Trade goods and Tables

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dethbegins
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Trade goods and Tables

Unread post by dethbegins »

After searching through the books, rifters, and some of the forum's content, I couldn't find anything about trading and the processes used to make various materials, so I made a rough chain table, along with trade values for simplifying productions. It's intended for producing a player ran house eventually, and as such is going to be developed further as new information is provided.
Civilian M.D.C. Trades and You

With the severe lack of transactions noted for the civilian market, I have taken it upon myself to give a gauge for costs applying to various pelts, meats, minerals, gems, M.D.C. materials, and the productions required to grow, harvest, and maintain those productions.

Pelts:
S.D.C. pelts are varied consistently between houses, however the common difference by percentile is 15% for both lower and higher sales prices, mostly due to availability of common pelts. Each pelt can be further processed into hide, and each hide into tanned leather. Hide is differenced at 10%, while leather commonly has a difference of 23%.
Pelts:
-Small pelts are 25 credits base price.
-Medium pelts are 55 credits base price.
-Large pelts are 105 credits base price.
Hides:
-Small hides are 45 credits base price.
-Medium hides are 85 credits base price.
-Large hides are 125 credits base price.
Tanned Leather:
-Small TL are 85 credits base price.
-Medium TL are 125 credits base price.
-Large TL are 155 credits base price.
M.D.C. Costs 5x more per pound.
All previously stated prices are per pound of material.

Meats:
Due to the difficulty of eating M.D.C. meat, it’s highly suggested to first boil, fry, and pound any meat you acquire before serving, as M.D.C. meat tends to eat you instead of the other way around. The Process for breaking down M.D.C. is commonly to first boil for 1 hour as to kill any parasites infesting the tissue, then to pound the meat and tenderize it for 10 minutes or until the meat is soft and pliable, then to fry the meat until its internal temperature is 165*f as to complete the breakdown process. It’s been noted that honey or modified pineapple can more easily break down the tough proteins within the M.D.C. meat faster than the previously stated process. If soaked in either, reduce time to breakdown the meat by 30 minutes per day left to marinate.
Fresh:
- Gamey meat; 15 credit base price.
- Ranched meat; 25 credit base price.
- Well-bred meat; 45 credit base price.
- Gourmet meat; 65 credit base price.
M.D.C. Meat:
- Gamey meat; 45 credit base price.
- Ranched meat; 75 credit base price.
- Well-bred meat; 115 credit base price.
- Gourmet meat; 145 credit base price.
Note: M.D.C. meat is considered more nourishing than S.D.C. meat, 1 pound is equivalent to 15 pounds of meat when properly cooked.
Additional Note: Meat tends to stay at consistent 5% difference regardless of availability due to difficulty in keeping the meat fresh.
Salted:
-Gamey meat; 8 credit base price.
-Ranched meat; 16 credit base price.
-Well-bred meat; 30 credit base price.
-Gourmet meat; 45 credit base price.
Note: Salted meats regardless of type is sufficiently cheaper to produce and maintain, as they keep for 1 month before spoiling. However, there is only a 2% difference when marketing them.

Minerals:
Thanks to houses actively excavating their underground fortifications, many minerals can be found, and in plentiful quantities. However, note that even while in ore form, the nanite virus will still infect the trace quantities found in their ore form. All minerals have a 12% difference and are harder to process than foods or pelts.
-Salt; 15 credits per pound base price.
- Aggregate; ¼ credits per pound base price.
-Asbestos; 15 credits per pound base price.
-Asphalt; 2 credits per pound base price.
-Clay; 5 credits per pound base price.
-Sulfur; 5 credits per ounce base price.
-Potassium; 10 credits per ounce base price.
-Brine; 15 credits per gallon base price.
-Graphite; 25 credits per pound base price.
-Quarts; 15 credits per ounce base price.
-Silica; 5 credits per ounce base price.
-Talc; 2 credits per pound base price.
-Potash; 10 credits per pound base price
-Granite; ½ credit per pound base price.
-Basalt; 1 credit per pound base price.
-Sandstone; ¼ credit per pound base price.
-Limestone; ½ credit per pound base price.
-Slate; 1 credit per pound base price.
-Marble; 2 credits per pound base price.

Gems:
Gemstones are very valuable, especially to Host Armor users with a lithovore metabolism who require gemstones to maintain their health. All gemstones very wildly in terms of prices, and commonly are marked up by 145% their base price, the common difference is 225%.
-Diamond; 250 credits per ounce base price.
-Emerald; 150 credits per ounce base price.
-Ruby; 50 credits per ounce base price.
-Sapphire; 65 credits per ounce base price.
-Aquamarine; 45 credits per ounce base price.
-Spinal; 15 credits per ounce base price.
-Opal; 25 credits per ounce base price.
-Amythyst; 35 credits per ounce base price.
-Turquoise; 40 credits per ounce base price.
-Peridot; 25 credits per ounce base price.
-Agate; 15 credits per ounce base price.
-Amber; 125 credits per ounce base price.
-Lapis lazuli; 75 credits per ounce base price.
-Jade; 145 credits per ounce base price.
-Citrine; 65 credits per ounce base price.
-Jasper; 70 credits per ounce base price.

