Economy and Trade
Last updated: 2/9/2026
Credits flow through the galaxy like blood through veins. In Worldlines, economic survival is as critical as combat prowess. A well-funded crew can outfit themselves properly, maintain their ship, and afford the bribes that keep authorities looking elsewhere. A broke crew scrapes by on salvage, takes desperate jobs, and dies when their equipment fails at the worst possible moment.
The economy of Worldlines reflects a fractured civilization where wealth concentrates in core systems while frontier worlds operate on barter, salvage, and hope.
12.1 The Credit System
The universal credit serves as the galaxy's standard currency, maintained through encrypted blockchain networks and backed by the Coalition Planetary Authority. While not every world accepts Coalition authority, nearly all accept credits.
Credit Denominations
- Physical Credits: Rarely used except in frontier areas or illegal transactions
- Digital Credits: Standard form, transferred via ID chips, credsticks, or secure networks
- Anonymous Credsticks: Untraceable currency storage, essential for black market dealings
Credit Stability and Value
One credit represents purchasing power roughly equivalent to:
- One standard meal at a colony cafeteria
- Basic ammunition for 2-3 shots
- Entry-level labor (per hour)
Credit value fluctuates by location:
- Core Worlds: Stable, predictable, backed by strong institutions
- Colony Worlds: Minor fluctuations, generally reliable
- Frontier Stations: Variable value, sometimes backed by local scrip
- Conflict Zones: Unstable, may crash or spike dramatically
12.2 Income and Expenses
Characters earn credits through missions, contracts, salvage, and trade. They spend credits on survival, equipment, and advancement.
Standard Living Expenses
| Expense Category | Cost per Week | Description |
|---|---|---|
| Minimal (Street) | 50-100 C | Sleeping in ship/shelter, basic rations, no luxuries |
| Basic (Spartan) | 200-400 C | Capsule hotel, cheap food, public facilities |
| Standard (Comfortable) | 500-1,000 C | Private quarters, varied diet, entertainment access |
| Elevated (Quality) | 1,500-3,000 C | Good accommodation, quality meals, social activities |
| Luxurious (Elite) | 5,000+ C | Premium housing, fine dining, exclusive services |
Recurring Operational Costs
Ship Ownership:
- Fuel: 3,000-15,000 C per refuel (depends on fuel type)
- Port fees: 250-2,500 C per landing
- Docking permits: 500-5,000 C per cycle
- Maintenance: 1,000-10,000 C monthly (depends on ship class)
- Insurance: 1-3% of ship value annually (optional but recommended)
Equipment Maintenance:
- Weapon/armor repairs: 50-300 C per wear point removed depending on quality
- Tool replacement: 10-30% of original cost annually
- Specialized equipment calibration: 100-500 C per service
Medical Expenses:
- Basic treatment: 250-1,000 C per visit
- Emergency surgery: 2,000-10,000 C
- Implant installation: 1,000-25,000 C (plus implant cost)
- Pharmaceutical supplies: 25-500 C per item
Income Sources
Mission Contracts:
- Simple delivery: 500-2,000 C
- Standard security work: 1,000-5,000 C
- Dangerous operations: 5,000-25,000 C
- High-risk black ops: 25,000-100,000 C
Salvage Operations:
- Equipment resale: 10-50% of original value
- Component extraction: 50-500 C per successful operation
- Intact technology recovery: 1,000-50,000 C (depending on rarity)
Trade and Commerce:
- Legal goods margin: 10-30% profit
- Restricted goods margin: 30-100% profit (with significant risk)
- Information brokering: 500-10,000 C per valuable data packet
Services:
- Technical repairs: 100-1,000 C per job
- Medical treatment: 250-5,000 C per patient
- Piloting services: 500-5,000 C per jump
- Specialist consulting: 1,000-10,000 C per day
12.3 Markets and Trade
Market conditions vary dramatically by location, affecting both availability and pricing.
Market Types and Price Modifiers
| Market Type | Availability | Price Modifier | Description |
|---|---|---|---|
| Core Worlds | Excellent | Base price | Earth, Mars, Venus—full selection, competitive pricing |
| Major Colonies | Good | +10-20% | Established settlements, regular supply chains |
| Minor Colonies | Fair | +20-40% | Smaller settlements, irregular deliveries |
| Frontier Stations | Poor | +40-80% | Remote outposts, supply chain terminus |
| Conflict Zones | Variable | +50-200% | War profiteering, extreme scarcity |
| Black Markets | Restricted goods | +50-150% | Illegal items, no questions asked |
Supply and Demand
Prices fluctuate based on local conditions:
Shortages (Price increase 50-200%):
- Medical supplies in plague zones
- Ammunition in conflict areas
- Food in famine regions
- Fuel in isolated systems
Surplus (Price decrease 30-70%):
- Agricultural goods after harvest
- Salvaged equipment near battle sites
- Standard items in manufacturing hubs
- Outdated technology near tech centers
Trade Goods Categories
- Consumer Goods: Clothing, entertainment, basic necessities
- Industrial Materials: Raw metals, polymers, construction supplies
- Technology: Electronics, computers, specialized equipment
- Medical Supplies: Pharmaceuticals, equipment, surgical tools
- Weapons and Armor: Legal restrictions vary by location
- Luxury Items: Art, rare foods, precious materials
- Contraband: Illegal drugs, weapons, stolen technology
12.4 Banking and Credit Storage
Credits exist as digital entries in secure financial networks. How you store and access wealth significantly impacts security and accessibility.
