https://fari.games/en/srds/fari-rpgs/charge-rpg/economy-extra
# Economy Extra | Extras
**An abstracted form of economic interaction that models a fluctuating market system**
\- By Dylan Greene
This is a genericized version of the Marketplace and Shard system that I designed for No_Stalgia. It’s meant to be an abstracted form of economic interaction that models a fluctuating market system. In No_Stalgia, interacting with the Marketplace is a core gameplay function, which combined with its hacking rules makes for a highly exploitable economy. It may be tempting to include this extra for the sake of being comprehensive, but remember that it should add to whatever you’re designing.
## The Market Clock
When players buy and sell goods on the market, they need to make a market roll. Every market roll starts with 1d6 but the economy ebbs and flows over a day which might add or remove dice to the roll. Players can also spend money to add 1d6 to a roll per money spent.
- Empty: Equilibrium
- One segment: Low (+1d6 when buying, -1d6 when selling )
- Two segments: High (-1d6 when buying, +1d6 when selling)
- Three segments: Low (+1d6 when buying, -1d6 when selling)
- Full clock: High (-1d6 when buying, +1d6 when selling)
The market clock automatically ticks forward once per scene and automatically resets after filling up.
## Money
Money is represented in a ten-point scale that’s abstracted for the sake of gameplay. This is very similar to how Blades in the Dark handles money. Design for price points at 1, 2, 4, 6, 8 and 10. A very basic commodity like an average week’s wage can represent 1, while massive expenditures like property can represent 10.