Guide for Cargo
Being merchants can be a dicey business, but if the cards are played right, you can make good money. Cargo is bought at 40% below retail, as long as it is in bulk. Many factors go into the profit in goods, but this simplifies it into a d20 roll based on a few circumstances.
First is the bonus to the d20 roll. The GM should be aware of what the stats are for the cargo they are wanting to transport. An adventurer may roll a DC15 knowledge check for each bonus type to see if they know the markets. A success tells them they are pretty aware of that part of the market, a failure will give them false info based on the GMs choice.
Cargo Bonus
Rarity | Demand | Weight | Distance |
Common -2 | Low 0 | Light -1 | Near 0 |
Standard 0 | Medium +1 | Medium 0 | Standard +1 |
Rare +2 | High +2 | Heavy +2 | Far +2 |
The profit chart gives the standard payout for purchase of cargo. The roll is 1d20 + Bonuses given by the cargo bonus. The adventurers do not have to know the Cargo bonus, it is added in by the GM after the roll. A successful Persuasion roll will give a +5 to the negotiation.
D20+Bonus Roll | % of retail cost offered. |
1-5 | 50% |
6-10 | 60% |
11-15 | 65% |
16-19 | 75% |
20+ | 90% |