Storage Methods
Secure Accounts Standard digital banking tied to legal ID
- Security: Very High (institutional backing, encryption)
- Traceability: High (all transactions logged)
- Accessibility: Requires network access
- Risk: Funds can be frozen by authorities or hostile factions
Credsticks Portable encrypted storage devices
- Security: High (physical security, encryption)
- Traceability: None (anonymous transfers)
- Accessibility: Immediate, no network required
- Capacity: Up to 500,000 credits per stick
- Risk: Physical theft, loss, or destruction
Faction Accounts Banking through faction-aligned institutions
- Security: Medium-High (depends on faction stability)
- Traceability: High within faction systems
- Accessibility: Enhanced services, priority treatment
- Benefits: Potential interest, loans, or special services
- Risk: Frozen during faction conflicts or standing loss
Dead Drops Hidden physical caches or terminal-based storage
- Security: Variable (depends on location and concealment)
- Traceability: None if properly established
- Accessibility: Must physically access location
- Risk: Discovery, looting, location compromise
Data-Split Accounts Distributed storage across multiple shell accounts
- Security: Medium (complexity provides some protection)
- Traceability: Low (difficult to track all fragments)
- Accessibility: Requires Programming skill (TD 8)
- Risk: Lockout on failed access, partial loss possible
Banking Services
Standard Services:
- Secure storage (free with minimum balance)
- Inter-system transfers (0.5-2% fee)
- Currency exchange (1-3% fee for non-standard currencies)
- Account security (encryption, biometric locks)
Premium Services:
- Interest on deposits (0.5-2% annually)
- Investment opportunities (variable returns, risk involved)
- Priority transaction processing
- Enhanced security protocols
Restricted Services:
- Large credit transfers (requires documentation)
- Cross-faction transactions (increased fees, delays)
- Anonymous transfers (limited availability, high fees)
12.5 Loans and Credit Extensions
Sometimes opportunities or emergencies require more credits than you have. Borrowing fills the gap at a cost.
Loan Sources
| Source | Max Amount | Interest Rate | Collateral Requirements | Collection Method |
|---|---|---|---|---|
| Banks/Corps | 10,000 C | 10% per story arc | Legal ID, active income | Account freeze, bounty |
| Faction Lenders | 15,000 C | 5-8% per arc | Standing ≥ +2 | Standing drops, reputation hit |
| Loan Sharks | 25,000 C | 15-25% per arc | None (verbal agreement) | Enforcers, violence |
| Underworld Credit | Unlimited (negotiated) | 30%+ per arc | Dangerous missions, blackmail | Critical story consequences |
Taking Out a Loan
Process:
- Approach lender with proposal
- Roll Commerce or Deception vs. TD 6+ (varies by lender and amount)
- Success: Receive agreed amount, terms established
- Failure: Loan denied or terms worsen
Repayment:
- Interest accumulates each story arc
- Missed payments trigger consequences
- Early repayment typically allowed without penalty
Consequences of Default
Banks/Credit Unions:
- All secure accounts frozen immediately
- Legal action initiated (TD 12 Programming to bypass)
- Credit rating destroyed (higher costs for future services)
- Possible arrest warrant in Coalition space
Faction Lenders:
- Faction standing drops by 3 immediately
- Access to faction services restricted or revoked
- Possible bounty or asset seizure
- Must resolve debt to restore standing
Loan Sharks:
- Enforcers dispatched to "collect" (treat as Timed Threat)
- May target associates or property
- Violence escalates with time
- Resolution requires payment, service, or dramatic escape
Underworld:
- Permanent debt hook in character background
- NPC blackmail or forced missions
- May involve betrayal, theft, or morally compromising actions
- Can become major story arc element
12.6 Black Markets and Contraband
Every system has an underground economy dealing in goods that legal markets won't touch.
