Editing Midnight: Norther SWAG & BOOTY

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[[image: SWAG-image.gif|frame| '''Value Points and Regional Worth''' <br>  <br> Instead of gold pieces as the monetary standard, we use value points (vp). One vp is equivalent to a week's worth of poor-to-common food for one person. Unlike gold pieces, value points are subject to a multiplier determined by regional worth. <br> The Midnight campaign setting uses worth when calculating an object's availability and therefore trade value. Highly available items have little worth. Conversely, difficult to find items and dangerous or rare services have high worthto those who desire them. <br>  <br> '''TYPES OF GOODS''' <br>''All goods are separated into one of five categories, each of which may have a different woth in any given region.'' <br>  <br> '''Baubles''': These include coins, gems, jewelry, and other objects of art that have no practical use and therefore little worth. <br>  <br> '''Food''': This category includes fressh water, fodder for animals, and anything that will keep a family fed; meat is usually traded "on the hoof" so it doesn't have to be carried or kept fresh. <br>  <br> '''Raw Materials''': Ore, wood, hemp, wool, hides, furs, and anything else that must be processed before it becomes a finished good or is an essential ingredient to some finished product. Beasts of burden are considered raw materials as well. Unskilled labor generally has the same multiplier as raw materials in any given region. <br>  <br> '''Finished Goods''': Metal tools, berrels, spun cloth, simple watercraft or carts, rope, leatherwork, or anything else the production of which is either skill-intensive, labor-intensive, or requires specialized equipment. It is assumed that virtually anyone has learned simple sewing, carving, construction, and food preparation skills simply in order to survive, so the results of such activities are not considered finished goods. This category includes padded, leather, and hide armor, as well as all simple weapons other than crossbows, maces, and morningstars. Skilled labor generally has the same worth as finished goods in any given region. <br>  <br> '''Contraband''': This is a catchall category that includes anything banned, most noticably weapons, armor, charms, and books or scrolls. Contraband also includes any items used by orcs, legates, and collaborators, but illegal for citizens to possess, like trained war mounts or watercraft that carry more than a handful of passengers. This category nominally includes magic as well, although anything but a one-use item or an item low on charges would be nearly priceless. On the other hand, possessing such an item can end up having a heavy price. ]]
 
[[image: SWAG-image.gif|frame| '''Value Points and Regional Worth''' <br>  <br> Instead of gold pieces as the monetary standard, we use value points (vp). One vp is equivalent to a week's worth of poor-to-common food for one person. Unlike gold pieces, value points are subject to a multiplier determined by regional worth. <br> The Midnight campaign setting uses worth when calculating an object's availability and therefore trade value. Highly available items have little worth. Conversely, difficult to find items and dangerous or rare services have high worthto those who desire them. <br>  <br> '''TYPES OF GOODS''' <br>''All goods are separated into one of five categories, each of which may have a different woth in any given region.'' <br>  <br> '''Baubles''': These include coins, gems, jewelry, and other objects of art that have no practical use and therefore little worth. <br>  <br> '''Food''': This category includes fressh water, fodder for animals, and anything that will keep a family fed; meat is usually traded "on the hoof" so it doesn't have to be carried or kept fresh. <br>  <br> '''Raw Materials''': Ore, wood, hemp, wool, hides, furs, and anything else that must be processed before it becomes a finished good or is an essential ingredient to some finished product. Beasts of burden are considered raw materials as well. Unskilled labor generally has the same multiplier as raw materials in any given region. <br>  <br> '''Finished Goods''': Metal tools, berrels, spun cloth, simple watercraft or carts, rope, leatherwork, or anything else the production of which is either skill-intensive, labor-intensive, or requires specialized equipment. It is assumed that virtually anyone has learned simple sewing, carving, construction, and food preparation skills simply in order to survive, so the results of such activities are not considered finished goods. This category includes padded, leather, and hide armor, as well as all simple weapons other than crossbows, maces, and morningstars. Skilled labor generally has the same worth as finished goods in any given region. <br>  <br> '''Contraband''': This is a catchall category that includes anything banned, most noticably weapons, armor, charms, and books or scrolls. Contraband also includes any items used by orcs, legates, and collaborators, but illegal for citizens to possess, like trained war mounts or watercraft that carry more than a handful of passengers. This category nominally includes magic as well, although anything but a one-use item or an item low on charges would be nearly priceless. On the other hand, possessing such an item can end up having a heavy price. ]]
  
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[[TEMP Midnight: Norther SWAG & BOOTY|temp]]
 
  
 
==EQUIPMENT & MATERIALS GATHERED==
 
==EQUIPMENT & MATERIALS GATHERED==

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