Post by Admin Council on Oct 25, 2012 17:02:18 GMT -5
Set Me Free proudly presents...
You can call it many things: treasure, booty, lucre, plunder, fortune, payday, riches... here at Set Me Free, we like to call it 'LOOT'.
Loot encompasses a wide variety of items of worth, though the use tends more towards shiny trinkets and finery rather than items with high practical worth. The most common example, and the one by which all others are valued, is the gold coin. In Slayers, even just a handful of gold coins is considered a windfall for most people, representing the top tier of common currency. Although gold coins can come from any number of kingdoms or other sources it's generally acknowledged that it's the gold, not the royal emblems or bank recognition, that makes the coins worthwhile -- this is not, in other words, a fiat currency. Gold is gold and is accepted just about everywhere (though the Barrier Lands and Outer World are still working on getting their economies tied together productively).
Set Me Free handles Loot in a rather free-form way. Unlike classic tabletop gaming and stat-based RPs, money / Loot is treated as a story component instead of a resource-to-be-earned. After an adventure, it's up to the adventurers themselves to decide what Loot they earned from their actions; senior members and above can approve their own Loot, while all that regular members need is to get someone senior or above to give them the thumbs-up (to maintain some sense of balance). As in all things, though, we ask players to be reasonable -- odds are you're not going to get an orihalcon sword (AKA super-rare Loot!) for helping an old lady cross the street, but if you follow a treasure map halfway around the world, fight off a necromancer's zombie horde, delve the depths of an ancient tomb, break an elaborate curse, and just happen to find an orihalcon sword on the mummy of a long-dead king, THAT you can almost certainly get a thumbs-up to!
Below is a rough list of both Loot items -- for example, pearl necklaces and golden statues -- their rough value in standard gold coins, and certain canonical examples of value thrown in to give a sense of the fiscal scale. In terms of RP the values given below are estimations -- even Loot of the same type can differ in value depending on who's buying and why.
A large meal = 2 to 4 Gold (or more if you eat like Lina and Gourry do!)
COMMON LOOT
A small semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 8 to 12 Gold
A simple gold or silver necklace = 10 to 15 Gold
A bag of rare incense = 12 to 15 Gold
A simple small gold or silver statue = 12 to 20 Gold
A jeweled gold or silver necklace = 15 to 20 Gold
A common dagger = 15 to 25 Gold
A jeweled small gold or silver statue = 15 to 30 Gold
A bar of solid silver = 20 Gold
A large semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 20 to 50 Gold
A common sword = 30 to 50 Gold
UNCOMMON LOOT
A rare gold coin = between 20 and 2000 Gold (only valued by collectors)
A small precious stone (sapphire, emerald, ruby, diamond) = 20 to 100 Gold
An ornate dagger = 45 to 75 Gold
A very large semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 50 to 150 Gold
An ornate sword = 60 to 120 Gold
A large precious stone (sapphire, emerald, ruby, diamond) = 200 to 300 Gold
An orihalcon wafer = 150 Gold
A bar of solid gold = 200 Gold
RARE LOOT
A raw orihalcon ore nugget = 200 to 500 Gold
A masterwork dagger = 300 to 400 Gold
A masterwork sword = 400 to 500 Gold
A very large precious stone (sapphire, emerald, ruby, diamond) = 500 to 1000 Gold
A legendary gold coin of Rahga = 2,500 to 5,000 (only valued by collectors)
An orihalcon bar = 10,000 Gold
SUPER RARE LOOT
A small orihalcon statue = 150,000 to 200,000 Gold
An orihalcon dagger = 300,000 to 600,000 Gold
An orihalcon sword = 1,000,000 to 5,000,000 Gold
Orihalcon armor {or} an orihalcon shield = 5,000,000 to 10,000,000 Gold
FOR COMPARISON
(So you don't think we're pulling numbers out of thin air.)
A high bounty on a famous sorceress = 500,000 Gold
A castle on prime real estate, fully furnished, including a full staff of servants = 30,000,000 Gold
PERMANENT ENCHANTMENTS can drive the price of an item up between 2 and 10 times its base value, depending on the enchantment.
PERMANENT CURSES will generally discourage anyone from wanting to buy the item; few shopkeepers or merchants will willingly buy cursed objects, even if the curse can be somewhat useful.
KEEP IN MIND that this list is by no means all-inclusive -- there are many kinds of Loot, such as rare sorcery tomes or objects of historical significance, that aren't listed. The values of such can be worked out with a veteran or Council member if you're unsure, or you can just estimate or work it out via roleplaying with others.