Black Market Access
Finding black market contacts requires:
- Investigation or Commerce roll (TD 6-10 depending on location)
- Faction connections (criminal organizations provide access)
- Streetwise reputation (established criminals recognize you)
- Referrals (existing contacts introduce you)
Contraband Categories
Weapons and Military Equipment:
- Unlicensed weapons (50-100% markup)
- Military-grade armor and vehicles
- Explosive devices and heavy ordnance
- Restricted ammunition types
Pharmaceuticals and Drugs:
- NexaDust and other recreational substances
- Unlicensed medical supplies
- Performance enhancers
- Illegal stimulants and combat drugs
Technology:
- Stolen or counterfeit ID chips
- Hacking tools and malware
- Surveillance equipment
- Restricted AI systems
Biological Materials:
- Illegal implants and modifications
- Cloning templates
- Genetic samples
- Restricted organisms or compounds
Information:
- Corporate secrets and blueprints
- Government intelligence
- Personal data and blackmail material
- Restricted research findings
Black Market Risks
Legal Consequences:
- Arrest and prosecution if caught
- Equipment confiscation
- Fines equal to 5-10x item value
- Imprisonment (varies by severity and location)
Criminal Dangers:
- Deals gone wrong (ambush, robbery)
- Counterfeit or defective goods
- Informants and undercover agents
- Rival criminal organizations
Quality Issues:
- 20% chance items are inferior quality (reduce one tier)
- 10% chance items contain trackers or sabotage
- 5% chance items are complete fakes
Black Market Negotiation
Commerce or Deception checks determine outcomes:
- Success by 5+: Excellent deal (10-20% discount, extra item, or valuable contact)
- Success: Standard transaction at marked price
- Failure: Poor deal (10-20% markup, inferior quality, or suspicious terms)
- Failure by 5+: Scammed (lose credits, get nothing or worthless item)
12.7 Barter Economy
In frontier regions and during crises, credits become unreliable or unavailable. Barter fills the economic void.
Barter System
Instead of fixed credit values, items trade based on perceived need and relative scarcity.
Barter Value Guidelines:
| Item Category | Typical Barter Value |
|---|---|
| Basic Consumables | 1-2 days food, 1-2 Basic Components |
| Medical Supplies | 1 week food, 3-5 Basic Components |
| Ammunition | 1 meal per 10 rounds, 1 Basic Component per magazine |
| Light Weapons | 1 month supplies, equivalent armor, or 10 Advanced Components |
| Services | Variable based on need and expertise |
Barter Negotiation
Process:
- Establish what each party wants
- Make Persuasion or Commerce check (opposed if trading with skilled merchant)
- Success margin determines deal quality
Barter Advantages:
- No credit trail (untraceable)
- Works when currency fails
- Builds relationships through mutual need
Barter Disadvantages:
- No standard values (everything negotiable)
- Requires both parties want what other offers
- Time-consuming compared to credit transactions
- Can't split payments easily
12.8 Faction Economy and Trade Networks
Different factions control specific trade routes, resources, or markets, creating economic spheres of influence.
Faction Economic Control
Coalition Planetary Authority:
- Controls most legal trade routes
- Sets tariffs and regulations
- Issues trade licenses and permits
- Maintains credit stability
Orionis Mining Guild:
- Monopoly on nexacite extraction
- Sets nexacite prices
- Controls fuel market indirectly
- Requires guild membership for mining operations
Steel Lotus Syndicate:
- Dominates Metronis black market
- Controls smuggling routes through Sirius
- Provides illicit goods and services
- Protects smugglers for percentage
Veyron Salvaging Union:
- Controls salvage rights in Sirius Belt
- Sells recovered technology
- Operates competitive salvage markets
- Enforces salvage claims through force
Faction Economic Benefits
Positive Standing (≥ 65):
- 10-20% discounts on faction-controlled goods
- Priority access to rare items
- Favorable loan terms
- Free or reduced shipping
High Standing (≥75):
- 20-30% discounts
- Exclusive access to restricted items
- Interest-free loans
- Protected shipping routes
Allied Status (≥ 85):
- 30-50% discounts on select items
- Access to faction-only equipment
- Profit-sharing opportunities
- Safe houses and support infrastructure
12.9 Economic Crises and Market Disruption
Markets aren't static—wars, disasters, and political changes dramatically affect prices and availability.
Crisis Types
Blockades:
- Trade routes cut off
- Prices increase 100-300%
- Goods become unavailable
- Smuggling becomes extremely profitable
Embargoes:
- Specific goods banned
- Black market prices spike 200-500%
- Alternative sources become critical
- Violations carry severe penalties
Hyperinflation:
- Credit value crashes rapidly
- Prices double daily or weekly
- Barter replaces currency
- Credsticks and physical goods retain value
Resource Shortages:
- Critical supplies exhausted
- Rationing implemented
- Alternative markets emerge
- Desperation drives crime and violence
Economic Collapse:
- All markets fail
- Pure survival economy
- Violence over basic necessities
- Complete social breakdown
Profiting from Crises
Opportunities:
- Stockpiling before crisis hits (requires forewarning)
- Smuggling across blockades (high risk, high reward)
- Controlling scarce resources (moral complications)
- Providing essential services (medical, repair, transport)
Risks:
- Price volatility (market timing failures)
- Legal consequences (price gouging laws, profiteering charges)
- Moral weight (exploiting desperate people)
- Target for theft or violence (visible wealth attracts danger)
12.10 Currency Alternatives
While credits dominate, alternative value systems exist:
Nexacite:
- Universal value (energy, technology, mysticism)
- Extremely scarce
- Heavily regulated
- Black market premium 500-1000% over legal prices
Information:
- Corporate secrets worth millions
- Intelligence data commands high prices
- Blackmail material provides leverage
- Personal data has market value
Favors and Reputation:
- Faction standing opens doors credits cannot
- Personal connections bypass normal channels
- Reputation provides credit access
- Debt obligations create power dynamics
Time and Service:
- Expertise commands premium
- Specialized skills create barter value
- Contracted obligations generate income
- Personal service repays debts