Disclaimer: The prices listed here are general market rates based on standard trade conditions. However, the economy is fluid, and prices may fluctuate depending on your location, availability of resources, and the current political climate. You may find yourself in a war-torn sector where essentials are scarce and highly priced, or in an affluent trade hub where goods are abundant and cheaper. Always check with your GM for official pricing and market conditions in your campaign.
As there is no galactic recognized superpower, currency is largely set on a bartering system.
Within Citadel-controlled space, electronic credit chips are used on an NFT system that is backed by Solar Cell Energy in a treasury controlled by the Citadel. However, the Citadel strongly runs on a communist system where all members of the Citadel are encouraged to work for assigned wages according to your assigned jobs based on needs. Credits are used largely to ensure one is not being a parasite on the system.
Within The Empire of Sol, large shipments of Gold are traded between bureaucrats. Gold can be used to barter, but within the loyalists, they are known to flash a seal of authority that holds an electronic signature that sends requests between patrons. The more well-known and respected the patron, the less likely their seal is to be rejected, assuming on their reputation that any required funds will be transferred in expedient time.
Orcs are the only race known to trade exotic game and creatures as barter.
Hand Weapon – Range 1, can be taken with a shield (0.1 Gold / 1 Credit)
Two-Handed Weapon – +1 Martial (1 Barter Point / 10 Credits)
Spear – Range 2 (1 Barter Point / 10 Credits)
Pike – Range 3 (1 Barter Point / 10 Credits)
Off-Hand Weapon – +1 Aggression (1 Barter Point / 10 Credits)
Armor – +1 Defense (1 Barter Point / 10 Credits)
Heavy Armor – +2 Defense (2 Gold / 20 Credits)
Exo-Suit – +1 Strength (1 Barter Point / 10 Credits)
Buckler – 6+ Save (0.5 Gold / 5 Credits)
Shield – 5+ Save (1 Barter Point / 10 Credits)
Tower Shield – 4+ Save, -1 Martial (1 Barter Point / 10 Credits)
Bubble Shield – 2+ Save (One use per game) (5 Gold / 50 Credits)
Camo Cloak – Cannot be targeted outside 18" range (5 Gold / 50 Credits)
Invisibility Cloak – Cannot be targeted outside 6" range (10 Gold / 100 Credits)
Short Bow – 18", Strength 2, No penalty (0.5 Gold / 5 Credits)
Bow – 24", Strength 2, No penalty (1 Barter Point / 10 Credits)
Long Bow – 32", Strength 2, Half penalty (1 Barter Point / 10 Credits)
Composite Bow – 24", Strength 3, Half penalty (1 Barter Point / 10 Credits)
Throwing Weapon – 6", Strength 2, can move, shoot, and fight (1 Barter Point / 10 Credits)
Crossbow – 24", Strength 4, Full penalty (1 Barter Point / 10 Credits)
Pistol – 12", Strength 4, can move, shoot, and fight (10 Gold / 100 Credits)
Rifle – 24", Strength 4, Half penalty (15 Gold / 150 Credits)
Sniper Rifle – 48", Strength 6, Full penalty (15 Gold / 150 Credits)
Rocket Launcher – 32", Strength 8, Full penalty, deals damage to all within coherency of target (20 Gold / 200 Credits)
Grenade – 6", Strength 8, can move, shoot, and fight, one use per game (5 Gold / 50 Credits)
Targeting AI 1 – Reduces Perception by -1 (Can be stacked multiple times) (5 Gold / 50 Credits)
Staff – 12", Strength 3, requires Affinity to use (5 Gold / 50 Credits)
Talisman – Regenerates 1 Affinity per turn (30 Gold / 300 Credits)
Spellbook– Player gains access to all universal spells (10 Gold / 100 Credits)
Basic Supplies
Utility Pack (empty) – 5 Credits / 0.5 Gold
(A lightweight, durable backpack for carrying essential gear.)
Storage Canister (empty) – 2 Credits / 0.2 Gold
(A small, airtight container for food, liquids, or small items.)
Cargo Pod (empty) – 3 Credits / 0.3 Gold
(A reinforced, lockable storage unit used for transporting larger goods.)
