Treasure

Virtually anything can be considered treasure. A treasure artifact is only valuable for it’s value. Treasure rarely has any useful purpose other than it’s value. A beautiful crystal may have an enormous value for no functional reason at all. The beautiful crystal cannot be used as a weapon, or fuel, or food. Assigning value to treasure is deliciously random, and literal junk can have enormous value. Treasure can lead to repetitive dice rolling. Everyone needs practice rolling dice and the more you practice the luckier you are.

Drawing of open treasure chest with gold and computer parts.

Arrgh space pirate plunder

To refresh on how money works in EXP jump to Money.

Treasure Checklist
  1. Value

  2. Treasure Type

Value

The base value is determined on the below table. The base value is multiplied by 1-100 (1d100) to determine the value is eps. The referee can adjust the base multiplier depending on the mythos of the game. During times of economic recession the multiplier could be decreased to 1-10 (1d10). During economic booms the multiplier could be increased to 1-1000 (kilo-die)

Treasure Value

Treasure that is either a starting artifact or a found cache of moola. If this is being rolled as a TOY, anything less that <4242 in value should not count as a TOY roll.

Die Roll (1d100)

Base Value

Multiplier

01-10

0

Roll additional TOY

11-20

1

1d100

21-40

10

1d100

41-60

100

1d100

61-80

1000

1d100

81-90

10 000

1d100

91-95

100 000

1d100

96-87

1 000 000

1d100

98-99

Artifact

Random TOY is the treasure.

00

Ref’s Own Table

Die Roll

Base Value

Multiplier

Value Extremes

If a treasure is less that 4242 eps in value it does not count a TOY roll. The persona will get the treasure, but earn another roll on the TOYs. This caveat only applies to players on the start up TOYs.

Very valuable treasure should always have story attached to it. Most often there are entities pursuing valuable treasure that come along for the story. A 100M gem stone could influence a campaign as much as a fusion pistol.

While negative treasure is not possible debt is. The treasure value table could represent a persona’s starting debt. Nothings with very low social standing could start the campaign with debt.

Treasure Type

Presently, treasure is nothing more than a value awaiting some form. The treasure formats give the treasure some tangible, identifiable character.

Treasure Type

One persona’s treasure is another persona’s junk.

Die Roll

Type

01-10

Substance

11-20

Crystal

21-30

Ornament

31-40

Info

41-50

Relic

51-85

Cash

86-99

Mixed

00

Ref’s Own Table

Die Roll

Type

Treasure Types

Substance

The treasure consists of a substance that may or may not be obviously valuable. Of all the treasure types substance is the heaviest and can be difficult to cart around. An entirely random wate of 1-1000 (kilodie) kgs is assigned to the substance. Extremely valuable substances may be a mine, factory, stored in a building.

Substance Type

For some inexplicable (that means the ref has to explain it) this stuff has the assigned value.

Die Roll (1d100)

Substance

01-02

Bone

03-04

Clay

05-06

Copper

07-08

Congealed Sputum

09-10

Cotton

11-12

Dirt

13-14

Electrum

15-16

Enermium

17-18

Foam Rubber

19-20

Foam Froth

21-22

FoodStuff

23-24

Glass, Transparent

25-26

Glass, Coloured

27-28

Gold

29-30

Gold, White

31-32

Granite

33-34

Helium

35-36

Herbs

37-38

Lead

39-40

Graphite

41-42

Linen

43-44

Paint

45-46

Paper, Blank

47-48

Paper, Bales

49-50

Plants

51-52

Plastic

53-54

Platinum

55-56

Plutonium

57-58

Polyester

59-60

Rock

61-62

Rubber

63-64

Silver

65-66

Spices

67-68

Slag

69-70

Water

71-72

Wax

72-74

Wire

75-76

Wood

77-78

Lint, Dryer

79-80

Lint, Belly Button

81-82

Hides

83-84

Oil

85-86

Marmalade

87-88

Hair

89-90

Fur

91-92

Teeth

93-94

Metal Shavings

95-96

Cream, Congealed

97-98

Manure

99-00

Ref’s Own Table

Die Roll

Substance

Crystal

Crystal is a generic term imprecisely including gems, and other shiny baubles. Players quickly associate shiny baubles with treasure. An entirely random wate of 1-1000 (kilodie) grams is assigned to the crystal. Crystals are free range and are not included in jewelry.

Stone Type

What kind of stupid culture would assign an artificial value to a rock?

Die Roll (1d100)

Stone Type

01-05

Agate

06-10

Amethyst

11-15

Azurite

16-20

Coral

21-25

Diamond

26-30

Emerald

31-35

Garnet

36-40

Jade

41-45

Jasper

46-50

Obsidian

51-55

Onyx

56-60

Opal

61-65

Pearl

66-70

Quartz

71-75

Ruby

76-80

Sapphire

81-85

Topaz

86-90

Turquoise

91-95

Mix of Two

96-00

Ref’s Own Table

Die Roll

Stone Type

Ornament

Ornaments are trinkets designed to adorn the body of the wearer. Valuable ornaments will almost certainly have a history, and perhaps even a name. An ornament is valuable because of the way that it has been assembled. Ransacking it for its primary elements may render it worthless.

