Acquisition
Not everything is available at all times to purchase. Markets fluctuate, sometimes in a single day, and items that are hard to find might be readily picked up with the right connections. Below are the rules for characters to acquire any manner of parts, weapons, gear or services in the chaotic markets of Hexenritter.
Acquisition and Rarity
In order to find a specific item for sale, an Insight Roll must be made and a Downtime Action must be spent.
All equipment, spell formulae, and items are categorized by Rarity (Common, Uncommon and Rare), based on how hard they are to get.
- Based on Rarity, the type of Roll is determined:
- Common Goods and Services - An Apprentice Insight Roll must be made.
- Uncommon Goods and Services - A Journeyman Insight Roll must be made.
- Rare Goods and Services - A Master Insight Roll must be made.
- Results for any rolls are as follows:
- Failure - No valid Sets yields an inability to find someone willing to sell you the item in question.
- Critical: Even if you fail you may spend additional sets to find items at double the price, faulty versions of the item, or even vendors willing to waive the price for a lethal or unsavory task at the Judge’s discretion.
- Success - You are able to find the item in question and buy it immediately from a local vendor for its normal price.
- Critical - Multiple Sets yields a good deal for the item (Prices drop an arbitrary amount up to half value) or someone willing to let a character work off any unpaid expenses.
- Alternative deals are available at the Judge’s discretion.
Market Connections
- Some items are only available in exclusive Markets and require specific Connections to access easily.
- For each matching Connection to the item’s Markets, Gain a Die when rolling to acquire it.
- If a character has no matching Connections to the item’s Markets, Lose a Die when rolling to acquire it.
Example: Wilcott is trying to find an Arcsnap Spell Formula. It is a Common item, but it is mostly available to people with Law Connections. She has no such Connections and has to lose a die when searching the markets to find it.
- Illegal Items
- Illegal items are any item that has “Criminal” as one of its available Markets.
- Illegal items are difficult to find sellers for and are personally risky to hunt down.
- On a failed roll to find Illegal Goods, you have been caught and apprehended by local law enforcement.
- Trying to buy illegal goods is considered a Minor Crime.
- Selling Illegal goods is a Major Crime
- By spending a set, you and any characters with you can escape.
- OPTIONAL: At the Judge’s discretion, escape scenes can be played out with capture or death being the result of failure.
Selling and Liquidation
- Selling Items for Scrap - You can sell items for spare parts, salvage or scrap on the quick. There are many salvage depots, scrap yards, and even blacksmiths in any city willing to purchase metal parts to be melted down.
- Any number of items can be sold for 2 Pence, Sterling, or Ingots (depending on rarity).
- Items that have a listed price of less than two Pence cannot be sold for scrap.
- No downtime action needs to be spent this can be done for free so long as the players have freedom to run small errands in town.
- Peddling - If you don’t have a storefront, you can peddle items at the market.
- Spend a downtime action and make an Apprentice Insight Roll.
- Gain currency equal to half the listed value. Type of currency is based on rarity, see above.
- Critical: Gain additional currency equal to the Face of each additional Set spent.
- No valid sets means you are unable to find buyers willing to pay for more than this item’s Scrap Value.