MATT'S MUTANT FUTURE PAGE

Barter & Trade

Deals are made by exchanging trade goods instead of copper, silver, and gold coins. 

1 trade unit = 1 gp of value

Trade units are described by the bulk/weight:  

Small, light items:  1/10th lb. = 1 trade unit (gp)

Average size items:  1 lb. = 1 trade unit (10 sp)

Bulky/heavy items:  10lbs = 1 trade unit (100 cp)


local availability price adjustment (for price of goods to be purchased, not a trade unit value adjustment)

extremely rare              price multiplied by 1d20+10

rare                                price multiplied by 1d4+1

normal availability        normal price

common                        price divided by 1d2

very common                price divided by 2d6


merchant reaction table (adjusted by CHA)

2            gives you a great deal:  price divided by 1d3+1
3-5        for you it's on sale:  roll 1d6, 1-4=10% off, 5-6=20% off
6-8        regular price
9-11      that's the last one:  price multiplied by 1d3+1
12          I'd rather not sell to you:  price multiplied by 1d20+10


haggling

If the merchant and the PC agree to haggle (meaning they agree to conduct the transaction whatever the determined price) they both throw a CHA ability roll.  Their score is how many points they make the roll by.  Rolling a match gives a score of 1.  Failing the ability roll gives a score of 0.  The one who has the highest score wins the barter, and has the paid price adjusted in their favor by the difference in scores.  If both scores match, or there is only a 1 point difference in scores, the price remains unchanged.

Example:  Ron the Rube (mutant human) and Snake Oil Sam (also mutant human) are haggling over a case of soup mixes.  Ron's CHA is 9, and Sam's is 15.  Ron rolls a 7 giving him a score of 2.  Sam rolls 18 failing the roll and giving him a score of 0.  Ron gets the soup mix for normal price divided by 2.

If a PC loses a haggle, and has to pay more than they have they will have to write an IOU, and possibly deal with local law enforcement.