Availability
GMs can use the following guidelines as a starting point for
determining whether a place has such an item or not.
Characters searching for a particular item or service must make a successful Inquiry Test modified by the Availability of the item, the Consequences of Availability Table provides a baseline modifier for Inquiry Tests to find an item in a community of 1,000 people or less. For communities larger than 1,000 people, reduce the Difficulty for finding an object by one step for communities of 10,000 or less, or two steps for communities of 10,000 or more. If the community has 100 people or less, increase the Difficulty by one step. The Availability by Population Table shows how the Difficulty changes based on population size.
Characters searching for a particular item or service must make a successful Inquiry Test modified by the Availability of the item, the Consequences of Availability Table provides a baseline modifier for Inquiry Tests to find an item in a community of 1,000 people or less. For communities larger than 1,000 people, reduce the Difficulty for finding an object by one step for communities of 10,000 or less, or two steps for communities of 10,000 or more. If the community has 100 people or less, increase the Difficulty by one step. The Availability by Population Table shows how the Difficulty changes based on population size.
Consequences of Availability | ||
---|---|---|
Availability | Difficulty | Modifier |
Abundant | Easy | +30 |
Plentiful | Routine | +20 |
Common | Ordinary | +10 |
Average | Challenging | +0 |
Scarce | Difficult | –10 |
Rare | Hard | –20 |
Very Rare | Very Hard | –30 |
Availability by Population | ||||
---|---|---|---|---|
Availability | Below 1,000 | Below 10,000 | Below 100,000 | 100,000 or more |
Abundant | Routine | Easy | Automatic | Automatic |
Plentiful | Ordinary | Routine | Easy | Automatic |
Common | Challenging | Ordinary | Routine | Easy |
Average | Difficult | Challenging | Ordinary | Routine |
Scarce | Hard | Difficult | Challenging | Ordinary |
Rare | Very Hard | Hard | Difficult | Challenging |
Very Rare | GM’s discretion | Very Hard | Hard | Difficult |
Time
A community’s size determines the base time it takes to find the item. Each degree of success reduces this time by a certain amount (minutes, hours, days, weeks, or months, depending on the base time). See the Availability and Time Table. The GM should make the roll in secret for particularly dangerous or costly items, to emphasise the struggle and possible risks entailed by such searching.Availability and Time | _________ | _________ | _________ | _________ | _________ | _________ | _________ |
---|---|---|---|---|---|---|---|
Population | Very Rare | Rare | Scarce | Average | Common | Plentiful | Abundant |
Below 1,000 | 1d10 hours | 1 hour | 30
minutes |
15
minutes |
10
minutes |
5 minutes | 1 minute |
Below 10,000 | 1d10 days | 1d10 hours | 1 hour | 30
minutes |
15
minutes |
10
minutes |
5 minutes |
Below 100,000 | 1d10 weeks | 1d10 days | 1d10 hours | 1 hour | 30
minutes |
15
minutes |
10
minutes |
100,000 or more | 1d5 months | 1d10 weeks | 1d10 days | 1d10 hours | 1 hour | 30
minutes |
15
minutes |
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