Ornaments are created in a confusing multi-step process. Each ornament has a composition and a location. The composition determines what treasures the ornament is composed of. The location determines where the ornament lives. If the ornament’s proper location is a finger it could be a ring. If the ornament’s location is a table it could be a centerpiece.

Generating an ornament may require many die rolls. In the end the system creates an outline of a piece of ornamental jewelry. Minute descriptive details are left to the artistic imagination of the ref. Valuable jewelry will certainly have a history and story attached.

Ornament Composition

Determine the basic structure of this valuable adornment.

Die Roll (1d100)

Composition

Comment

01-20

Crystal

1 Crystal

21-40

Crystals

1-4 crystals

41-60

Substance

Solid construction

61-80

Substance and
Crystals

1-4 crystals

81-95

Substances

1-4 substances

96-99

Miniature Relic

Wearable sized relic.

00

Ref’s Own Table

Die Roll

Composition

Comment

Additional crystals and substances add their value to the ornament.

Ornament Location

Determine the location where the ornament is attached to the vain persona. Not just anthropomorphs but aliens as well.

Die Roll (1d100)

Location of Adornment

01-04

Abdomen

05-08

Ankle

09-12

Biceps

13-16

Calf

17-20

Ear

21-24

Eyelid

25-28

Foot

29-32

Weapon

33-36

Fur

37-40

Groin

41-44

Head

45-48

Hand

49-52

Hip

53-56

Knee

57-60

Lips

61-64

Tabletop

65-72

Teeth

73-76

Neck

77-80

Nose

81-84

Pectoral

85-88

Thigh

89-92

Wrist

93-96

Internally

97-99

Mixed Two of above.

00

Ref’s Own Table

Die Roll (1d100)

Location of Adornment

Application Method

Determine how the treasured ornament is attached to the vain persona.

Die Roll (1d100)

Application

01-13

Applied (glued)

14-26

Fitted (ring, bracelet, crown)

27-39

Pinned (to clothes or flesh)

40-53

Sewn On

54-66

Strapped (chains, ropes)

67-79

Suction Cups

80-92

Carried

93-99

Balanced

00

Ref’s Own Table

Die Roll

Application

Info

Treasure info is composed of info and gossip that does not affect the story. Info usually has some value to an external party like a family, corporation, or newspaper. The treasure could be a love letter, corporate plan, or civic intelligence. One way to keep information treasure out of the expedition’s story is to encrypt it. The wate (kg) of the information is usually negligible.

Information Format

Information is power. Determine what medium the information is stored on.

Die Roll (1d100)

Format

01-10

Aural (spoken)

11-20

Cassette

21-30

Chips, hardwired

31-40

Computer cards

41-50

Crystalline

51-60

Floppy discs

61-70

LGB (kids book)

71-80

Paper tape

81-90

Plastic discs

91-99

Parchment

00

Ref’s Own Table

Die Roll

Format

Three postcards from outerspace.

Spacecards from the edge.

Relic

A relic is a piece of random junque applied arbitrary value for obtuse cultural reasons. The object can be a luxury piece of random junk: an antique; a souvenir (owned by some important someone); or commodity shipment consisting of many units of random junk.

Jump to Random Junque to generate a relic for the treasure value.

Several coins laying on an old wooden table.

Electrum pieces.

Cash

Cash treasure is currency, coin, money etc. The cash can determined by the currency used in the milieu, or randomly generated. The treasure could be a pile of cash, a credit chit, a some monetary recording tool. The below table includes typical types of cash. For a walk on the random side the treasure value could be stored on an Info Type.

Cash Type

Nothing like cash.

Die Roll (1d100)

Cash Presentation

01-10

Bag, Paper Money

11-20

Bag, Plastic Money

21-30

Cheque, Paper

31-40

Credit Card

41-50

Coins

51-60

Mattress, Inside

61-70

Other Currency

71-80

Promissory Note

81-90

Mortgage Paper

91-99

Line of Credit

00

Other

Die Roll

Cash Presentation

Mixed

Mixed treasures will have their values mixed amongst the basic treasure types found here. For example a relic or an ornament could be a form of cash. Cash or crystal could be information. Just shakes things up a bit.

Mixed Treasure Combos

As if it wasn’t confusing enough already.

Die Roll (1d100)

Combination

01-10

Info Substance

11-20

Info Ornament

21-30

Info Relic

31-40

Info Stone

41-50

Cash Substance

51-60

Cash Stone

61-70

Cash Relic

71-80

Cash Ornament

81-90

Artifact TOY Cash

91-99

Artifact TOY Info

00

Ref’s Own Table

Die Roll

Combination