Rule of thumb
Depending on location, some items will not be obtainable while others are strictly located in specific areas.
Item values differ with location. Certain areas will have increase in pricing by a max of 50% (Equaling a total of 150%) while other areas will have discounts of a max of 50%. I encourage to consider the area for maximizing this usage.
When buying out of game: It’s safe to assume the prices of items are based in the official books rarity and of max value.
When Selling: Always expect the price is half value.
If you want to increase the sell value or decrease the buy value. There are three ways.
• Having a natural charisma score of at least 18. This will drop merchant sales by 25% and increase your sales by 25%.
• Having a natural charisma score of at least 22. This will drop merchant sales by 50% and increase your sales by 50%
• Configure your Reputation path with the "Positive Reputation" or "Negative Reputation" as listed below.
Positive Reputation
Gaining two favors to that location with either gaining favor with the Merchant Guild, becoming a Folk Hero, or working with the guards and be recognized by the sheriff. If you take the path with the guards, you will need to be an associate to the Guild Master that influences that location.
After gaining two favors, word will spread fast and prices will be influenced increasing your sell price by 25% and lowering the purchase price by 25%.
Negative Reputation
Having a Negative Reputation can cause the opposite effect than a Positive Reputation.
If you or a member of your group has the Criminal background and is recognized within that location. They may not want to do business with you and your group. In this case either they will up there price by 25% and lower your sale price by 25%.
While having a Negative Reputation, other shady shop(s) will more likely do business with you. They will even give you at best 25% off. This includes other neighboring locations as word does spread somewhat fast. To know this is unlocked, you must have a bounty to capture you alive. If it includes being taken dead for any amount, then few small shady shop(s) will risk doing business with you.
Currency Used
Electrum Pieces are known as Guild Pieces. Guild Pieces are earned when completing certain jobs or quests that are particularly dangerous. The higher the risk, the higher the reward. These pieces are traded mostly among the merchant guilds and aristocrats. Guild Pieces are used to get magic gear at a discount. For every Electrum piece used on one choice, knock one zero from the desired magic item. If no zeros remain and you still wish to pay entirely by Electrum Pieces, then you will need two more to finalize the deal. They can be used as normal currency like anywhere else with one equaling to the value of five Silver Pieces.
Guild Pieces example: The cost of this "Very Rare" item is valued at 5,000 Platinum Pieces and the party has two Guild pieces. While using one Guild Piece the value of 5,000 pp becomes 500 pp and the second Guild Piece turns the 500 pp to 50 pp.
All other currency is used normally. Conversion is in increments of 10. (Example: 10 Gold Pieces = 1 Platinum Piece)
If a player wants to purchase Guild Coins, the process of everything to make, register, etc. would ideally be valued at 5,000 Platinum Pieces. This is useful for a business campaign but truly nothing else, as it is more for the Referee to give to daring adventurers.