//Reaver, your post is getting altered ever so slightly. Check back when this says "Edited" at the bottom.\\
I've compiled a small list of general prices for things. Platinum wasn't used in place of "10 talons" and such because Platinum is considered an awkward currency (think 2 and 50 dollar bills). Most items can be purchased with silver or talons, and those expensive enough to warrant Platinum typically are expensive enough to warrant the use of Lorannans.
Goods, Services, and Magic!Spoiler (click to show/hide):
Most goods and services you'll have to decide on your own if it's worth it or not, but as a general rule of thumb, these are the base "merchant" prices for a number of goods and services. Obviously in the wastes they may cost more.
- Goods
- Chicken ~10 Talons
- Guard Dog ~25 Talons
- Cow ~2 Lorannans (200 Talons)
- Horse ~5 Lorannans (500 Talons)
- Great Horse ~8 Lorannans (800 Talons, returns to you if it runs away)
- War Horse ~12 Lorannans (2,000 Talons)
- Animal Feed ~5 Copper/Day (provided with stables)
- Rations ~4 Talons/day (tastes like crap and no benefits)
- Loaf of Bread ~5 Silver (~3 Copper a slice)
- Cheese Wedge ~1 Talon (begin to see benefits of nutritional food)
- Sausage ~2 Talons/pound
- Vegetables ~4 Talons/pound
- Quality Meat (Beef, Chicken, Bacon, etc.) ~8 Talons/pound
- Dried Meat (Jerky, fish, etc.) ~6 Talons/pound
- Fish ~5 Talons/fish (big fish)
- Tavern Beer ~1 Silver/mug (cheap pilsner)
- Dwarven Beer/Ale/Mead ~2 Talons/mug
- Rum/whiskey/etc. ~3 Talons/glass
- Wine ~3-15 Talons/bottle depending on quality
- Spirits ~12 Talons/bottle
- Shoes ~10 Talons (worker quality)
- Boots ~20 Talons (Adventuring Quality)
- Clothes ~5 Silver to 40 Talons depending on quality (adventuring is around 5 talons)
- Regal Wear ~1 Lorannan to 20 Lorannans depending on quality
- Hemp Rope ~1 Talon/10 feet (or 4 Talons/50 feet)
- Backpack ~12-40 Talons (12 being a light 14 KG capacity backpack, 40 being a heavyset backpack that could hold a 50 KG person in it)
- Belt Pouches/Sacks ~1 Talon
- Quality Torch/Cooking Gear/Waterskin ~4 Talons
- Flint and Firestone/whetstone ~2 Talons
- Fletching Kit/Bedroll/Pillow and Blanket ~8 Talons
- Tent ~10-30 Talons (1 to 4 people)
- Lockpicks ~4 Talons per
- Thieve's Tools ~30 Talons
- Master Thief's Toolset ~100 Talons
- Woodcutter's Axe/Smithing-Repair Hammer/Fishing Supplies ~20 Talons
- Hunting Knife ~5 Talons
- Healer's Kit ~1 Lorannan (100 Talons, quality kit)
- Sterilized Bandages ~1 Talon per roll
- Rubbing Alcohol ~4 Talons/3 oz
- Ink ~8 Talons/1 oz
- Candles ~1 Copper/hour's worth/candle
- Lantern ~10 Talons
- Metal "Bullseye" Lantern ~20 Talons
- Soap (home-made) ~5 Silver/Pound
- Scented Soap (Merchant/Noble-Quality) ~2 Talons/Pound
- Guard Manacles/10 feet of iron chains ~25 Talons
- Slaving Gear ~1 Lorannan
- Caltrops ~1 Talon/bag
- Oil Lamp ~5 Silver (Slightly better than candles)
- Lamp Oil ~1 Silver/flask (hour)
- ====================
- Services
- Economy Inn ~1-3 Talons (Dirty bed of hay and a blanket if you're lucky)
- Regular Inn ~4-7 Talons (Proper bed and heated)
- Quality Inn ~10 Talons (1 meal provided)
- Luxury Inn ~1 Lorannan (Goose bed, 2 square meals, etc.)
