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  1. Ashfall
  2. Lore

Ashfall Economy Lore Sheet

Currency System: In Ashfall, the primary currency is Crystal Coin Crypto (CCC), a decentralized cryptocurrency backed by the value of Vortite (the official name for the radioactive mineral, slang "crystal"). CCC fluctuates like Bitcoin based on global supply and demand, with one CCC often worth thousands of dollars in stable economies, making it highly volatile but essential for large transactions.

Dollar Integration: For simplicity in everyday trade, the old U.S. dollar remains the "coin of the land" in surviving enclaves, used for small purchases and backed by faction banks; however, CCC dominates high-value exchanges, with conversion rates handled by automated kiosks or black-market dealers.

Vortite (Crystal) Value Hierarchy: Vortite, the radioactive mineral driving the economy, is valued by size and quality: large undamaged crystals (fist-sized or bigger, rare and flawless) hold the most value, often fetching tens of thousands of CCC for their energy potential; smaller crystals (marble-sized) are common trade items worth hundreds of CCC; shards (fragmented pieces) are used for ammo or tools, valued at 100 CCC per ounce; dust mined from ash is the lowest grade, ground for fuel or crafting, worth 10 CCC per ounce.

Economic Dynamics: CCC mining rigs, powered by Vortite, validate transactions on a blockchain preserved from pre-Fall servers, allowing secure digital transfers via implanted chips or holographic wallets in cyberpunk enclaves like rebuilt New York.

Trade and Scarcity: Scavengers barter Vortite for essentials in wasteland markets, but cyberpunk east coast cities use instant CCC transfers, with black-market hacks risking ledger corruption (DC 15 Int save or lost CCC); scarcity in Greybloom zones inflates Vortite prices by 20–50%, with large crystals funding entire expeditions from foreign nations.

Global Market Influence: Thriving nations covet Vortite for energy, driving "crystal fever" boom towns near the Caldera; CCC's value surges with Vortite discoveries from the western U.S., crashing during mutant raids that disrupt mining operations.

Black Market and Factions: Factions like the Photon Brotherhood hoard large crystals for tech, creating black markets where shards trade for weapons or cyber-implants; dust is mined by desperate nomads, fueling low-end economies in ruined western states.

Gameplay Mechanics: Mission rewards often include Vortite (e.g., 100 ounces dust = 1,000 CCC), with haggling (DC 15 Charisma check) reducing costs by 10–20%; Franz should track CCC fluctuations (e.g., +10% after a big find) to add tension.

Mundane Items and Costs: Everyday goods reflect scarcity and cyberpunk influences:

  • Mug of poor-tasting beer (irradiated grain brew): 2 dollars.

  • Food rations (dried mutant meat or synth-protein bar): 10–50 dollars.

  • Salvaged tools (wrench or Geiger counter for radiation detection): 20–100 dollars.

  • Medical kits (stim-pack for wounds or anti-radiation pills): 50–200 dollars.

  • Clothing (ragged wasteland cloak or basic cyber-jacket with LED lights): 20–100 dollars.

  • Basic shelter (tent or bunk in outpost): 50–200 dollars per night.

  • Fuel canister (for vehicles, lasts 50 miles): 50 dollars.

  • Water purifier (filters irradiated water): 1,000–3,000 dollars.

  • Portable generator (powers small tech): 5,000–10,000 dollars.

  • Salvaged radio (short-range comms): 100 dollars.

  • Reinforced leather armor (basic protection): 500 dollars.

Desirable Player Purchases and Costs: High-value items drive adventure, blending survival gear with cyberpunk tech:

  • Conventional pistol (compact handgun): 200 dollars.

  • Energy pistol (crystal-powered radiant beam): 2,000 dollars.

  • Cyber-implant (enhanced vision or strength booster): 1,000–5,000 dollars.

  • Holo-map projector (displays pre-Fall ruins): 2,000 dollars.

  • Anti-mutation serum (reduces radiation effects): 500 dollars.

  • Armored jacket (cyberpunk vest with plates): 1,000 dollars.

  • Drone scout (flying recon device): 3,000 dollars.

  • Crystal-powered lantern (long-lasting light): 300 dollars.

  • Vehicle parts (reinforced axle for transport): 10,000 dollars.

  • Advanced medical scanner (detects mutations): 2,500 dollars.

  • Plasma blade (energy dagger): 3,000 dollars.

  • AI assistant chip (implanted advisor): 4,000 dollars.

  • Greybloom antidote (cures mutation symptoms): 1,500 dollars.

  • Fusion battery (powers energy weapons longer): 500 dollars.

  • Black-market shard detector (locates crystals): 2,000 dollars.

  • Augmented gloves (improved dexterity for fine work): 1,500 dollars.

  • Radiation suit (protection from irradiated zones): 2,000 dollars.

  • Cyber-eye implant (night vision enhancement): 3,000 dollars.

  • Portable shield generator (personal force field): 4,500 dollars.

  • Neural link device (interface with pre-Fall tech): 2,500 dollars.

  • Holographic decoy projector (distraction tool): 1,500 dollars.

  • Bio-luminescent paint (stealth camouflage in Greybloom): 200 dollars.

  • Anti-grav backpack (reduces encumbrance): 5,000 dollars.

  • Sonic repeller (wards off small mutants): 800 dollars.

  • Crystal analyzer (identifies shard quality): 1,000 dollars.

  • Reinforced boots (traverse rough terrain): 300 dollars.

  • Gas mask (protects from toxic Greybloom spores): 150 dollars.

  • Multi-tool kit (for repairs and crafting): 100 dollars.

  • Encrypted radio (secure comms): 500 dollars.

  • Survival knife (basic melee weapon): 50 dollars.

Economic Balance: Missions scale with danger: low-risk ( $500– $1,000 per adventurer) for basics like food or tools, medium-risk (2,000–4,000) for gear like weapons or armor, high-risk (5,000–8,000) for tech like drones, deadly ( $10,000– $20,000 + loot) for elite items like vehicle parts or cyber-implants.

  • Franz should use scarcity for tension: mutant raids spike ammo prices (e.g., bullets from 2 to 4 Casings per round); fuel shortages increase vehicle maintenance (e.g., $50 to  $100 for canisters); loot-rich ruins with tech like holo-maps ($2,000) attract rivals, fueling trade wars.