Currency

"The question isn't 'how many credits do I have?' It's 'what can I afford right now?'"

Abstract Currency System

Netghosts doesn't track exact amounts of money. Instead, the game uses abstracted currency denominations that represent thresholds of spending—how much financial pain you're willing to endure for a purchase.

This keeps the focus on the story rather than bean-counting. You won't spend game time calculating exact change or arguing about the price of bread. Instead, you'll make meaningful decisions about what your character can afford and what they're willing to sacrifice to get it.

The Five Denominations

Currency in Netghosts is organized into five denominations, from smallest to largest:

Coins

What you could pay with loose change from your pockets.

This is pocket money. Spare change. The kind of cash you don't even think about spending. If you're buying something with Coins, you probably grabbed it on impulse. You won't miss this money. You might not even remember spending it.

Examples: A snack from the convenience store, a single bus fare, a cheap drink from a vending machine, basic school supplies like a pen or eraser, a scratched-up used CD from the bargain bin, street food from a cart.

Bills

What you'd need to pull out your wallet for.

This is your everyday spending money—what you might spend on a regular outing without feeling like you're splurging. You'll notice the expense, but it won't hurt. This is buying lunch, not buying dinner for your friends.

Examples: A fast food meal, a movie ticket, a paperback book, a basic phone case, a cheap pair of earbuds, a few hours at an internet cafe, entry to a local arcade, a used video game.

Wallets

What would empty your wallet entirely.

This is a significant expense—you're spending everything you have on hand. You'll feel this. You might hesitate before making the purchase. If you're buying something at the Wallet level, it better be worth it.

Examples: A nice dinner out, new clothes (nothing fancy), a month's worth of streaming subscriptions, a decent pair of headphones, a new video game at release, a basic backpack, concert tickets (general admission), supplies for a hobby project.

Piggies

What would require breaking the piggy bank.

This is savings money—the cash you've been setting aside for something important. Spending at the Piggy level means dipping into your reserves. This hurts. You're sacrificing future security for present need. You won't do this lightly.

Examples: A gaming console, a decent laptop, a quality musical instrument, a smartphone, a bicycle, a weekend trip somewhere, professional-quality equipment for a serious hobby, furniture for your room, bail money for a friend.

Parties

What could cover an entire festivity.

This is serious money—the kind of expense that could fund a celebration for dozens of people. At the Party level, you're making a major financial decision. Most people can't drop this kind of cash without real consequences. If you're spending Parties, you either have resources most people don't, or you're about to be in a very different financial situation.

Examples: A used motorbike, a high-end computer setup, rent for a month, professional services from an expert, a significant bribe, equipment for starting a small business, a custom DIVENET-interfacing rig.

Exchange Rates

The denominations convert according to these rates:

  • 5 Coins = 1 Bill
  • 4 Bills = 1 Wallet
  • 3 Wallets = 1 Piggy
  • 2 Piggies = 1 Party

Or, put another way: 1 Party = 2 Piggies = 6 Wallets = 24 Bills = 120 Coins

Your current currency is tracked in your Folio (your character's persistent record). Most Tamers start with a few Bills and maybe a Wallet of savings—adjust based on your character's background.

Why Abstract Currency?

The abstracted system keeps money meaningful without making it tedious. When you spend a Piggy on something, everyone at the table knows that's a big deal—you're breaking into savings. When you spend Coins, it's barely worth mentioning. The narrative weight is built into the denomination.

This also prevents the "20-copper-pieces-for-a-loaf-of-bread" problem that plagues some RPGs. You never have to ask "how much does this cost exactly?" You just ask "what denomination is this?" and the answer tells you how much it matters.

Earning Money

The primary way to earn currency is through the Grind Downtime Activity. When you Grind:

  1. Spend 2 Cool or Trouble Points to attempt the activity
  2. Flip a coin. On tails, you gain the [Burnt Out 0] Bomb (when it fills to 6, you can't Grind for an in-game month)
  3. Roll with relevant Tags from your cards
  4. Gain 1 Coin per Power generated

This represents the unglamorous reality of making money: it's work, it's tiring, and if you push too hard, you burn out. The narrative color of the job depends on whether you spent Cool (legitimate work like retail or tutoring) or Trouble (less-than-legal income like hacking or street dealing).

Other Ways to Earn Currency

Beyond Grinding, you might earn money through:

  • Story rewards: The Facilitator awards currency for completing missions or achieving story goals
  • Selling items: You can sell equipment for roughly half its purchase price (Facilitator's discretion)
  • Special abilities: Some Upgrades or Inherits might grant currency under specific conditions

What Money Buys

Currency is primarily used to purchase Items that become Item Tags on your Inventory Cards. Different items cost different denominations depending on their quality, permanence, and utility.

For detailed information on how items work and what you can buy, see the Items & Inventory page.

Making Purchases

When you want to buy something, ask your Facilitator what denomination it costs. They'll consider:

  • Item permanence: Single-use items are cheaper than multi-use, which are cheaper than permanent items
  • Item utility: How useful is this item mechanically? More powerful = more expensive
  • Setting availability: A high-tech gadget might be cheap in a corporate district but expensive on the street
  • Narrative appropriateness: The price should match the story moment

Don't be afraid to negotiate or argue for a lower price—that's part of roleplaying. But the Facilitator has final say.

Shopping Activity

To actually go shopping, you use the Shop Downtime Activity. This costs only 1 Cool or Trouble Point and lets you visit shops in a city quarter. The narrative determines what's available—an electronics district has different stock than a black market contact.

Currency and Character Background

Your starting currency should reflect your character's background. A Tamer from a wealthy family might start with a Piggy or even a Party. A street kid might start with just a few Bills and have to work for everything. Talk to your Facilitator during character creation to determine what makes sense.

Tracking Currency

Your currency is tracked in your Folio—the persistent record you keep alongside your deck. Write down your current denominations:

  • _____ Coins
  • _____ Bills
  • _____ Wallets
  • _____ Piggies
  • _____ Parties

When you spend or earn currency, update these numbers. The abstraction means you don't need to track hundreds of individual coins—just write "3 Bills, 2 Wallets" and you're done.

Currency in Play

Here's what using the currency system actually looks like at the table:

Player: "I want to buy a decent pair of headphones so I can work on music production."

Facilitator: "Quality headphones that would actually help with production? That's a Wallet—you're spending everything you have on hand for these."

Player: "Okay, I've got one Wallet saved up. I spend it." [Crosses off 1 Wallet from Folio] "Can I describe getting them?"

Facilitator: "Absolutely. Where do you go?"

Player: "There's this shop in Akihabara that specializes in audio gear. The owner knows me—I've been saving up for this for weeks. When I walk in and put the cash on the counter, they just smile and hand over the box. These are going to change everything."

That's it. No calculations, no haggling over exact prices. The denomination told you the story weight, and the roleplay gave it meaning.