Sleep Pod – 4 Credits / 0.4 Gold
(A collapsible, insulated sleeping unit providing protection from harsh conditions.)
Proximity Alert Beacon – 3 Credits / 0.3 Gold
(A small motion-sensitive device that emits an alarm when movement is detected.)
Thermal Blanket – 3 Credits / 0.3 Gold
(A high-tech insulating blanket that regulates body temperature in extreme conditions.)
Pulley System – 4 Credits / 0.4 Gold
(A compact pulley and cord system designed for lifting or lowering objects.)
Glass Reinforced Flask – 2 Credits / 0.2 Gold
(A durable, shatter-resistant flask used for carrying liquids.)
Waste Disposal Unit (empty) – 5 Credits / 0.5 Gold
(A portable, self-sealing waste container for biohazard or general waste storage.)
Nano-Spikes – 4 Credits / 0.4 Gold
(Small, sharp spikes deployed to slow down or disable enemy movement.)
Lightstick – 1 Credit / 0.1 Gold
(A small, chemical-based glow stick used for short-term illumination.)
Polymesh Sheet (sq. yd.) – 3 Credits / 0.3 Gold
(A flexible, durable fabric used for makeshift repairs or shelters.)
Data Cartridge Case – 2 Credits / 0.2 Gold
(A protective container for storing data cartridges and encrypted storage units.)
Mag-Chain (10 ft.) – 5 Credits / 0.5 Gold
(A length of lightweight, high-strength magnetic chain used for securing cargo.)
Marker Chalk (1 piece) – 1 Credit / 0.1 Gold
(A luminescent chalk stick used for marking surfaces, visible in low light.)
Storage Crate (empty) – 4 Credits / 0.4 Gold
(A reinforced storage box used for organizing and securing supplies.)
Pry Tool – 5 Credits / 0.5 Gold
(A compact, high-leverage tool designed for forcing open crates and panels.)
Power Cell (basic charge) – 5 Credits / 0.5 Gold
(A rechargeable energy cell used for powering small devices.)
Functional Tools
Fishhook – 6 Credits / 0.6 Gold
(A small, reinforced metal hook used for catching aquatic life.)
Tangle Net, 25 sq. ft. – 12 Credits / 1.2 Gold
(A collapsible, high-tensile net used for capturing targets or securing cargo.)
Vacuum Flask (empty) – 6 Credits / 0.6 Gold
(An insulated container that maintains temperature for liquids in extreme conditions.)
Plasma Igniter – 8 Credits / 0.8 Gold
(A compact device that generates a high-energy spark, useful for starting fires or welding.)
Magnetic Grapple – 15 Credits / 1.5 Gold
(A hook with a retractable cable, used for scaling surfaces or securing objects.)
Impact Driver – 10 Credits / 1 Gold
(A power tool designed for drilling and fastener insertion in tough materials.)
Ink Cartridge (1 oz.) – 6 Credits / 0.6 Gold
(A small ink vial used for document writing and stamping.)
Holo-Stylus – 12 Credits / 1.2 Gold
(An electronic pen used for interacting with digital interfaces and writing holographically.)
Storage Jug – 8 Credits / 0.8 Gold
(A medium-sized storage vessel for liquids or powders.)
Extendable Ladder (10 ft.) – 12 Credits / 1.2 Gold
(A collapsible, lightweight ladder for reaching high surfaces.)
Standard Glowlamp – 7 Credits / 0.7 Gold
(A handheld rechargeable lamp providing basic illumination.)
Focused Beam Lantern – 14 Credits / 1.4 Gold
(A powerful flashlight with a narrow beam for long-distance visibility.)
Omni-Directional Lantern – 15 Credits / 1.5 Gold
(A 360-degree light source with adjustable brightness settings.)
Advanced Gear & Security
Restraints (basic) – 16 Credits / 1.6 Gold
(A simple set of reinforced bindings used to secure captives.)
Restraints (reinforced) – 30 Credits / 3 Gold
(A high-strength version of restraints, designed for more dangerous captives.)
Reflective Panel – 7 Credits / 0.7 Gold
(A foldable metallic panel used for signaling or deflecting heat.)
Drinking Mug (composite) – 2 Credits / 0.2 Gold
(A lightweight, durable mug used for consuming liquids.)
