Money. Some people have it, some people don't. But what does that really mean, in the 'verse?
Put together using the Serenity Role Playing Game.
Currency in the 'verse tends to be silver, gold, and platinum out on the Border, and credits closer to the Core. The conversion rates are pretty simple, generally, and are listed below:
Okay, cool. So what does that mean to my character? Well, it depends on who your character is. Your average adult person, working steadily for most of their life, will have amassed somewhere between 750 and 3,000 credits (1875 - 7500 platinum, 3750 - 15,000 gold, 187,500 - 750,000 silver). Those who consider themselves more broke than the average 'versegoer are looking at 375 - 700 credits (937.5 - 1750 platinum, 1875 - 3500 gold, 93,750 - 175,000 silver). If you're one of the wealthy elite? Well, you have more than all of that!
Now you know about how much coin your character would have. What good is that if you don't know what you can afford? This isn't a comprehensive list, of course, but hopefully it'll give you some clue as to how much things cost, in general. Keep in mind that things may be more or less expensive depending on where you are - maybe someday, I'll get ambitious and add planet-specific prices for things. For now, this is what's accepted as standard in most places!
- Processed protein packets: 2.5 credits per person per week. Mmm. Protein.
- Food (canned): 5 credits per person per week. A step above processed protein, pretty much a staple on most ships.
- Food (fresh): 8 credits per person per week. Not found that often on ships, more of a staple for those who live planetside.
- Cheap whiskey: 4 credits per bottle. Definitely not the good stuff.
- Good Whiskey: 5.6 credits per bottle.
Weapons and Knives
- Utility knife: 0.8 credits.
- Combat knife: 1.6 credits.
- Pistol: 18 credits.
- Laser pistol: 330 credits.
- Rifle: 30 credits.
- Sniper rifle: 160 credits.
- Shotgun: 50 credits.
- Concussion grenades: 1.4 credits each.
- Frag grenades: 1.8 credits each.
- Flash grenades: 0.8 credits each.
- Grenade launcher: 106 credits.
Again, these are just the standard suggestions for how much something would cost if you were to buy it at a general-type store. Those who deal exclusively in weapons and firearms, especially the custom-made types, reserve the right to set their own prices!
- DataBook (a.k.a., personal Cortex terminals): 30 credits. Portable, low-storage, require a stationary terminal within the vicinity to interface with.
- Cortex terminal (stationary): 750 credits.
- Data library (standard): 23 credits. Annual renewal costs 1/4 original price.
- Data library (professional): 92 credits. Requires Alliance certification, and annual renewal costs 1/4 original price.
- Data Disc: 0.2 credits. Storage for data or recordings.
- Dedicated Sourcebox: 154 credits. Allows Cortex access and also acts as a local Cortex hub and database.
- Encyclopedia: 60 credits.
- First-Aid kit: 0.6 credits. Really basic stuff.
- "Doctor's" bag (basic): 28 credits. A little bit more than the basics, but not a whole lot. Stocked with basic medicines, scalpels, and supplies.
- Doctor's bag (MedAcad): 210 credits. A licensed practitioner would know enough to have a bag like this ready. Best of portable instruments, small amounts of the best medicines - it could technically be a portable surgery table.
- Immunization packet: 3 credits. Contains several syringes and a couple of chewable tablets. Using a whole packet will guard against almost any infection for about 48 hours.
- Emergency medical supplies: 110 credits per month.
- Standard medical supplies: 46 credits per month.
So if, for example, a doctor didn't anticipate any major emergencies in his (or her!) infirmary, he could probably get by just stocking the basic supplies for 46 credits a month, if he felt comfortable - he may have a MedAcad caliber bag on hand, just in case. If he anticipated needing to deal with several emergencies (gunshots, major infections, massive blood loss ... whatever), he'd need to stock the emergency supplies on top of the standard ones, for 156 credits a month.
- Course of antibiotics: 11 credits.
- Full physical: 8 credits.
- Major surgery: 600 credits.
- Minor surgery: 150 credits.
Rate are the base rate on the Core. Doctors reserve the right to charge more or less for these and any other services rendered based on their situation and location.
- Scrapware: 5 credits. Mostly junked parts that can be used for repairs.
- Basic Toolkit: 15 credits. Saws, wrenches, hammers and the like.
- Electronic Toolkit: 138 credits. Used more by computer programmers and designers.
- Mechanic' Toolkit: 284 credits. Necessary for any sort of repair work on a ship.
- Firefly Class(Note: These are still on FireflyMUX's restricted list.)
