Streets of Maltese
Wonderous Item Pricing
Bonus granting items/devices are limited to 1D and do not combine (the highest bonus is used). Bonus cost doubles with each pip added. Attributes can be augmented and cost 10 times as much. The prices aren’t set in stone and various factors can impact them, but this gives a good guideline.
Some Items have a stand alone value which operates separately from the user’s attributes and these are limited to 6D.
Stand alone numbers and bonuses do not stack. A bonus can only be applied to an actual skill or attribute. A cyborg character with 3D (3D+2) Ranged Combat using a 2 pip bonus targeting system would get no bonus, although with a 1D targeting system the cyborg would get to roll 4D instead of 3D+2.
Obstacle Values are used when a character needs to overcome a particular number to unlock, decode, or otherwise defeat a static system. Obstacle values are on the chart below.
Motive systems for droids/cyborgs/vehicles generally cost movement x10 (10 = 100, 50 = 500) modified by movement type and scale. Wheels = x1, Treads/boat hull = x2, Legs/submarine = x3, Surface Hover (up to 3m)= x4, Low Altitude Flight (up to 100m) = x6, High Altitude Flight (atmosphere)= x8, Space = x10. Scale modifiers human = x1, car = x2, tank = x4, transport =x8, capital = x50, Station = x500.
Armor is 10 credits times rating squared times scale (Armor over 5 imposes penalties while shields do not, but both are limited to 15 maximum). Armor 6-10 is -1D to all actions and lowers speed 20%. Shields cost 10 times as much as armor and require a power source (if not in a vehicle the battery is 10% the shield cost per 24 hours of continuous operation).
Range can be added as a direct cost of $1 per meter at up to 500 x barrel/Tube length (4 in/10 cm barrel up to 50 meter range). Cost doubling per factor above that. 4 in barrel would be $50 for 50 meters, $200 for 100 meters, $600 for 150 meters, or $1,600 for 200 meters. A sensor can have a range 10x greater for the same price. Holdouts normally have 2 in barrels (25m standard), Compacts have 3 in barrels (36m standard), Full size semi-auto pistols 4 in (50m) Standard revolvers 6 in (75m) and Buntline revolvers 8-10 in (100-125m), SMGs tend to be 6-12 in (75-150m) Carbines 12-14 in (150m-175m) Rifles 16-24 in (200-300m).
Ammo Capacity can be purchased at $1 per round of ammo held times scale ($1 for character, $2 for Car, $4 for Tank, $8 for Transport, $50 for Capital, and $500 for Station). Extra magazines and unloaded belts can be bought at the same cost.
Standard Ballistic Ammo cost is 1/200 of base damage cost (as a stand alone skill) so a 9mm doing 2D damage would cost $0.25 per shot, a .45 at 3D damage would cost $0.50 per shot, and a .44 Magnum at 4D damage would cost $1 a shot and a .500 mag at 6D would be $4 a shot). Blasters which can switch from Stun to Kill pay 1% per shot for energy packs (Combination battery and Blaster gas cells).
Endurance for craft/droids/devices is 10% of “performance” cost per day of operation. Performance cost is the Move, Bonus, or Stand Alone value representing the item’s function. For powered armor that only cancel’s the movement penalty the performance is the armor cost. (Lightsabers/Plasma Blades/Vibroswords use damage as their base and use the “powered” effect to do more damage than a weapon their size could do – without power assist a weapon must be as long in mm as its damage cost; 2 in or 5 cm for 2D, 4 in or 10 cm for 3D, 8 in or 20 cm for 4D, 16 in or 40 cm for 5D, 32 in or 80 cm for 6D, and 64 in or 160 cm for 7D).
Load capacity is 1/10 the capacity in KG expressed in $, so $100 per ton. Passengers are $100 for vehicles with life support or $25 for those without (Passengers are assumed to have adequate seating and vehicle access). Full cabins are $1,000 per passenger while military style bunks are $250 (both assume life support included).
Full auto weapons double base damage cost assuming standard single barrel (ROF-10), for multibarrel gatling style add base cost per extra barrel (double for 2, triple for 3, etc), but unlike multi-gun systems the range cost is only paid once.
Explosives are 1% of base damage cost times radius in meters. Weapons designed to fire explosives are priced differently. Grenade Launchers for standard grenades are priced at $800 plus range, targeting and options. Missile tubes/hardpoints are priced at 1/10 the maximum range of a missile they can fire times the scale modifier plus the targeting cost (Multitube systems can share a targeting system, tubes/points are 1/10 the base cost each plus the base, and are considered full auto). Grenades are explosive cost (plus 1/10 range for hand grenades); Missiles are explosive cost plus 1/10 of range in meters, plus 1/10 of targeting.
Magical equipment is priced as normal equipment, but things normal equipment doesn’t do (like dimension travel) are priced out at the attribute level and not the skill level cost.