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'''Trade''' - Heroes in the Pirates RPG are probably more concerned about buried treasure or saving their country from scandal than they are making money. However, sometimes characters need a little extra cash or acquire a cargo they need to sell on. These simple rules allow the heroes to engage in trading without bogging the game down in details. | '''Trade''' - Heroes in the Pirates RPG are probably more concerned about buried treasure or saving their country from scandal than they are making money. However, sometimes characters need a little extra cash or acquire a cargo they need to sell on. These simple rules allow the heroes to engage in trading without bogging the game down in details. | ||
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Buyers and sellers don’t get the option of haggling as a separate action. Once the die is rolled, the characters must accept the sale and purchase price, even if they make a loss on the transaction. Having a high Streetwise die and good Charisma bonus is a vital asset in matters of trade. | Buyers and sellers don’t get the option of haggling as a separate action. Once the die is rolled, the characters must accept the sale and purchase price, even if they make a loss on the transaction. Having a high Streetwise die and good Charisma bonus is a vital asset in matters of trade. | ||
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'''Buying:''' Purchasing cargo costs a base $500 per space. A total of 2d6+3 spaces worth of cargo (called a consignment) are available each day in any port. The buyer makes a Streetwise roll once per consignment. Each success and raise on the roll reduces the cost per space by $100 to a minimum of $100. A failure results in no price change. A roll of 1 on the Streetwise die (regardless of the result of any Wild Die) increases the price by $100. Rolling a critical failure results in a $200 increase in price per space. | '''Buying:''' Purchasing cargo costs a base $500 per space. A total of 2d6+3 spaces worth of cargo (called a consignment) are available each day in any port. The buyer makes a Streetwise roll once per consignment. Each success and raise on the roll reduces the cost per space by $100 to a minimum of $100. A failure results in no price change. A roll of 1 on the Streetwise die (regardless of the result of any Wild Die) increases the price by $100. Rolling a critical failure results in a $200 increase in price per space. | ||
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'''Selling:''' Each cargo space of goods brings in a base $500 per space. Make a Streetwise roll once per consignment. Each success and raise on the roll ups the price by $100 to a maximum of $700. A failure results in no price change. A roll of 1 on the Streetwise die (regardless of Wild Die) lowers the price by $100. A critical failure results in a $200 decrease in price per space. Ports buy 2d6+3 cargo spaces per day. Goods cannot be resold at the same port from which they were purchased. | '''Selling:''' Each cargo space of goods brings in a base $500 per space. Make a Streetwise roll once per consignment. Each success and raise on the roll ups the price by $100 to a maximum of $700. A failure results in no price change. A roll of 1 on the Streetwise die (regardless of Wild Die) lowers the price by $100. A critical failure results in a $200 decrease in price per space. Ports buy 2d6+3 cargo spaces per day. Goods cannot be resold at the same port from which they were purchased. | ||
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