs or big mechanical bat ears. You know, the stuff that makes this game really cool. Now, at that point, you can either add in some way to make up for the lost money, such as reduced purchase prices, increased selling prices, more loot, more credit rewards, etc. Or you can lower the difficulty of combats to account for your players doing 3d8 less damage than they should while also having 5 less AC than they should. Or you can do neither, and laugh when the team of Super Budget Heroes gets hit on an attack roll of 3, and needs 15 hits to kill an enemy instead of 9. This option might actually be better, since you’re probably adding some fun to the game (for someone) even if the end result is the same as the vanilla game.

Don’t get me wrong, I think it would be really neat to have a more functional economy in this game. I just don’t see a way to do it without rebuilding it from scratch.

So that's my rant. I hope you'll take it as it's intended, as an explanation of why the system doesn't like it when you get too real-worldy, and not a long exposition as to why your ideas are bad and you should feel bad.

PS: If anyone does start fiddling with money, expenses, earnings, and loots, please post about it. Let us know how it works, what doesn't work, what you had to tweak after putting into the game, etc. I'd love for my theories to be proven wrong.


Pantshandshake wrote:
You can either add in expenses that are too low for characters over level 3 or 4 to really care about. 50 credits for a level 1 character is pretty meaningful. It’s space change you find on the floor of your car for a level 5 character.

See, I think this is actually the right idea. Yes, a couple levels in, it becomes busywork, and unless you're gonna create some corporation building rules or something unique like that, best to just hand wave it.

But, from previous campaigns in other systems, building a base and spending money on it can be a good amount of fun. Level 1-3 of the campaign is your party desperately trying to make more money than WBL so they can afford rent and fuel.

Level 4-6, you start handwaving that aspect. They've bought the house, and the fuel can be bought by pawning their enemies' sidearms to the right shady businessmen.

At that point, when it stops being plot relevant, and starts becoming busywork, you just handwave it away. Your PC's holdings are secure from basic financial stress. It's time to move on to taking down the big bads.


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Garretmander wrote:
At that point, when it stops being plot relevant, and starts becoming busywork, you just handwave it away. Your PC's holdings are secure from basic financial stress. It's time to move on to taking down the big bads.

It's the sort of escalation you see in just about any long enough running series. One of my favorites, the Dresden Files, does a similar thing. Early on, things like the main character making enough to pay his rent and stay fed were about as important as actually progressing the plot but midway through the series, it really stops being an issue. Of course, by then the main character has progressed from solving weird murders to saving the city.

Having it be more relevant to lower level characters but providing a method of shunting it into the background can be practical and narratively useful. Never underestimate mundane pressures before you raise the stakes.

Also, I really like the idea of a bunch of people who come together under the banner of 'Not being evicted' being responsible for saving the galaxy.


Garretmander wrote:
Pantshandshake wrote:
You can either add in expenses that are too low for characters over level 3 or 4 to really care about. 50 credits for a level 1 character is pretty meaningful. It’s space change you find on the floor of your car for a level 5 character.

See, I think this is actually the right idea. Yes, a couple levels in, it becomes busywork, and unless you're gonna create some corporation building rules or something unique like that, best to just hand wave it.

But, from previous campaigns in other systems, building a base and spending money on it can be a good amount of fun. Level 1-3 of the campaign is your party desperately trying to make more money than WBL so they can afford rent and fuel.

Level 4-6, you start handwaving that aspect. They've bought the house, and the fuel can be bought by pawning their enemies' sidearms to the right shady businessmen.

At that point, when it stops being plot relevant, and starts becoming busywork, you just handwave it away. Your PC's holdings are secure from basic financial stress. It's time to move on to taking down the big bads.

I like this approach as well. It emphasizes the narrative purpose of the rules hack while simultaneously adjusting for the inevitable skewing of the numbers that will occur at higher levels; all without performing a major overhaul of the entire game system.


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Although still in an embryonic stage, this past week I've been tinkering with ideas for grafting d20 Modern's wealth system to Starfinder. I get the impression that I'm in a minority of people who see entertainment value in that particular game mechanic, but the more I thought about things I prefer about d20 Modern/Future and wish had been incorporated in Starfinder, the more the system of wealth checks appealed to me.

