Ok, so in my Heavy Metal document, I did the following:
Fantasy AGE Category | TN Modifier | Magic Item Equivalent |
---|
Middling | +1 | common |
Substantial | +3 | uncommon |
Abundant | +5 | rare |
Lavish | +7 | legendary |
I set this to a base TN of 11. I thought I had originally put copper coin values to TN 12-18, but I may not have... In a crunchy resources supplement I had, those "dollar amounts" of those respective TNs was $75, $225, $675, and $2025 respectively. Those values were indicative of a simple success. If you allowed stunt points to affect it as I did for my crunchy resources value, the numbers would be multiplied by the stunt die. If you use any of the dollar amounts I give in these explanations, then a dollar is 1 cp.
The underlying assumption of the resources document is that things the average person can't purchase outright would be put to advanced tests with ST either 10 (2 stunt points for 5 days) 40 (A month truncated to 4 weeks respectively) or 200 (accounting for 2 weeks off a year). You can multiply the base values of the respective TNs by the ST to get cash on hand you need to purchase an item. So if a common item is a weekly purchase for an average person, it might be $750. If rare and uncommon items are Monthly purchases they'd be $9,000 or $27,000 respectively. If a Legendary item is a yearly purchase, the player who accumulates 405k can just purchase it (Much easier to do in Dragon AGE because 1 gold would be 10K, so it's basically 40 gold and change. 4050 in Fantasy AGE). You can also go by property, evaluating the price of each property at each rarity level before multiplying (or just not multiplying since you're nitpicking each individual property)