- New: 49,000 credits, with 2,000 in maintenance per year. You're probably not going to find a new Firefly laying around, though.
- Auction: ~2,400 credits, with 3,900 in maintenance per year.
- Alliance Short Range Enforcement Vessel (ASREV)*: 3,400 credits, with 80 in maintenance per year.
- Wren Class**: 1,600 credits, with 80 in maintenance per year.
- Bumblebee Class***: 850 credits, no maintenance.
- Alliance Patrol Boat^: 140,000 credits (plus 11,000 credits for a full load of ammunition), with 10,560 maintenance per year.
- Nu Hai Dao Class (formerly Independent blockade runners)^^: 4.6 million (plus 66,000 credits for a full load of ammunition)), with 90,000 maintenance per year.
- Polaris Class (cargo liner)^^^: 420,000 credits, with 42,000 maintenance per year.
- Tohoku Class (Alliance cruiser)°: 0.5 billion credits, with 50 million maintenance per year.
- Floating World Class (luxury liner)°°: 1 million credits, with 32,000 in maintenance per year.
Housing and Land
- Basic Apartment: 25 credits per month. Xi'an City Apartments.
- Luxury Apartment: 60 credits per month. Silver Willow Apartments.
- Penthouse Apartment: 140 credits per month. Very few available.
- Land: 2 credits per acre. Minimum 5 acres, building costs are of course extra.
- Basic Apartment: 40 credits per month. Much more extravagant than a basic apartment on Highgate, and with more "prime" location.
- Luxury Apartment: 80 credits per month.
- Penthouse Apartment: 200 credits per month.
- Estate: 200,000 credits for an average estate house near the city.
- Land: 7 credits per acre.
- Basic Threads: 6 credits for a full outfit (4 for the pants, 2 for the shirt). Think Border clothes.
- Upscale Threads: 15 credits for a full outfit (10 for the pants, 5 for the shirt). Think everyday Coregoer wear.
- Event Clothing: 75 - 150 credits for a full outfit. It depends on whether or not you have it custom made, out of what material, etc., but these will, of course, run more expensive than everyday clothing.
- Boots: 10 credits for a pair. These would be good, servicable, long-lasting work boots.
- Allied Postal Service: 1.2 credits for up to 10 pounds.
- Companion: 350 credits for an evening, 500 for a full day.
- Note: This is the base rate for a Companion - successful Companions may charge more, and rates can be adjusted at a Companion's discretion.
- Cargo: 70 credits per day for a lower quality, non-Alliance vessel, 120 Alliance.
- Passengers: 20 credits per day for a low comfort ride, up to 300 per day on a luxury liner.
- Massive Ship Repair: 640 credits per hour of labor, not including the cost of parts.
*: Alliance Short Range Enforcement Vessel (ASREV):
Dimensions (LXBXH): 83 x 48 x 20 feet.
Weight: 40 tons.
Crew: Command pilot, weapons officer, two marshals.
Crew Quarters: 4-seat cockpit with 2 cramped bunks located behind.
Armament: One 1-pound autocannon with 200 rounds, up to 8,000 pounds of bombs and 16,000 pounds of missiles.
Notes: Commonly referred to as a "gunship", ASREVs have three principal roles: anti-boat and anti-missile patrols around Alliance bases and warships, airspace dominance over planetary settlements, and law-and-order quick response missions. These are commonly used by Alliance Federal Marshals.
**: Wren Class:
Dimensions (LXBXH): 60 x 25 x 20 feet.
Weight: 100 tons.
Crew: Two - one who acts as captain, pilot, and mechanic, and space for a co-pilot/relief.
Crew Quarters: Bridge doubles as cabin and living space for two.
Cargo Capacity: One standardarzed 40-foot container (25 tons) in external frame.
Notes: Basically an oversized cockpit that can carry small loads of cargo. They're versatile in that you can use them for nearly any small operation, but lonely to operate and lack any sort of real defenses.
***: Bumblebee Class:
Dimensions (LXBXH): 140 x 80 x 80 feet.
Weight: 1,000 tons.
Crew: Pilot, co-pilot, and mechanic.
Crew and Passenger Quarters: 4 double cabins.
Cargo Capacity: 400 tons of external modules and loose cargo.
Armament: No weapons, but external plating serves as a basic shield.
Notes: Bumblebee class ships are to the 'verse what wagons were to the old frontier. They're basic in design and are generally only used as homesteading ships. The external cargo modules can hold just about anything necessary for homesteaders to take with them - shipping crates, water tanks, feed silos, tools, etc. One unique feature of a Bumblebee class is the ability to "circle the wagons": in groups of six or more, they connect via clamps for and aft to allow for movement between ships, effectively upping the living space and allowing for a measure of security.