I acknowledge the system has drawbacks and that it won't appeal to everyone, so I'm not suggesting it as an idea to "fix" Starfinder. The way I'm currently looking at using it will be to reflect exactly the kinds of mundane financial interactions that Vertasi brought up in the original question. My goal is to avoid minute bookkeeping on the one hand but to provide a quick, flexible game mechanic on the other that abstractly simulates the use of credit, savings, and other modern financial tools for a variety of things like those Vertasi mentions.

This system would exist parallel to the existing system which, many have argued, is, itself, more of an abstract resource balancing system for the PCs than a simulated way for representing economic activity.

If I'm successful, and it flows smoothly during game play without too much wrangling or fuss, it will give me a foothold on my larger ambitions to fuse more material from d20 Modern/Future into Starfinder.


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Now that would be something I'd like to see, especially if it is light on the bookkeeping. Finding an alternate method for handling and tracking assets in a homebrew game would be very nice to have.


I disagree with using a profession check for a baseline.

With your ability to walk into any station or village and just use profession for a week to earn some money, it feels more like freelancing, Uber driving, or being a day laborer; profession (corporate attorney) pays the same as profession (ditch digger).

I assume most people with normal jobs in Starfinder are paid a better salary or hourly rate than a profession check would indicate.

For abstracting cost of living, I like the Shadowrun lifestyle system:

Lifestyles:
At the end of the night, every runner has to have a place to come home to. That place where they hang up their SMG, spells, deck, or drone. A character must select one of the lifestyles below to be their primary Lifestyle—this represents the general affluence of their day-to-day life. They may elect to pay other lifestyle costs as well to represent maintaining separate residences for alternate identity or “safe house” purposes but must pay full cost on all lifestyles they maintain.
Obviously, a character has to pay the cost of their lifestyle(s) each month. Prepayments can be made for any number of months, but landlords are highly unlikely to refund the money later.
If a payment is missed there is a chance that the character will end up losing the lifestyle. Each time a payment is missed, roll a d6. If the result is greater than the number of consecutive months of payments missed, then the landlord has let them slide, for now. Payments must still be made up later, however. If the die result is less than or equal to the number of months missed, the character is out the door. If this is not the primary lifestyle, then the unit is lost. If the character missed payments on their primary lifestyle, downgrade the lifestyle one level. This represents the character having some items repossessed, seized, and/or sold in order to forcibly pay debts, and they are evicted from wherever they are living. At the gamemaster’s discretion, the character may also still owe some of the back rent to some kind of creditor. This may be a legit bank or loan company, or someone more unscrupulous such as a loan shark or criminal syndicate.
Overall, dealing with the character’s lifestyle is more of a roleplaying opportunity than anything else. Gamemasters and players are encouraged to make an interesting and dramatic story out of the situation.

Buying a Permanent Lifestyle:
A character can permanently buy a given lifestyle by making a payment equal to 100 months’ upkeep. For example, ten million credits buys a permanent life of luxury. This sum represents investments, trust funds, and so on that take care of payments. Nothing in life is certain, however. A character can lose a permanent lifestyle through an enemy’s action or through sheer bad luck. A hacker can rip investments to shreds, or enemies can blow real estate holdings into scrap. These things depend on how the character’s story unfolds, not on how much is her bank account at the time. If a player wishes, her character can sell a permanent lifestyle of Middle or better. If the character has a couple of months to broker a legitimate deal, roll 2D6. Multiply the result by 10 percent to determine what percent of the purchase price the character gets paid for her various holdings. If the character doesn’t have a legit SIN, roll only 1D6. Also roll 1D6 if the character must dump her home and possessions fast or through an agent because she is on the run.

Team Lifestyles:
If a team is particularly tight-knit and lives together (or if a few members of a team want to shack up), they can buy a joint team lifestyle. The cost is an extra ten percent per additional person. If the team is purchasing a Low Lifestyle or higher, one member of the team has to be the tenant of record. This is the one stuck with the debt if the team doesn’t keep up payments.