[/ul]
You can call it many things: treasure, booty, lucre, plunder, fortune, payday, riches... here at Set Me Free, we like to call it 'LOOT'.
Loot encompasses a wide variety of items of worth, though the use tends more towards shiny trinkets and finery rather than items with high practical worth. The most common example, and the one by which all others are valued, is the gold coin. In Slayers, even just a handful of gold coins is considered a windfall for most people, representing the top tier of common currency. Although gold coins can come from any number of kingdoms or other sources it's generally acknowledged that it's the gold, not the royal emblems or bank recognition, that makes the coins worthwhile -- this is not, in other words, a fiat currency. Gold is gold and is accepted just about everywhere (though the Barrier Lands and Outer World are still working on getting their economies tied together productively).
Set Me Free handles Loot in a rather free-form way. Unlike classic tabletop gaming and stat-based RPs, money / Loot is treated as a story component instead of a resource-to-be-earned. After an adventure, it's up to the adventurers themselves to decide what Loot they earned from their actions; senior members and above can approve their own Loot, while all that regular members need is to get someone senior or above to give them the thumbs-up (to maintain some sense of balance). As in all things, though, we ask players to be reasonable -- odds are you're not going to get an orihalcon sword (AKA super-rare Loot!) for helping an old lady cross the street, but if you follow a treasure map halfway around the world, fight off a necromancer's zombie horde, delve the depths of an ancient tomb, break an elaborate curse, and just happen to find an orihalcon sword on the mummy of a long-dead king, THAT you can almost certainly get a thumbs-up to!
Below is a rough list of both Loot items -- for example, pearl necklaces and golden statues -- their rough value in standard gold coins, and certain canonical examples of value thrown in to give a sense of the fiscal scale. In terms of RP the values given below are estimations -- even Loot of the same type can differ in value depending on who's buying and why.
A large meal = 2 to 4 Gold (or more if you eat like Lina and Gourry do!)
COMMON LOOT
A small semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 8 to 12 Gold
A simple gold or silver necklace = 10 to 15 Gold
A bag of rare incense = 12 to 15 Gold
A simple small gold or silver statue = 12 to 20 Gold
A jeweled gold or silver necklace = 15 to 20 Gold
A common dagger = 15 to 25 Gold
A jeweled small gold or silver statue = 15 to 30 Gold
A bar of solid silver = 20 Gold
A large semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 20 to 50 Gold
A common sword = 30 to 50 Gold
UNCOMMON LOOT
A rare gold coin = between 20 and 2000 Gold (only valued by collectors)
A small precious stone (sapphire, emerald, ruby, diamond) = 20 to 100 Gold
An ornate dagger = 45 to 75 Gold
A very large semi-precious stone (malachite, amber, amethyst, onyx, topaz, etc.) = 50 to 150 Gold
An ornate sword = 60 to 120 Gold
A large precious stone (sapphire, emerald, ruby, diamond) = 200 to 300 Gold
An orihalcon wafer = 150 Gold
A bar of solid gold = 200 Gold
RARE LOOT
A raw orihalcon ore nugget = 200 to 500 Gold
A masterwork dagger = 300 to 400 Gold
A masterwork sword = 400 to 500 Gold
A very large precious stone (sapphire, emerald, ruby, diamond) = 500 to 1000 Gold
A legendary gold coin of Rahga = 2,500 to 5,000 (only valued by collectors)
An orihalcon bar = 10,000 Gold
SUPER RARE LOOT
A small orihalcon statue = 150,000 to 200,000 Gold
An orihalcon dagger = 300,000 to 600,000 Gold
An orihalcon sword = 1,000,000 to 5,000,000 Gold
Orihalcon armor {or} an orihalcon shield = 5,000,000 to 10,000,000 Gold
FOR COMPARISON
(So you don't think we're pulling numbers out of thin air.)
A high bounty on a famous sorceress = 500,000 Gold
A castle on prime real estate, fully furnished, including a full staff of servants = 30,000,000 Gold
PERMANENT ENCHANTMENTS can drive the price of an item up between 2 and 10 times its base value, depending on the enchantment.
PERMANENT CURSES will generally discourage anyone from wanting to buy the item; few shopkeepers or merchants will willingly buy cursed objects, even if the curse can be somewhat useful.
KEEP IN MIND that this list is by no means all-inclusive -- there are many kinds of Loot, such as rare sorcery tomes or objects of historical significance, that aren't listed. The values of such can be worked out with a veteran or Council member if you're unsure, or you can just estimate or work it out via roleplaying with others.
This thread will be kept open for Loot-related questions.
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