Energy Cell (1-pint equivalent) – 10 Credits / 1 Gold
(A mid-capacity energy source for powering tools and small machinery.)
Data Sheet (sheet) – 6 Credits / 0.6 Gold
(A flexible digital display used for writing and data storage.)
Holo-Pad (sheet) – 15 Credits / 1.5 Gold
(A portable, holographic display used for taking notes and displaying information.)
Mining Drill – 40 Credits / 4 Gold
(A heavy-duty drill used for penetrating rock and metal surfaces.)
High-End & Specialized Items
Comms Beacon – 50 Credits / 5 Gold
(A small satellite transceiver used for sending emergency signals.)
Identity Chip – 75 Credits / 7.5 Gold
(A personalized, encrypted microchip used for authentication and access.)
Demolition Hammer – 60 Credits / 6 Gold
(A reinforced hammer designed for breaking through walls and barriers.)
Optic Scope – 80 Credits / 8 Gold
(A high-tech targeting system that enhances long-range visibility.)
Survival Shelter – 100 Credits / 10 Gold / 1 Barter Point
(A collapsible, durable shelter designed for long-term survival in harsh environments.)
Hand Torch – 10 Credits / 1 Gold
(A compact, high-temperature cutting tool used for repairs and access.)
Storage Vial – 6 Credits / 0.6 Gold
(A reinforced, small container for holding chemicals or samples.)
Hydration Pack – 15 Credits / 1.5 Gold
(A wearable liquid storage system with an integrated straw for hands-free hydration.)
Sharpening Tool – 8 Credits / 0.8 Gold
(A small, high-speed grinding tool for maintaining the edge on weapons and tools.)
Synth-Ale (Gallon) – 0.2 Gold / 2 Credits – A mass-produced alcoholic beverage, brewed from synthetic grains. Weaker than traditional ale but widely available.
Synth-Ale (Mug) – 0.04 Gold / 0.4 Credits – A single serving of budget-friendly ale, often found in dive bars and space stations.
Luxury Banquet (Per Person) – 1 Gold / 10 Credits – A lavish meal including fine cuts of lab-grown meats, imported wines, and gourmet sides. Served in high-class establishments.
Nutrient Loaf (Per Loaf) – 0.02 Gold / 0.2 Credits – A fortified, dense bread substitute that provides essential nutrients. Common among deep-space travelers.
Protein Cube (Hunk of Cheese Equivalent) – 0.1 Gold / 1 Credit – A processed, high-protein snack derived from algae and synthetic dairy, engineered for maximum nutrition.
Inn Stay (Per Day – Luxury Suite) – 0.2 Gold / 2 Credits – A high-end stay with full amenities, including VR entertainment, climate control, and auto-med service.
Inn Stay (Per Day – Standard Capsule) – 0.05 Gold / 0.5 Credits – A compact but comfortable sleeping pod with basic security and sanitation, found in most spaceports.
Inn Stay (Per Day – Bunk Room) – 0.02 Gold / 0.2 Credits – A cheap communal lodging option, typically used by lower-class travelers or refugees.
Pre-Packaged Meals (Per Day – Premium) – 0.05 Gold / 0.5 Credits – A high-quality, chef-designed meal kit with fresh ingredients, commonly found on luxury-class ships.
Pre-Packaged Meals (Per Day – Standard) – 0.03 Gold / 0.3 Credits – A ready-to-eat meal with balanced nutrition, used by traders and colonists.
Pre-Packaged Meals (Per Day – Survival Rations) – 0.01 Gold / 0.1 Credits – A minimal, high-calorie meal designed for long-term storage. Used by soldiers and explorers.
Lab-Grown Meat Chunk – 0.03 Gold / 0.3 Credits – A synthetic protein block resembling real meat, engineered for flavor and nutrition. Available in various "flavors" like steak, chicken, and exotic alien meats.
Standard Wine (Pitcher) – 0.02 Gold / 0.2 Credits – A common table wine made from vat-grown fruit extracts. Often served at casual gatherings.
Luxury Wine (Bottle) – 1 Gold / 10 Credits – A fine, aged beverage sourced from exclusive off-world vineyards. A favorite among the wealthy elite.