Lifestyle Categories

Luxury:
This lifestyle offers the best of everything: ritzy digs, lots of high-tech toys, the best food and drink, you name it. The character has a household staff, maid service, or sophisticated drones to do the chores. She gets by in her massive mansion, snazzy condo, or the penthouse suite in a top hotel. Home security is top-of-the-line, with well-trained guards, astral security, and quick response times. Her home entertainment system is better than that in public theaters and accessible from anywhere in the home. She’s on the VIP list at several exclusive restaurants and clubs, both real and virtual. This is the life for the high-stakes winners in the Pact Worlds: high-level executives, government big shots, Yakuza bigwigs, and the few shadowrunners who pull off the big scores (and live to spend their pay).
Cost: 100,000 credits a month and up!

High:
A High lifestyle offers a roomy house or condo, good food, and the technology that makes life easy. The character may not have the same perks as the really big boys, but neither does she have as many people gunning for her. Her home is in a secure zone or protected by good, solid bribes to the local police contractor and gang boss. She has a housekeeping service or enough tech to take care of most chores. This is the life for the well-to-do on either side of the law: mid-level managers, senior Mob bosses, and the like.
Cost: 10,000 credits a month

Middle:
The Middle lifestyle offers a nice house or condo with lots of comforts. Characters with this lifestyle sometimes eat nutrisoy as well as higher-priced natural food, but at least the autocook has a full suite of flavor faucets. This is the lifestyle of ordinary wage-earners or reasonably successful criminals.
Cost: 5,000 credits a month

Low:
With this lifestyle, the character has an apartment, and nobody is likely to bother her much as long as she keeps the door bolted. She can count on regular meals; the nutrisoy may not taste great, but at least it’s hot. Power and water are available during assigned rationing periods. Security depends on how regular the payments to the local street gang are. Factory workers, petty crooks, and other folks stuck in a rut, just starting out, or down on their luck tend to have Low lifestyles.
Cost: 2,000 credits a month

Squatter:
Life stinks for the squatter, and most of the time so does the character. She eats low-grade nutrisoy and yeast, adding flavors with an eyedropper. Her home is a squatted building, perhaps fixed up a bit, possibly even converted into barracks or divided into closet-sized rooms and shared with other squatters. Or maybe she just rents a coffin-sized sleep tank by the night. The only thing worse than the Squatter lifestyle is living on the streets.
Cost: 500 credits a month

Streets:
The character lives on the streets—or in the sewers, steam tunnels, condemned buildings, or whatever temporary flop she can get. Food is wherever the character finds it, bathing is a thing of the past, and the character’s only security is what she creates for herself. This lifestyle is the bottom of the ladder, inhabited by down-and-outers of all stripes.
Cost: Hey pal, life ain’t all bad. It’s free.

Hospitalized:
This special lifestyle applies only when a character is sick or injured. The character is confined to a hospital: a real one, a clinic equipped as a hospital, or a private location with the necessary equipment. Characters cannot own this lifestyle. They only pay for it until they get well or go broke, whichever comes first.
Cost: 500 credits a day for basic care, 1,000 credits a day for intensive care.


First off, that's a very limited view of what the profession skill really means. Adding ranks in your profession skill reflects a lot of things, what it doesn't mean however, is a strictly linear progression. Sure someone with 1 rank in Profession Ditch Digger (something I wouldn't allow at my table, that would fall under Construction) might be a deft hand with a shovel but four or five ranks in and they know how to operate specialist equipment and probably organize a work site. It does not mean that they, personally, just get faster with a shovel.

Similarly, a rank 1 Attorney might aspire to work for big corporate clients but they definitely haven't earned the reputation or gained the skills to attract such clients. They'd either be doing scut-work for bigger firms or taking much smaller cases.

You're right about it being more for gig-type work but my assumption had always been that a salary was better represented by essentially taking 10 with the skill with more lucrative positions represented by a higher number.

