Class of Item | Base Price |
---|---|
Communications | 10 credits x Active Points |
Computers | 20 credits x Active Points |
Defenses | 15 credits x Active Points |
Electronics | 20 credits x Active Points |
Medical | 20 credits x Active Points |
Robots | 200 credits x total Character Points |
Sensors | 20 credits x Active Points |
Tools, general | 10 credits x Active Points |
Vehicles | 1,000 credits or more x total Character Points |
Weapons | 30 credits x Active Points |
Modifier | Multiplier |
Cutting-edge technology | x10 base price |
Demand for item exceeds supply | x2 base price, or more |
Illegal items | x2 base price, or more |
Luxury or high-quality items | x4 base price |
Military or military-grade | x5 base price, or more |
• Restricted military-grade | x2 base price, or more |
• Classified military-grade | x5 base price, or more |
Rare or hand-made items | x2 base price |
Supply of items exceeds demand | x½ base price |
ATRI level difference | x10 base price per level difference |
Vehicle/base technology other than weapons and defense | x2 base price, or more |
NOTE: If more than one modifier applies to the item, they are multiplied together. For example, rare (x2) illegal (x2) military-grade (x5) items from an advanced technology (+1 ATRI, x10) would be 2 x 2 x 5 x 10 = 200 times the base price.
These calculations will provide a baseline price. Prices will be adjusted upwards if the circumstances warrant; for example, prices for luxury goods will tend to be much higher on the frontier, and the cost of weapons systems will be higher on the highly-regulated core worlds. The cost multiplier for illegal, restricted or classified goods will depend on the likely penalty for the supplier — if he or she is risking a long prison term or even the death penalty, they'll want to be suitably reimbursed. A successful Trading roll can reduce the cost to a buyer, while an unsuccessful roll may raise it.