Monetary System will be in silver bits, or gold coins. 20 silver = 1 gold
Currency should be kept up with on CS, and changed upon usage in posts. This also applies to all ammunitions, firearms or bows. Prices should be made to resemble comparable amounts of common items.. Like a beer is usually 2 or 3 bucks, so to make it easy we just translate to 2 or 3 bits, as they should resemble or be close to comparative currencies of today.
Currency should be kept up with on CS, and changed upon usage in posts. This also applies to all ammunitions, firearms or bows. Prices should be made to resemble comparable amounts of common items.. Like a beer is usually 2 or 3 bucks, so to make it easy we just translate to 2 or 3 bits, as they should resemble or be close to comparative currencies of today.
GOODS & SERVICES by CATEGORY:
Here is a list of regular services and the average fees for them. Not all services will be available at every location, and will vary in cost depending on location, quality, and availability.
Bath: 1g (proper bath)
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Food Items:
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
These prices will vary upon location, availability, and quality of service, as well as quality of stock. Tavern drinks and food items may also be available depending on the establishment. Rates for rooms are more costly, but they do provide discretion, and will not give away your location or information. In fact, discretion is their number one rule. You will definitely rest better here than in an inn or tavern with a cold bed to sleep in..
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Items that are fabricated will vary in price depending on item, quality, and the amount of resources required.
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Prices will vary upon location, quality of service, and availability.
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Apothecary's range in a wide variety goods and services. These services include visits to determine ailments, as well as the creation and distribution of salves and tonics, ointments and cures, for all types of ailments ranging in the common rash to mold exposure, and even cures for those nasty venereal diseases. Maybe next time you'll think twice before you do the hokey-pokey, eh?
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Priests and temples, or Holy establishments may provide certain goods and services as well, and depend greatly on the type of religion it is. These services are varied, and so is their success in terms of execution. Oracles, Psychics, and Witches, may provide various trinkets and medallions, that may offer protection or wards to help along your travels.
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
Priests:
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Oracles:
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
There are various means of transportation in the Nines. These range in a wide variety and can provide local or long distance means of travel.
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Specialty items:
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Specialty items:
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Ammunition:
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Powder Horn: 1g (20 shot count)
Ball Ammunition: 1g (per 20)
Large Bore Ammunition: 1g (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50b
Flintlock Pistol; 6g
Ornate Pistol: 8-10g
Hand Cannon: 7g
Flintlock Rifle: 8g
Ornate Rifle: 10-12g
Blunderbuss: 8g
Powder Horn: 1g (20 shot count)
Ball Ammunition: 1g (per 20)
Large Bore Ammunition: 1g (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50b
Flintlock Pistol; 6g
Ornate Pistol: 8-10g
Hand Cannon: 7g
Flintlock Rifle: 8g
Ornate Rifle: 10-12g
Blunderbuss: 8g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons. Also note that Armor ratings suffer a -1 mod to their score against bludgeoning damage, and normal clothing has an Armor Rating of +1.
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+3)
Leather Armor (+2)
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail Armor (+3)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Plate Armor (+4)
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Shields (+2)
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+3)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality meals or rations.
1 Day Rations: 10-15b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dust: 25b (stimulant, price per vile/gram)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Domesticated:
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Healing ointment: 20b
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
These items are heavy and require additional means to transport them. These items are bulky, and require a pack mule, a wagon, or shipping vessel of some sort to move them, and are intended to feed party members for long periods of time.
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality items.
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Spyglass: 2g
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Draft Horse: 14g (work horses, war horses - 15g)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stabling & Supplies:
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
These prices are the average prices for various boats that can be purchased at port locations, and will vary in price and availability.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Level:
You will need to add a level to your character sheet as well. I plan on rewarding everyone throughout the story with experience and each time you level up or learn a new skill I will provide you with new skillsets and points to disperse in your respective preexisting lists as well. Everyone's character should be level one, and should fit into one of these categories:
Rogue, Cutpurse, Burglar, Strong-Arm, Bodyguard, Apothecary, Alchemist, Forger, Pirate, Bandit, Duelist, etc.. and everyone should be considered either a novice or apprentice level to start.
