Buying and Selling

Basic Set: Campaigns · p.514

Open source p.514

Players can buy and sell among
themselves
at
whatever
prices
they can agree on. For outside trans-
actions, the GM (or Adversary) should
roleplay a merchant dealing in
the needed goods or services. Most
• Wild West: Cowboys and Indians.
TL5.
• Steampunk: Fiction of Jules
Verne and H.G. Wells. TL5, diverging
to TL(5+1).
• Pulp: Archaeologists and detec-
tives between the World Wars. TL6.
• WWII: Axis and Allies. TL6.
• Cold War: Capitalism vs. commu-
nism. TL7.
• Modern Day: You’re living in it!
TL8.
• Cyberpunk: Netrunners and
cyborgs. TL9.
• Space Opera: Interstellar adven-
ture. TL10+, plus superscience.
transactions do not require a reaction
roll. Only make a reaction roll if the
situation is in some way unusual. For
instance, if the adventurers are new in
town and have been swaggering
around in armor and acting strangely,
roll to see if the merchants will have
anything to do with them!
In general, the GM should set
prices reasonably, following the laws
of supply and demand. Camels are
valuable near the desert, worthless in
the jungle. After a great battle, used
armor might be on sale at scrap-metal
prices. And so on.
The Merchant skill (p. 209) will
help the PCs get good deals.