^: Alliance Patrol Boat:
Dimensions (LXBXH): 340 x 155 x 45 feet.
Weight: 3,955 tons.
Crew Complement: 4 officers, 12 hands.
Crew Quarters: 4 quad cabins, 4 double cabins, 4 single cabins.
Cargo Capacity: 20 tons.
Armament: 8 100-pound short range missiles, 10 10-pound short range missiles, one 20-pound canon with 160 rounds, 2 1-pound autocannons with 1,000 rounds each, 2 shuttles, 2 escape pods, and an infirmary with 4 beds.
Notes: Generally perform customs duty, search and rescue, anti-smuggling patrols, and maintain general control of the space lanes. Pretty much the workhorse of Alliance enforcement.
^^: Nu Hai Dao Class (formerly Independent blockade runners):
Dimensions (LXBXH): 529 x 85 x 67 feet.
Weight: 10,000 tons.
Crew Complement: 24 officers, 340 hands.
Crew Quarters: 85 quad cabins, 42 double cabins.
Cargo Capacity: 3,000 tons.
Armament: 16 100-pound long range missiles, 12 100-pound short range missiles, 80 10-pound short range missiles, 2 20-pound cannons with 160 rounds each, 4 1-pound autocannons with 1,000 rounds each, armor plating, two shuttles, and an infirmary with 10 beds.
Notes: Used heavily by the Independents during the war to run blockades, these ships are both very fast and very hard to find. Most came under Alliance control at the end of the war, through three escaped detection and are still lost.
^^^: Polaris Class (cargo liner):
Dimensions (LXBXH): 396 x 262 x 101 feet.
Weight: 35,000 tons.
Crew Complement: 4 officers, 10 hands.
Crew Quarters: 1 double, 14 single cabins.
Gear: A mobile crane/container lifter, four forklifts, and a flatbed truck. 2 20-ton shuttles configured as lifeboats.
Notes: Fairly typical medium-to-large transport used for shuttling cargo. Good for short or longer runs. That's about all there is to this one!
°: Tohoku Class:
Dimensions (LXBXH): 1,200 x 1,000 x 2,500 feet.
Weight: 5.5 million tons.
Crew/Passenger Complement: 40,000 crew, and 2 squadrons of ASREV.
Minimum Crew: 40.
Notes: A mobile military base and a visible symbol of Alliance power and prestige. A Tohoku class ship is basically a self-contained city in space (albeit a city with a very heavy military presence), employing many information and development specialists, economists and financiers, public administrators, and the staff to support them. Several bring their families with them. The design consists of four towers (two large and two small) projecting out of a wide, flat base. The base provides primary support services, including engines, power, and life support. On the underside of the base and inverted with respect to the rest of the cruiser is the landing field. The main towers, hundred of feet across at the base and hundreds of levels tall, offer maximum surface area for heat management and contact with the outside.
°°: Floating World Class:
Dimensions (LXBXH): 397 x 160 x 52 feet.
Weight: 10,000 tons.
Crew Complement: 8 officers, 16 hands, 50 crew dedicated to passenger care, 10 entertainers.
Crew Quarters: 24 double cabins, two 40-ton suites (captain and first mate).
Cargo Capacity: 800 tons.
Passenger Capacity: 43 double cabins, 3 40-ton VIP suites.
Additional: 6 20-ton passenger shuttles, 16 20-ton shuttles configured as lifeboats. Auditorium theater with 500 seats and a full stage. Two salons (dining room and casino). Infirmary with three beds.
Notes: Definitely the way to travel if you're looking to live in the lap of luxury while you do so. Well-appointed state rooms, wonderful restaurants, theaters, spas, and casinos can all be found on this class of ship. These ships have five decks. Deck 1 is generally reserved for cargo and a few crew cabins, though this is where passengers arriving via the docks will board the ship. Deck 2 is still more space for crew and cargo, with crew quarters located aft and cargo holds forward. Deck 3 is the heart of the ship, with the auditorium, main dining salon, and the casino. There are also 17 passenger staterooms on this deck. Deck 4 contains a promenade for passengers arriving via shuttle and is also the location of the rest of the passenger staterooms, including the VIP suites. Deck 5 is reserved for the bridge, the senior officer's rooms, and the ship's lifeboats.
Questions and/or comments can be left here in the comments or directed to Shi-Tien on the game!