Difference between revisions of "SW Finding Gear Legal"
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! width="50" | Rarity || width="250" | Difficulty || width="150" | Time | ! width="50" | Rarity || width="250" | Difficulty || width="150" | Time | ||
|- | |- | ||
− | |0- | + | |0-3 |
|'''Simple ( – )''' | |'''Simple ( – )''' | ||
|Immediate | |Immediate | ||
|-style="background:lightgreen" | |-style="background:lightgreen" | ||
− | | | + | |4-5 |
|'''Easy ([[Image:Difficulty-die.png|15px]])''' | |'''Easy ([[Image:Difficulty-die.png|15px]])''' | ||
|One day | |One day | ||
|- | |- | ||
− | | | + | |6-7 |
|'''Average ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | |'''Average ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | ||
|Two days | |Two days | ||
|-style="background:lightgreen" | |-style="background:lightgreen" | ||
− | | | + | |8-9 |
|'''Hard ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | |'''Hard ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | ||
|Four days | |Four days | ||
|- | |- | ||
− | | | + | |10+ |
|'''Daunting ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | |'''Daunting ([[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]][[Image:Difficulty-die.png|15px]])''' | ||
− | |||
− | |||
− | |||
− | |||
|One week | |One week | ||
Revision as of 18:42, 15 December 2020
These mechanics are for items that are not Restricted. For those items, see Finding Restricted Gear.
Availability
How available a piece of equipment is depends on two things: its Rarity, and the place where they are being sought from.
Calculate Final Availability
- Find the Rarity of the equipment in question.
- Add in the Rarity Modifier of the location where you are searching for the item.
- Finally, add in a Condition Modifier, as follows:
- Superior Quality: For an item with the Superior Attachment (1 Hard Point), +2 Rarity, +5000 credits
- Roughed Up Quality: For an item with permanent Minor damage (add one to all rolls with it), -1 Rarity, 50% of normal cost.
- Junked Quality: For an item with permanent Moderate damage (add one to all rolls with it), -2 Rarity, 25% of normal cost.
- If the final Rarity is a 1 or less, you can automatically find it, at Brand New condition.
- If the Availability is 2 or higher, you will need to search for a seller.
Searching for a Seller
- Make a Knowledge (Core Worlds) or Knowledge (Outer Rim) check to find the item you are searching for. The Difficulty and Time spent searching depend on the Rarity, as below:
Rarity | Difficulty | Time |
---|---|---|
0-3 | Simple ( – ) | Immediate |
4-5 | Easy () | One day |
6-7 | Average () | Two days |
8-9 | Hard () | Four days |
10+ | Daunting () | One week |
- If the place where you are searching has a datanet or is part of the HoloNet, you may instead make a Computers check to search.
Check Results
Result | Option |
---|---|
You find the item, at the normal cost for that item. | |
For each additional success, you may: • Reduce Time of search by one day. | |
• Buyer's Market. Reduce base price for item by 5%. | |
• Familiar Market. Gain + the next time you search for an item to purchase in this location. • Got the Goods. Get access to one attachment for the weapon of Rarity no greater than the item rarity, and up to 250cr in value (buy additional times to add +250cr to value) | |
• New Friends. Gain a point of Core Worlds, Outer Rim, or Xenology Contact Network for that location. Seller also begins as Aligned for the purpose of an Impressions check before Negotiation. | |
• Seller's Market. Increase base price for item by 5%. | |
• Sullied Name. Gain + the next time you search for an item to purchase in this location. | |
• Long and Sour Memory. Whether or not the meet happens, you somehow manage to make an enemy in the area. If you have a Contact Network for Core Worlds, Outer Rim, or Xenology in that area, reduce it by 1. Seller also starts at Opposing for Impressions before a Negotiation check. |
Buying the Item
- Once the item is found, it can simply be purchased at the available price.
- If a character wishes, they may attempt to haggle.
The Meet
- The meeting occurs as agreed upon by the buyer and seller.
- Upon meeting the seller, the buyer (or his representative) must make an Impressions check.
Negotiations
NEGOTIATIONS
| |
PRESENCE (NEGOTIATION) vs PRESENCE (COOL or NEGOTIATION)
| |
This check is made after a short period of negotiations is undertaken, and is an opposed check. Modifiers: Based on Rapport | |
Result | Option |
---|---|
• You Drive a Hard Bargain. Each success reduces the final price of the item by 5%. | |
• I'll Throw This One In. Each advantage grants you some additional freebie or extra from the seller, such as spare energy clips, a duffel to transport it in, or some other piece of gear or attachment (un-attached) worth 100cr or less (multiple advantages can be stacked to increase the value of this "gift"). | |
• Feel Free to Look Me Up Again. You made a good impression. Gain +2 Rapport with this NPC, and the next time you search for gear in this area, add whatever benefits you gain from your Rapport with them. | |
• Can't You Tell What This Is Worth? Each failure increases the final price of the item by 5%. | |
• Ya Put Your Foot In It. You inadvertently offend the seller. Gain -1 Rapport per threat generated. | |
• Made an Enemy. For whatever reason – even if the buy goes off – you've made an enemy today. That NPC's Rapport with you shifts negative by 5 steps, to a minimum of -1. |