So here's another rule extension to our Star Wars/Cyberpunk 2020 mashup, thanks to West End Games' "Galaxy Guide 6: Tramp Freighters", published in 1994.
Chapter Four of the guide contains rules for inter-planet trade in commodities. Planets are categorized by technology level, and commodities by type. Given these two variables, the guide provides a chart with the relative availability of buyers/sellers and market price.
Finding a Seller/Buyer
To find a buyer/seller for a particular type of goods, make a Social skill check based on the availability in the chart. The five levels of availability line up nicely with CP2020's skill check difficulty levels:
- VH- 10+
- H- 15+
- M- 20+
- L- 25+
- VL- 30+
For black market good, make a Streetwise skill check instead.
Market Price
The market price is similarly looked up in the table. I'd like to add a random factor though, so roll 1d100-50 and add/subtract that percentage to the price.
Bargaining
Additionally, PCs may be able to bargain their way to a better price. Make a Difficult skill check in Persuasion/Fast Talk. Failure results in a 5% worse price, success yields a 5% better price.Trying Again
If players aren't satisfied with the price, they can leave the deal and try to find another buyer/seller, but that will take even more time and the availability check will be at +2. Also note that less populous planets or those with well organized cartels may not have another buyer/seller available.
So that's it. I'm looking forward to trying out these rules in next session...