Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill. Streetwise is always modified by a character’s Charisma modifier.
Req: Novice, Persuasion d8+
A character with this edge is skilled at buying a selling large lots of cargo for resale, they gain +2 to Persuasion rolls
Commodities on the Trading Table cost 10% less per success or raise over their opponent.
Also gain +1 to Streetwise rolls for Shopping
Req: Novice, Merchant
As Merchant but they gain +4 to Persuasion rolls for Trading.
Also gain +2 to Streetwise rolls for Shopping.
To buy things takes time (a week) and effort, mainly a Streetwise skill roll vs 4, but you can also use a Craft skill to locate materials relevant to your craft. You can use Common Knowledge for Common materials.
Difference in TL and the level of the starport will affect all rolls. 1/2 the difference in Tech Levels rounded down will also apply to the transaction. Take the goods level form the planets tech level then divide by two this is the modifier .
Starport
A -2
B -1
C +0
D +1
E +2
All items will be rated as follows:
Availability
Common 0 2d6+1 allotments (+1)
Uncommon +2 1d6+1 allotments (+1)
Rare +4 1d3 allotments (+2)
Very Rare +8 1 allotment (+4)
A xeno item +2 extra 1 allotment (+4 extra)
Extra allotments: +1@, see bracketed value beside each line for mod.
Legality
Outlawed +2 extra Means against the law but not heavily enforced, black market
Prohibited +4 extra Means strictly enforced, underground blackmarket
Military Grade: +2 (which will often be Outlawed or Prohibited as well).
Black Market source: counters 2 pts of legality (must be found), price x3
Criminal source: counters 4 pts of legality (must be known, eg Contact), price x5
Appropriate contact: counters 1 pt of legality (must be known), price x2
Location
Poor trade location +2, price x1.5
Pitiful trade location +4, price x2
Good trade location -1, price -5%
Very Good trade location -2, price -10%
Cost (only for legal trades)
Offer 25% more +1
Offer 50% more +2
Offer 100% more +3
Offer 200% more +4
So each week anyone with Streetwise may search for one type of item (common, uncommon etc). They should have a list of items ahead of time to match the possible number that can be generated. Multiples of the same item are possible.
You can search for more than one item but it counts as a multi-action and both are rolled at -2. You might give the Merchant and Master Merchant edge an extra feature for doing multiple allotments.
Multiple people can co-operate to achieve a result (see co-operation rules)
Some places may be better than others when it comes to finding stuff. The city of Tyre is a major merchantile hub for the entire region and GMs may allow +2 to the above finding roll in such a city. On the contrary, some cities are remote or poor and may suffer a negative, such as Thebes due to the political situation there.
Add in Tech level differential, each level of Tech different to the markets base TL is a negative mod.
Takes a week to gain a roll, will be an extended task (reqs total number of successes)
Players will need to make a successful Streetwise roll to gain a lead (use Location mod).
They then need to make a Persuasion roll to gain location (offer cash mods, +1 $500@)
When they have gained a number of Persuasion successes equal to the Blackmarkets Rating (Default is 2), they will have a location.
For a group to do this they will need to make individual Persuasion rolls, each fail will be -1, criticals are -3. If they ever go negative they are shutout.
Knowledge (Interstellar Commerce/Customs) Skill
The character is versed in the customs of his Interstellar Government and may use this skill when dealing with administrative issues, brokerage houses, or conducting interstellar trade. When dealing with foreign Societies, a penalty of -1 to -4 may be imposed depending on the similarities to his own society. However,a successful skill roll will negate these penalties and a raise will grant +1 to a streetwise or persuasion roll and will modify any price by 5% in your favour. A second raise will modify any price by 10% in your favour.
1D4 loads of mail may be available at any startport where an armed merchant ship refuels. Each load is 5tons and the payment is 25Kcr per jump made.
Common Trade Items
Die Trade Goods Base Price Purchase DMs Resale DMs Quantity
11 Textiles 3,000 A-c, NA-uc, A-c, NA-uc, P-r 3d10
12 Polymers 7,000 I-c, NA-uc I-c, NA-c 4d10
13 Liquor 10,000 common common 4d6
14 Wood 1,000 A-c, P-c 1-uc, R-r 2d10
15 Crystals 20,000 NA-c, I- r NA-c, 1d10
16 Radioactives 1,000,000 I-c, I-c 3d10*
21 Steel 500 I-c, common 4d6
22 Copper 2,000 I-c common 4d6
23 Aluminum 1,000 I-c, common 5d6
24 Tin 9,000 I-c common 3d6
25 Silver 70,000 R-uc uncommon 1d6
26 Special Alloys 200,000 I-r I-r 1d6
31 Petrochemicals 10,000 I-uc A-uc, P-r, R-r 2d10
32 Grain 300 A-c uncommon, P-r ,A-c 8d6
33 Meat 1,500 A-c uncommon, P-r, A-c 6d6
34 Spices 6,000 A-c P-c uncommon, P-c ,A-c 6d6
35 Fruit 1,000 A-c P-c uncommon, P-c,A-c 6d6
36 Pharmaceuticals 100,000 I-c, NA-c I-c, NA-c 1d20
441 Gems 1,000,000 I-c I-c 1d6
42 Firearms 30,000 I-c, NA-c I-c, NA-c 1d42
43 Exotic Items 10,000,000 R-uc 1d13
44 Blades 10,000 I-c, NA-c -c, NA-c 2d6
45 Tools 10,000 I-c, NA-c I-c, NA-uc 4d10
46 Body Armor 50,000 I-c, NA-uc I-c, NA-uc P-r 1d62
51 Aircraft 1,000,000 I-c, NA-uc I-c, NA-uc P-r 1d6
52 Artwork 10,000,000 R-uc R-uc, I-r 1d4
53 Computers 10,000,000 I-c, NA-uc I-c, NA-uc R-c 10d6
54 ATV 3,000,000 I-c, NA-uc I-c, NA-uc R-uc 1d6
55 AFV 7,000,000 I-c, NA-uc I-c, NA-uc R-uc 1d62
56 Farm Machinery 150,000 I-c, NA-uc I-c, NA-uc A-r 2d6
61 Electronics Parts 100,000 I-c, NA-uc I-uc, NA-uc 1d10
62 Mechanical Parts 70,000 I-c, NA-uc I-c, NA-uc A-r 2d10
63 Cybernetic Parts 250,000 i-r I-r 1d4
64 Computer Parts 150,000 I-c, NA-uc I-c, NA-uc 1d10
65 Machine Tools 750,000 I-c, NA-uc I-c, NA-uc, A-r 2d10
66 Vacc Suits 400,000 common common 5d10
1 buyers /sellers are not always available
2 Illegal on most planets above Tech lvl 7
3 +1 to sale on planets above Tech 11
Where DM’s are blank the item may notbe available or not required (- 4 DM to find or sell) and only 1d4 available or required
c= common
uc+ uncommon
r=Rare
Modifiers