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.