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| - | ====== Trading (Int) ====== | ||
| - | Accounting deals with all things financial, and relies on, keeping facts, figures, values and formulas in your head and the ability to recall them quickly and with confidence, so it it relies on the [[wiki:abilities|Intelligence]] ability. Below are examples of associated skills and their respective difficulties. | ||
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| - | ===== Appraisal ===== | ||
| - | Check: A DC 15 Appraise check determines the value of a common item, or 20 for an uncommon item. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate. Particularly rare or exotic items might increase the DC of this check by 5 or more. | ||
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| - | You can also use this check to determine the most valuable item visible in a group of items. The DC of this check is generally 20 but can increase to as high as 30 depending on size. | ||
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| - | Action: Standard to appraise, Full to determine the most valuable item in a group. \\ | ||
| - | Try Again: No. | ||
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| - | ===== Haggle ===== | ||
| - | Haggling is a contested skill, your score versus the haggling score of the person you are haggling with. Haggle can also be contested by a Diplomacy score. Haggle gains a +3 bonus when used against diplomacy. The winner of the check slides the normal price 10% in their favor. For every 5 points over your opponent's score, you sway the price an additional 10%.\\ | ||
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| - | Action: 3 Full actions minimum.\\ | ||
| - | Try again: Yes, but at a -2 penalty (stacks)\\ | ||
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| - | ===== Networking ===== | ||
| - | You have the ability to make and find contacts with ease. Your reputation and current network opens doors and also allows making new contacts easier. You start the game with a number of contacts appropriate for your character's backstory, as agreed by your GM. During encounters with people, you can use this skill to attempt to make this person consider you a part of their network in the future. | ||
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| - | [[Insert table with difficulty checks here plox]] | ||
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| - | Action: 10 Full actions is the bare minimum.\\ | ||
| - | Try again: Yes, but at a -4 penalty if attempted within the same day (stacks)\\ | ||
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| - | ===== Speculation ===== | ||
| - | Speculation allows you to make predictions on financial matters, such as the future value of a commodity. Vague speculations require a DC 10, such as whether or not wheat will increase in value in the near future. More specific predictions, relating to more specific time frames adds 5 to the DC. More specific predictions about the increase or decrease in value adds 5 to the DC. Very specific to exact predictions add an additional 5 DC.\\ Note: Speculations, even ones that pass the difficulty, are not rock solid but rather reflect the best guess of conventional wisdom using all knowledge at hand. The GM can invalidate a speculation a small percentage of the time, or if the speculator lacks specific knowledge that affects the prediction.\\ Example: The value of wheat will double in the next three weeks would be a DC 25. | ||
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| - | Action: Standard for vague speculations, Full for specific predictions\\ | ||
| - | Try again: No | ||
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| - | ===== Knowledge Merchant Guilds ===== | ||
| - | You have knowledge of the financial world and its workings, both now, and throughout history. Answering easy questions is a DC 10, common questions is DC 15, and obscure questions is DC 20. | ||