Notes: All gemstones can be cut to increase their value, each clean cut requires a craft (gemstone) skill check at 65% difficulty, if successful, the gemstone is worth 2x base price per refinement, and when completely cut, is worth 15x base price per refinement. Gemstones are also highly valued as an exchange of currencies, and as such will vary, if a failed cut is made, the gemstone is worth ½ as much and has a 15% chance of breaking apart, its broken, is only worth 5 credits per ounce base price.

M.D.C. Materials:
Commonly found across every settlement fighting N.E.X.U.S., each material is found consistently or produced in large quantities, making their differences standardized. Common difference between goods is 5-10%. All M.D.C. material is immune to S.D.C. damage, and regenerates at 1d8 M.D.C. per day without further damage.
-Plastic; 15 credits per pound base price.
-Wood; 10 credits per pound base price.
-Bone; 8 credits per pound base price.
-Ceramic; 20 credits per pound base price.
-Stone; 5 credits per pound base price.
-Concrete; 7 credits per pound base price.
-Resin; 5 credits per pound base price.
-Binder; 12 credits per pound base price.
-Carapace; 8 credits per pound base price.
-Horn; 22 credits per pound base price.
Notes: Common S.D.C. materials are only ¼ base price of their M.D.C. price, however, they have been seeing less use as they are to easy to destroy, and often require more maintenance than their M.D.C. equivalent. It’s also noted that the production of M.D.C. materials has dropped to 225% of the total material required to produce a common S.D.C. item, as binding M.D.C. materials continue to remain a difficult process.

Common Chains of Production:
-Pelt<Brine Soak + Scrape<Hide<Prepared with Brine<Tannin<Dry for 2d4 weeks<Tanned Leather
-Corpse<Gut<Skin<Harvest<Fresh meat, pelt, offal, bone, possibly horn. (if insectoid the insect will yield carapace)
-Quarry<Rock< Refined < minerals, possibly gemstones, various aggregate.
-Tree< Tap < Resin < Binder
-Tree < Saw < Lumber
-Clay < Heat to bake < Ceramic
-Stone + Aggregate + Binder < Heat < Mix < Asphalt
- Salt < Meat < Cook and Dry for 1d4 weeks < Salted Meat

Per mining production, produce 1d8 pounds of rock per person per hour, 2d6 pounds of aggregate per hour, and if either a deposit of gemstones or minerals is found, produce 2d4+1 pounds of mineral or 2d4-1 ounces of gemstone.
Per corpse Processed, divide 8% weight of body to pelt, 25% to offal, 25% to bone, and 42% meat, replace up to 4% pelt with carapace if applicable, and 4% bone to horn if applicable.
Per tree Processed its weight is divided as such, 88% produced is lumber, 6% is resin, 6% firewood.
Per tree Tapped, per 1d4 weeks produce 2d8+4 ounces of resin.
Per hour of Clay Quarrying produce 5d8 pounds of clay.
Per hour of excavation produce 10d8 pounds of aggregate, 2d10 pounds of soil, 1d8 pounds of fertilizer, 1d4 pounds of salt, 2d8 pounds of clay.
Per hours production of resin to binder, produce 15d4 pounds of binder per 10d6 pounds of resin and aggregate.

Notes: Chains like these are by no means set in stone, however, if you need a simplified process for your games, using the above will help.

Gemstone Drops Table:
Easy Table: Agate 1%<55%, Spinal 56%<70%, Peridot 71%<95%, Opal 96%<100%, 1d100 roll for percentile.
Hard Table: Amythyst 1%<20%, Turquoise 21%<30%, Aquamarine 31%<40%, Ruby 41%<50%, Saphire 51%<60%, Citrine 61%<70%, Jasper71%<75%, lapis lazuli 76%<100%, 1d100 roll for percentile.
Difficult Table: Amber 1%<50%, Jade 51%<65%, Emerald 66%<85%, Diamond 86%<100%, 1d100 roll for percentile.
Notes: All gemstones have a 15% chance to drop when mining per 1d4 hours work, when a successful drop happens roll 1d10, 1-5 = Easy Table, 6-9 = Hard Table, 10 = Difficult Table. When gemstones are found roll 1d4, 1 = 2d4 ounces found, 2 = 1d4 pounds found, 3 = 1d4x10 pounds found, 4 = 1 large vein worth 10d4x10+15 pounds found.
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