Your lifestyles, however, are exorbitantly expensive. The Streets and Squatting are strictly worse options than the already available lodging options in the CRB. With as tight as money is in Starfinder, I could not see any of my players willingly engaging in it. Buying out squatter accommodations is something that isn't possible until level 10 if you're sticking to the standard wealth-by-level chart.


Yeah, that's because those are the prices for Shadowrun; completely different game economy.


Master Han Del of the Web wrote:


Your lifestyles, however, are exorbitantly expensive. The Streets and Squatting are strictly worse options than the already available lodging options in the CRB. With as tight as money is in Starfinder, I could not see any of my players willingly engaging in it. Buying out squatter accommodations is something that isn't possible until level 10 if you're sticking to the standard wealth-by-level chart.

Those are the Shadowrun prices which operates more on a 1 Dollar = 1 Nuyen rate so of course they are expensive when you use Starfinders "everything non combat/adventuring costs a single credit" system.


kadance wrote:
Yeah, that's because those are the prices for Shadowrun; completely different game economy.

Ah, I thought since they used the term 'credits' there'd already been some conversions done. Taking a stab at it, I'd say at least a reduction by 1/10 for the prices might be in order. The option to buy out a lifestyle would be a nice touch as there is no real option for property ownership in Starfinder as far as I know.


kadance wrote:

I disagree with using a profession check for a baseline.

With your ability to walk into any station or village and just use profession for a week to earn some money, it feels more like freelancing, Uber driving, or being a day laborer; profession (corporate attorney) pays the same as profession (ditch digger).

I assume most people with normal jobs in Starfinder are paid a better salary or hourly rate than a profession check would indicate.

For abstracting cost of living, I like the Shadowrun lifestyle system:

** spoiler omitted **...

Hospitalized:
This special lifestyle applies only when a character is sick or injured. The character is confined to a hospital: a real one, a clinic equipped as a hospital, or a private location with the necessary equipment. Characters cannot own this lifestyle. They only pay for it until they get well or go broke, whichever comes first.
Cost: 500 credits a day for basic care, 1,000 credits a day for intensive care.

Long Term Medical Treatment costs 100 credits per day as listed in the Armory book. With high end or luxury facilities costing 2 to 10 times as much.

Using this as a baseline, your prices are probably 5x what they should be. 100/month for squatter, 400/month for low, 1000/month middle, 5000/month for high (changed to make it fit the difference better), and 20,000+/month for luxury.
This also puts it a lot closer to what is available on the Lodging table of the corebook. As 3 poor meals per day, plus sleep pod for a month adds up to 120 credits, and that is effectively squatter level.
While poor is closer to having 3 common meal per day plus efficiency lodgings for a month add up to 360 credits, so there is that...


Nicely done. Though I will point out that a week of field rations is 1 credit, and thus much cheaper than poor meals for the lower lifestyles.

Still, a good starting place for price conversion. I'll have to see how that applies that to the 200+ pages of shadowrun conversions I already have.


When our group started playing years ago I made the player's (and I also did) track have gold, silver and bronze piece they spent. Every meal, every drink, etc....

It dawned on me one day that WFT was I doing? I do this in real life why in the world to I want to do it in our escape world??

I didn't and my player's didn't.

So I changed to the once a month lifestyle payment. The in between adventure roleplaying got so much better and creative is none of the players had to worry about tracking every coin spent.

Additionally the players never abuse this and actually lived (roleplayed) within the means that they paid for a monthly basis.

So I have carried this over to Starfinder.

As for NPCs. In my games the NPC's economy is based off common sense and NPCs have possessions and lifestyles based on their jobs / backgrounds.

So when the PCs go into a dive bar the appropriate individuals will be in that dive bar, all with the appropriate possessions given where they find themselves.

The PCs go into a fine hotel, same thing, the hotel has the appropriate mix of individuals in it that are appropriate to the setting.

The equipment guide and prices are for PCs.

The PCs live in a completely different existence from the millions, billions (trillions??) of NPCs that inhabit the universe.

Trying to apply PC economics to NPCs just leads to frustration and disappointment.

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