Merchanting non-PP Items

The rule book says "Items that are not created through the Production Point system (...examples...) cannot be traded in, and must be sold in game."

Given some of the comments in this (4 year old) thread;
viewtopic.php?f=5&t=8787&hilit=evaluate+list
regarding trading in a 6 cp gem to make 5cp worth of arrows at Logistics and getting 1cp in change. Someone also commented (on the third page) "If the book does not mention that Merchants can trade in non-magical items for their IG worth then that is probably a slip in the wording of the rulebook."

Given that thread and some of the practices I've seen that our (very new, and sometimes we get it wrong during the learning curve) chapter has done, what is the correct procedure regarding this?
 
So chapters issue gems to help handle the amount of coins that need to be purchased, or just to vary things up. The Rulebook only gives guaranteed options, some chapters allow additional ones at their option. That said a 'Gem' tag worth X amount is not likely to travel everywhere.
 
Thanks for responding. We had a 'Work day' to help prepare stuff fir next event and that was actually one of the things on his list to clarify/correct (one of our pcs stole something valuable from a gypsy npc that caused a few other plot chains to occur - so this rule got clarified so for something like that Log won't take it it needs to be dealt with in-game.)

(please forgive typos - sending from my iPhone)
 
Whether you can sell off gems and 'valuable goods' that aren't created by the crafting system depends on the chapter policy. In Seattle we've decided to let people do it, with some provisions about when and how so you don't bog down logistics.
MathGwyson said:
one of our pcs stole something valuable from a gypsy npc that caused a few other plot chains to occur - so this rule got clarified so for something like that Log won't take it it needs to be dealt with in-game.
Our ('Local,' though it's used by 3 chapters) Evaluate Sheet covers things like this. Our sheet is exceptionally long and has something like 60 entries that correspond to "See Plot." Plot then has a master list of what each of those entries mean. Some of them mean "May not be traded at logistics," and this one goes on things that are "too hot to handle," like the King's crown. Others indicate things like "This is a forgery" or "This item is genuine," and with the appropriate craftsman skill you're given that information. This means that some items have more than one evaluate number on them, so in the case of 'hot' items or forged items, one number indicates that and the other indicates the value that it's worth if someone buys it without that knowledge.

Merchant skill can be a good way to get rid of 'worthless' loot like nausea elixirs, but it's also the thieves' best friend, assuming your score is mostly mundane. If it's not, you run into the problem of fencing goods, and that's where things like gems and asset tags get hairy. (Heck, magic items are easier to fence than gems sometimes.)
 
Back
Top