Slave Stuff
This is simply meant to cover what a competent slaver would look for as a minimum price for a character based on their traits. Obviously they'd probably want to get as much denarii as possible, and less scrupulous ones would try to downplay penalties and play up a slave's strengths (or even lie about them). A buyer might also be willing to pay more to find a slave that fulfills their needs.
The base price of an average, healthy humanoid slave that's recently entered maturity with no defects (i.e. At least a 10 in each stat): 10 denarii.
Price adjustments for higher or lower stats. Each has their own level of usefulness, with characters with high body being better at manual labor, mind being better at mental labor, and spirit typically proving to be better entertainers. The character gains one of these bonuses per stat, so if they have a 50 in body they would not gain the 20, 30, or 40 bonus and instead only the 50 bonus for body, but if they also had 20 in mind they would gain the 20 bonus for that.
Having below 10 in a stat: -5 denarii.
Having 16+ in a stat: +5 denarii.
Having 26+ in a stat: +10 denarii.
Having 36+ in a stat: +25 denarii.
Having 46+ in a stat: +40 denarii.
Having 56+ in a stat: +55 denarii.
Having 66+ in a stat: +85 denarii.
Having 76+ in a stat: +115 denarii.
Having 86+ in a stat: +145 denarii.
Having 96+ in a stat: GM discretion, but a decent base is to add 145+60*((Stat-96)/10), rounding normally, to the cost.
Price adjustments based on Race. More exotic-looking slaves tend to be more popular for the purposes of pleasure, entertainment, and just for curiosity factor. If a race isn't listed outright then it's either because there's no particular interest in them without the value of additional mutations or other visual quirks about them or because their usual quirks are covered already in a modifier. These only apply once, and do not apply to slaves that are being sold within a culture where they're numerous (e.g. an elf slaver would not try to get an additional 5 denarii when selling an elf slave to other elves), and it is possible that an elf with, say, wolf ears and a tail would be sold for a +15 denarii bonus over whatever they were already worth instead of a +5.
Elves, Night Elves, Alraunes, Orcs, Goblins, (Any races not listed for a higher bonus that have small quirks like strange eyes, pointed ears, oddly colored hair etc.): +5 denarii.
Harpy, Su-Ku-Ta, Oni, (Any races not listed for a higher bonus that have exotic features in addition to a relatively humanoid appearance such as animal ears, tails wings, horns, etc.): +15 denarii.
Naga, Merfolk, Arachne, Kitsune, Ember Draconian, (Any races not listed for a higher bonus that are especially scaled, or have a remarkably animalistic appearance complete with fur, or a strange lower body, or similar): +30 denarii
Sidhe, Full-Blooded Demon, Vampire, (Any races not listed for a higher bonus that bear an incredible similarity with the stereotypical appearance of a sidhe, full-blooded demon, or vampire) : +50 denarii.
Angels, (Any races either listed above or not listed at all that could logically pass for an angel by appearance alone.): +100 denarii.
Living Slimes, Gemini, Daemons: GM discretion entirely.
Price adjustments based on skills and abilities These are guidelines. If a GM feels that a character has earned their status as a master in one class or another, feel free to bump them up as necessary.
The slave is a warrior (Has at least one discipline talent, e.g. unarmed fighter, heavy weapons specialist, two weapon fighter, or the like, and 3+ skills): +5 denarii.
The slave is a veteran warrior (Has at least Skilled With one weapon, one discipline talent, and 6+ skills): +15 denarii.
The slave is a grandmaster warrior (Has Skilled With at least one weapon, two discipline talents, and 15+ skills): +30 denarii.
For every discipline talent or 3 skills or skill with a new weapon after reaching the prerequisites to be considered a grandmaster warrior (this stacks): +5 denarii.
The slave is a mage (Has either experienced caster or focus in at least one school of casting): +15 denarii.
The slave is an advanced mage (Has 2+ focus in element -or- specialization in element and 2+ metamagic feats): +30 denarii.
The slave is a master mage (Has 3+ focuses in elements -or- specializations in element, 30 base casting, and 3+ metamagic feats): +60 denarii.
For every 1 focus or 1 specialization or 2 metamagic feats after reaching the prerequisites to be considered a master mage (this stacks): +15 denarii.
The slave is a spirit wielder (Has at least one spirit power talent): +15 denarii.
The slave is a powerful spirit wielder (Has at least two spirit power tree talents and 1+ aptitude): +30 denarii.
The slave is an incredible spirit wielder (Has at least three spirit power trees, 2+ aptitudes, and 100 EP): +60 denarii.
For every 1 spirit power tree talent or 1 aptitude or 50 max EP (over 100) after reaching the prerequisites to be considered an incredible spirit wielder (this stacks): +15 denarii.
The slave has a useful work skill (Enchanter, Alchemist, Ranger, Smith, and any talent, skill, feat, aptitude, power, or spell that enable crafting items all apply, along with other things like them, but RPed talents like being able to teach or being an artisan in some other way apply as well): +30 denarii for the first skill, +15 denarii for the second, and +5 denarii for the third and any after it.
Price adjustments based on miscellaneous items, useful talents, traits, and the like. These also depend on what the buyer is looking for, a prospective buyer might consider some of these things a downside rather than a bonus, and they might be interested in things not found on this list.
The slave is rebellious (generally disobeys or attempts to run away or is otherwise difficult to control. This automatically applies to known lycanthropes as well.): -50% price.
The slave is obedient (not only willing to obey their master, but fervent in doing so.): +50% price.
The slave is particularly beautiful (This is based more on RP than stats, but things like seductive, dazzling beauty, apparent innocence, and mutations like massive breasts and other similar mutations in cases where the buyer enjoys such features can also constitute as this): +10%
The slave is good at pleasuring their partner (This is also based more on RP than stats, but talents such as Kama Sutra, Fuck Me, Suck You Dry, and the like along with succubus powers such as Rhythm and Energetic Foreplay and mutations like soft skin, tight/large, and whip tongue, or a PP modifier of over 30 can also constitute as this: +5%-10% (GM discretion in the case of RP, +5% around 30~ PP modifier for either penetration or foreplay and 10% for 60~)
The slave is receptive to pleasure themselves, and/or makes a good energy slave. (RP again, though Open Soul, Sensitive, Giving Soul, Battery, Fetishes, and similar would all contribute to this): +5%-10% (GM discretion based on RP and the number of flaws, mutations, and other applicable items.)
The slave has something that modifies their fertility in some manner (connection, fertile mouth, breeder, potent, fertile, infertile, selective fertility): All fetch +10% as the slaver will try to sell the character to a buyer with an interest in an either especially fertile or barren slave.
The slave has warped or supernatural (this not only offers the benefit of increasing the buyer's lifespan, it means the slave will live longer and is less likely to die of natural causes, and requires less sustenance): +5-10% (5% for warped, 10% for supernatural, regardless of whether it's naturally so or not)
Penalties.
The slave is especially resistant, with 30+ resistance (harder to collar, harder to do most things to, not really an asset for a slave unless they're a gladiator or something similar): -5%, -10% at 40, -15% at 50, and so on.
The slave has soul eater, enthrall, or some other effect that makes sex with them innately dangerous and can't be forcibly disabled by the buyer: -10%