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*Thanks to Carl for having this initial list to work off of.*
The following is a list of approximate prices in town. Note that these are ballpark figures, and can (and will) vary from month to month, depending on in-play events and supply/demand. These items may be purchased, or sold for half value, at the BGP table, but for no BGP cost.
Note that, in general, you cannot approach plot during the game intending to generically buy an item - you must have a contact of some type (be it PC, NPC, or whatever) to purchase items during the game. Plot discretion on this.
This item is general knowledge items - this is purposely not an exhaustive list.
(note that you may have paid more or less in the past. recently, we've been revamping prices, trying to make it more streamlined and make more sense. so previous experience may not indicate future actions - and you may not have been ripped off/gotten a deal in the past either, maybe those just were the prices at the time. please don't ask for refunds for transactions 2 years ago or anything silly)
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Materials
Other
Wood
Not generally sold by merchants as it is inefficient to store and sell - may gather 1d6 units of wood for 1 BGP.
Bone
Not generally sold by merchants as it is inefficient to store and sell (not to mention creepy) - may gather 1d6 units of bone for 1 BGP.
Stone
Not generally sold by merchants as it is inefficient to store and sell - may gather 1d6 units of wood for 1 BGP.
Smithing/Engineering
Bronze
Ingot: 1 ducat
Widget: 5 for 1 ducat
Note: hard to find large quantities of, as it sells for so little, that it isn't worth it for merchants to carry large amounts of.
Iron
Iron Weapons: Are practically everywhere as monsters often wield them - finding them isn't difficult, but storing them is. Merchants do this for you, and will sell you an iron weapon, of any type, for a single ducat. Unlike most other items, you may purchase this at any time.
Iron Ingots: 2 ducats
Iron Widgets: 5 for 2 ducats
Note: hard to find large quantities of, as it sells for so little, that it isn't worth it for merchants to carry large amounts of.
Steel
Steel Ingots: 20 ducats
Steel Widgets: 4 ducats
Argent
Argent Ingots: 30 ducats
Argent Widgets: 6 ducats
Aureum
Aureum Ingots: 40 ducats
Aureum Widgets: 8 ducats
Banesteel
Banesteel Ingots: 60 ducats
Banesteel Widgets: 12 ducats
Artificing
Nickel: 5 ducats/ounce
Silver: 50 ducats/ounce
Gold: 100 ducats/ounce
Components
Common: 10 ducats
Uncommon: 30 ducats
Rare: 100 ducats
Services
Crafting: 15 ducats per BGP required to craft said item. Can vary depending on skillset needed to craft as well.
Formal casting: 10 ducats per level of the formal (doesn't include component cost, and purchaser is financially/personally responsible for any side effects of formal casting.)
Transportation: 1 ducat by river, 2 by sea.
Renting/Hiring
Unskilled help: 1 ducat per unit needed, per BGP needed.
Skilled help: 2 ducats + 1 ducat/level of needed skill per unit needed, per BGP.
Forge (required for Smithing): 1 ducat per BGP needed.
Workshop (sometimes required for Engineering/Artificing): 1 ducat per BGP needed.
Engineered goods (Note many of these require Use Device ranks)
Simple (level 1) lock: 3 ducats
Simple (level 1) spike/projectile trap: 5 ducats.
Simple Compass: 5 ducats
Animals (animals must be cared for and fed between games. Feed costs 1 ducat a month's food, per animal.
Mule (can give bonuses to farms*): 25 ducats
Horse (can give bonuses to farms/lumbermills*, and cut down on BGP/mod travel time): 30 ducats
Quality riding horse (only gives BGP/mod travel bonuses, but gives double that of regular Horse): 80 ducats
Hog (can give bonuses to farms*): 8 ducats
Chicken (can give bonuses to farms*): 3 ducats
Goods (Random items that can have in-play effects. Not all effects are explicitly described.)
Hatchet (Increases units of wood gained from BGP gathering by 3): 5 ducats
Mining Pick (Increases units of stone gained from BGP gathering by 3): 5 ducats
Shovel (Increases units of bone gained from BGP gathering by 3): 5 ducats
Maps (Can be important when traveling to a place, either at the game or by BGP): Varies, based on quality. Tend to be difficult to find, especially of high quality.
Basic Furniture (can give bonuses to housing*): 5 ducats
Quality Furniture (can give bonuses to housing*): 15 ducats
High-Quality Furniture (can give bonuses to housing*): 50 ducats
*In the Noble BGP system - you must own land to make use of this bonus.
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Note that in order to sell things, players must use one of the following methods.:
1. Sell to generic merchants before game in.Items can be sold at the bgp table before game in to the BGP marshal for for 50% of market value. This is assumed to be the player selling the item at various merchants, shops, or stalls in town. Players should note that selling stolen items in this way can come back to haunt them. Any player can spend 1 bgp to track down stolen goods, buy their item back, and even pay to get the name of the person who sold it.
2. Sell the item to a player. This is pretty self explanatory.
3. Roleplay. Roleplaying with an NPC, a player can offer to sell things to said NPC or ask NPC's if they know of a buyer. This may or may not come back to haunt the player if the item is stolen, depending on the NPC. Players should NOT go to the plot cabin and ask plot to buy things. If a player makes friends with an NPC, then BGP rules should be made regarding their interaction and the item can be sold to them at the BGP table, before game in. Otherwise the player must wait for the plot person to be out and about town.
4. Fence. Fencing an item is the act of a rogue turning the item in to plot for half the item's value, and requires the Fence skill. 50% value is always given and no amount of haggling can change the price. Fenced items will turn up later on the black market if they are worth noting and can be purchased by those using the black market skill between games. The name of the fencer, however, will never turn up.
It is important to note here that moster town weapons CAN NOT be stolen and have NO SALE VALUE. They cannot be re-sold, plot will not write tags for them, and they should not be retained. While yes, you could theoretically stockpile them or something, this is is purely a game mechanic, please leave it at that.
This list will grow with time and development of the game.
_________________ For questions about skills, spells, logistics, the rez system, the online database/updating, rogue marshal, or maybe even plot........ ask somebody else :P
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