Armor:
Armor rating will give you a bit of protection from incoming damage and may take the entire brunt of a blow if you're lucky. These armor attributes will be used when trying to make a saving throw in combat posts. You will roll a 1d20 + Armor to see if you take a wound or not. The wound doesn't have to be lethal, just a guideline for posting as is intended, for the sake of the story as with the rest of it. Also take note that Regular Clothing has a mod value of +1, and Bludgeoning Damage takes a -1 to your score as well.
These Armor Rating Mods can be found in the Purchasable Goods Tabs under the Armor Hider.
Attributes:
Beginning characters will receive 20 points to divide into these attributes. These will be used for various rolls when performing certain actions throughout the game...
Awareness - How aware you are of your surroundings, how alert you are to certain elements within the story. Rolled when searching or checking for traps or other hidden elements or opportunities.
Strength - How strong your character is physically.
Dexterity - How agile and graceful your character is. How well your character can perform technical actions.
Charisma - How much charm your character has, how well your character can charm their way into something, or out of trouble. Also critical when bartering or purchasing goods.
Intelligence - Literally how smart you are. Anything below a 2 is illiterate and cannot read. the more you know the more languages they may be able to speak or read. Will come in handy when trying to solve puzzles.
Wit - How well your character can think on their feet. Street-smarts. Useful when trying to lose a tail, or escaping certain situations. How well you can talk down a situation or swindle another person. Also useful when trying to decide if someone is lying or not.
Willpower - Just how much your character can take mentally and physically. The very limit of your character's ability to withstand certain hardships, and also how strong-headed they are. Determination, in a nutshell.
Luck - Yep.. you guessed it. Everybody needs a bit of this stuff every once in a while.
Skills:
Beginning characters will also get 20 points to divide into at least 5 skillset categories. You may have more than 5 but no less.
Skillsets include: Pick-pocketing, Lock-Picking, Stealth/Subterfuge, Scaling/Climbing, Disarming Security Devices/Traps, Pilfering, Shadow-Bending*, Swimming, Heightened Sense of Sight, Heightened Sense of Hearing, Illusion, Evasion, Stealthy Blow, Silver Tongue/Persuasion, Pan-handling, Acrobatics, Sleight of Hand, Gambling/Cheating, Throwing Weapons, Ranged Weapon Proficiency, Scheming, Parry, etc..
I am open to other skills as well but I prefer these simpler types.. Please make sure your inquiries aren't too lavish.
I'm not going to go to check every roll, and this will be based on trust in the individuals playing. Remember that these players aren't exactly the best of people, so some failures will add to their character and should provide a good read, and also make everyone write a bit out pocket.. at least that's the idea. Again you don't have to roll on every occasion or every small action, just on ones that hold weight in each post. A Dice Roller can be found on the home page of the Guild over on the right I think. Look at Y'Vanna's sheet to see how these points are dispersed. You don't have to only have 5 skills, just not any less than that.
Dices Rules:
11-20 = Success, 10-6 = Moderate Success, 5-0 = Failure
Attack Rolls: 1d20 + Dexterity (or skill if applicable) for weapons, + Strength for unarmed.
NOTE:Skills that are weapon or combat related will stack.
Blocking/Parrying: 1d20 + Shield Rating/Parry Mod, separate from Armor save (requires shield or parry skill)
ARMOR Mod: 1d20 + Armor Rating (saving throw in combat)
AWARENESS Rolls: 1d20 + Awareness (rolled when scanning an environment or searching, etc.)
Injury Mod: -2 for the duration of the injury.
Infection Mod: -1 (added)
Malnutrition Mod: -1 (added)
Dehydration Mod: -2 (added)
Intoxication Mod: -2 for duration of effect.
Flaw Mod: -2 (When in effect)
NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.
Skill Rolls: 1d20 + Skill Mod
( if no skill points exist for skill player rolls 1d20 without a modifier and must roll a 11 or better for a success. If successful several times the GM may award a character with this skill, adding 1 point, which will accumulate over time through experience in the game. Please make the GM aware of that you are doing a skill that is not in your CS to get credit for this.)
Flintlock Mod: -2
11-18 = Hit, 6-10 = Poor Shot, 5-0 = Catastrophic Failure
* If you roll an 18 the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.)
Unfamiliar Weapon: -2
Pickpocketing/looting: 1d20 + Skill Mod
If Successful Roll 1d100: X Silver Bits
Roll 100: 1d20 X Gold Coins
Failure Roll 0-5: Failed Pick, alerts the mark as well, resulting in confrontation.
Initiative rolls will be done in posting process by individual players and are as follows:
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.