Shopping

During downtime, you have the opportunity to visit markets, shops, and craftsmen to purchase or acquire new equipment and items. Shopping is typically handled through passive role-playing whereby the GM describes the shopping location, you can then describe what you're looking for, deduct the costs, and the GM briefly narrates the interaction.

If you are looking to peruse local shops, or engage in negotiations before making a purchase, then shopping will usually switch back into active role-play.

Buying a Magic Item

A local alchemist may carry a handful of magical potions in their stock, but merchants that engage in the sale of truly powerful magic items are few and far between. Even the merchants that do deal in magic items seldom keep significant inventory, though you might be able to commission the item for pick-up in the future (with a down payment, of course).

Purchasing a magic item usually requires time and money to seek out and make contact with willing sellers. To start, announce to your GM the type of magic item you're seeking, or a specific magic item you're aware of.

For each workday spending seeking a seller, make a cumulative Charisma (Persuasion) check or use your passive Persuasion rating. At the end of each workday spent seeking a seller, you can attempt to secure a deal with an interested party. When you do so, you're given an asking price for the item based on your Charisma (Persuasion) check, as show in the Purchasing a Magic Item table.   Each workday spent seeking an item costs 20 gp which is used to pen inquiries, hire couriers, and maintain a wealthy lifestyle that allows you to brush elbows with potential sellers.  

Magic Item Offer

Common Item CDUncommon Item CDRare Item CDEpic Item CDLegendary Item CDAcquisition Result
1-91-491-991-1491-399No seller found.
10-1950-99100-199150-299500+Capable crafter found.
20+100+200+300+GM DiscretionSeller found.

Complications

The magic item trade attracts all sorts of thieves, con artists, and other unsavory characters. Whenever you attempt to secure a deal, your GM will secretly roll a percentile dice. If they roll a number equal to or lower than your cumulative check divided by 10 (minimum of 1), you face a complication. For example, if you're securing a deal with a cumulative check of 50, you have a 5% chance to trigger a complication.

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