- Brothel (Tack on an additional 5-50 Talons based on quality of inn/prostitute)
- Tavern Meal (bread/cheese/mug of pilsner) ~3 Talons (5 with meat added)
- Animal Stable ~15 Talons/day
- Caravan Ride ~4 Talons/3 Squares, roads only (Only make 1 encounter chance every 12 squares vs. standard encounter rate) (or 30 talons if it's cheaper)
- Ship Ride ~2 Talons/Square
- Luxury Ship Ride ~10 Talons/Square (meals and cabins, etc. provided)
- Hireling ~5 Silver/Day +necessities (someone sworn to carry your burdens)
- Cheap Mercenary ~25 Talons/Day (will not hold your things)
- Professional Mercenary ~1 Lorannan/Day
- Professional Thief/Assassin ~2 Lorannans/Day (Or % of earnings equalling 60% if you make less than 2 Lorannans/Day in profit)
- Royal Guardsman/Knight Bodyguard ~20 Lorannans/Day (nearly hero-status)
- Messengers ~2 silver/square (before tip)
- Gate Tolls ~1 Copper to 10 talons depending
- ====================
- Some Special Items
- Invisibility Cloak ~100 Lorannans (10,000 Talons)
- Fireball Wand ~430 Lorannans (43,000 Talons, 4 uses/day)
- Ring of Regeneration ~200 Lorannans (20,000 Talons)
- Permanency Fire enchantment ~40 Lorannans (4,000 Talons)
- Gauntlets of Giant Strength ~50 Lorannans (5,000 Talons, 1 use/day)
- Spell Tomes/Grimoires ~1-100 Lorannans (1 being simple spells and 100 being spells of great power)
- Alchemical Silvered Weapon ~1 Lorannan (100 Talons) in silver before fees.
- Continual Flame/EverTorch ~130 Talons
- Alchemist's Fire (Napalm) ~30 Talons/Flask
- Corrosive Acid ~15 Talons/Flask
- Magical Antidote ~50 Talons/dose
- Adamantine ~6 Lorannans/bar, 10 Lorannans/Bar if not bought from orcs (~2 bars to make a shield, 3 to make small/medium weapons, 1 to make 200 arrowheads, etc.)
- Dwarven Golden Steel ~5 Lorannans/Bar
- Mithral ~3 Lorannans/Bar
- Elven Duskwood ~20 Talons/lb
Urhr93 Wrote:
Since i'm "interested" in this and my character will probably be affected by it, is it possible to know when that roll will be done usually? °O°
That roll is made privately to keep it a surprise (I'll give hints though through RP), but it happens whenever a creature or person releases their seed inside of you. You have an approximate 1/4 chance of being impregnated before applying modifiers based on Race, monster, and how deep it penetrates (it's basically a guarantee for humans if it penetrates the womb). To this end, it's counted as having a "5/20" chance to apply said modifiers with a 1 being automatic insemination and a 20 being automatic contraception.
And since we are on the subject, why don't make a list, similar to the one for corruption (on that note, that was a good one ^^), indicating how high is the chance of them successfully interbreeding with other species? Like, for example, some species are less like to sucessfully inseminate a female of a different species and so have a negative bonus in the roll, while others have a higher chance and so a bonus during the roll.
What do you think?
I could, but that would take away all the fun of finding out! Generally speaking, the higher corruption, the more likely inter-species mating will result in an offspring.
For the playable races though...
- Human: Very good breeders, very "weak" seed (High chance of pregnancy/causing pregnancy, low chance of child being human)
- Dwarf: Normal breeders, "strong" seed (Unaltered chance of pregnancy/causing pregnancy, high chance of child being dwarven)
- Elf: Poor breeders, "strong" seed
- Dark Elf: Very poor breeders, very "strong" seed (Dark Elves typically have to use fertility magics and mate repeatedly to even produce a child because of how resistant Orcish sperm has made their wombs)
- Orc: Very good breeders, "strong" seed (equivalent of a monster)
Shura Wrote:Oh man, if only Shura and company knew about slime cores and slime armor. Must acquire informative pamphlet(s) in the future!
Pamphlets of Irilin are bad juju and the townsfolk would probably chase Shura out of town if he was covered in slime.
daxtinator396 Wrote:-snip-
Approved! You will start with 17 Talons (Opting for shortsword instead of dagger) and I'll work you into the last post I made.
I'm translating Back against the wall as a -2 to preventing sexual grapples, but +2 to resisting them once in them, right?
You will start with the following Spells/Techniques
Spoiler (click to show/hide):
Amplify; A spell granted by Crux, you are capable of hearing conversations at a far distance or minimize the sounds/vibrations of your movement. Loud/Obnoxious noises are even more loud/obnoxious though. Fingernails on a chalkboard, for instance, would sound like tiny daggers ripping apart your ears.
Invitation; A technique laced with sexual magics that you learned from one of those pervy mage books. You can invitingly "offer" yourself to an enemy, taking an additional -4 to sexual grapples, but automatically make a counter-attack (with backstab bonuses) as a free action on any enemy who tries to act on this. Doesn't work on "resolute" enemies (knights, land wyrms, etc.).
Crux's Mark; A powerful spell of Crux's devote, you are able to "mark" a victim without them realizing it 1/day including non-traditional enemies (demons, undead, etc.). This victim takes a -4 penalty to all combat/sexual grapple rolls made against you, and -3 penalty to all listen/spot checks against you.
Right, two quicksheets/models to make. On it.
EDIT: Got you added in real quick. Gonna wait 'till a couple more folks respond before I make another post.
EDITEDIT: I will add what special materials do here shortly. I won't list the "actual" effects unless your character would know them (orcs and adamantium, for instance), but I'll give a brief description of what they seem to do.