Commerce & Trading
Characters will often want to go looking for special items or have treasure gained
from adventuring that they will want to sell. When the character is attempting to
purchase (or sell) an item, the Gamemaster should assign a difficulty rating for finding
the item (or a buyer, if the character is selling). The player than rolls 1d100 open-ended,
adding in the difficulty modifier and their Trading skill bonus and
the GM then consults the proper column on the table. Note that
there are some additional modifiers below this table to allow for
Purchase/Resale Table
various conditions.
Total Roll
Purchase
Resale
Note: It is important to note that rolls on this table should not be
made for normal everyday purchases of items on the equipment
lists in Chapter 7 of the HARP core book. This is for when the
characters are attempting to find rare or unusual items, or trying
to sell items gathered during their adventures.
Reading the Chart
(-51) Down
(-50) (-31)
(-30) (-10)
(-10) (-01)
0 10
11 20
21 30
31 40
41 50
51 60
61 70
71 80
81 90
91 100
101 110
111 130
131 150
151 170
171 200
201 230
231 260
261 300
301+
Armed Theft Armed Theft
Theft
Armed Theft
Swindle
Theft
Unavailable
Theft
Unavailable
Swindle
400
Swindle
350
10
300
20
250
30
200
40
175
50
150
50
140
60
130
60
120
70
110
80
105
90
100
100
95
110
90
120
85
130
80
140
75
150
There are several types of entries on the Purchase/Resale
Table. The following notes explain the entries.
Armed Theft: In the case of this result, somebody will attempt
to physically overpower the buyer/seller in order to rob him.
This may not happen at the time of the sale, but may happen
shortly afterwards instead. (i.e. the person the character is
dealing with sends thugs after the character to get the
characters money or item.
Theft: Should this result occur, it means that somebody like a
pick-pocket or fast moving gang of street kids will attempt to
rob the character of money or goods.
Swindle: This result means that the buyer/seller that they
character is dealing with will attempt to swindle the character
by passing off inferior goods or possibly counterfeit or poor
grade coinage.
Number: This number is the percentage of the normal price of the
item that the character is offered or charged for the item that they
are buying or selling. A result of 400 means 400% of the normal
price, while a result of 50 means 50% of normal price (half price).
Turned In: While not on the chart, any time that
the character is dealing with the illegal market, Modifier
there is a 25% chance that the person that the Inexpensive (less than 10 gp)
character is dealing with will turn him in to the Average (between 10 gp and 100 gp)
Moderately expensive (between 100 gp and 500 gp)
authorities for dealing in an illegal commodity. Very expensive (between 500 gp and 1000 gp)
Modifiers
Routine
Easy
Light
Medium
Hard
Very Hard
Extremely Hard
Sheer Folly
Absurd
+60
+40
+20
+0
-20
-40
-60
-80
-100
Purchase Resale
+10
+0
-20
-50
Outrageous (over 1000 gp)
-75
Rarity (unique)
-75
Rarity (unusual)
-25
Rarity (common)
+20
Oversupplied market (goods are overstocked)
+25
Supplied Market (normal market conditions)
+0
Undersupplied Market (market for normal imports)
-25
Isolated market (delivery of goods time consuming/costly)
-50
Insulated Market (delivery of goods dangerous/extremely costly) -75
Merchant (has a permanent store front)
+20
Street (kiosk and street vendors, temporary stores, etc)
-50
Illegal market (the black market)
-50
+0
-10
-25
-75
-100
+20
+10
-30
-75
-50
+0
+25
+50
+0
+20
+30
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