Difference between revisions of "Business Dealing (sage ability)"

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'''Business dealing''' is an [[Knowledge Points|Amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Law & Policy (sage study)|Law & Policy]], granting skill in the wording of contracts in order to promote voluntary entry and mutual consideration. While the ability does not allow the character to set terms of the contract without negotiation, agreements that are made with the character — even handshake agreements — will be kept if the other party is physically able. If the opposite party fails to keep the contract, there is a high probability that redress will be made, based upon the character's wisdom.
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'''Business dealing''' is an [[Knowledge Points|Amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Law & Policy (sage study)|Law & Policy]], providing the character with an understanding of contract wording, negotiation tactics, and the structuring of agreements in a way that encourages voluntary entry and mutual obligation. While this ability does not grant the character authority to dictate contract terms without negotiation, it ensures that any agreements made—including informal, handshake deals—are honoured by the other party, provided they are physically and legally able to do so. In cases where an agreement is broken, there is a high probability of redress, dependent upon the character’s wisdom and ability to leverage existing laws and social expectations.
  
If the character, in making an arrangement with a buyer or seller, succeeds in making a [[Ability Checks|wisdom check]], then one of two arrangements at a market place may be made.
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In the context of market transactions, this ability allows the character to negotiate large-scale trade agreements by securing favourable deals beyond what is typically available at the marketplace. If the character successfully makes a [[Ability Checks|wisdom check]] when dealing with a seller or buyer, they can arrange one of two outcomes:
  
* A seller will agree to provide up to 10 times the number of items presently shown as available on the market table, if the character agrees to pay a 5% mark-up on all items. Thus, if the equipment list showed that there were 10 long swords available at a cost of 20 g.p. each, the seller would agree to arrange for 100 long swords to be available at a cost of 21 g.p. each. The time needed to arrange such a sale will be 1-4 weeks.
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:* If '''negotiating with a seller''', the character may secure bulk supply by agreeing to a 5% mark-up on all items. This allows the seller to procure up to ten times the quantity of goods listed on the market table. For instance, if a merchant originally has 10 longswords priced at 20 g.p. each, the character can arrange for 100 longswords to be supplied, at a cost of 21 g.p. per sword. The procurement process takes 1–4 weeks, during which the seller organizes the additional goods.
* Alternately, a buyer will agree to buy up to 10 times the number of items presently shown as wanted on the market table, if the character agrees to take 10% less per item sold. Thus, if the equipment list showed that the buyer was willing to buy 10 swords for 10 g.p. each, the buyer would agree to buy up to 100 swords if the character was willing to take 9 g.p. for each. The character is then given a period of 2-8 weeks before the market buyer is willing to make this deal with the character.
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:* If negotiating with a buyer, the character may arrange a large-scale sale by agreeing to a 10% reduction in price per item sold. This allows the buyer to purchase up to ten times the listed quantity of goods. For example, if a market buyer was originally willing to buy 10 longswords at 10 g.p. each, the character can arrange for the sale of 100 longswords, provided they accept 9 g.p. per sword. The buyer requires 2–8 weeks to make the necessary arrangements before completing the transaction.
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In this latter case, the character is not required to show possession of the goods at the time of negotiation; the agreement is made in good faith, assuming the seller will acquire or provide the promised inventory before the deal is finalized. This ability is especially useful for merchants, trading companies, and those engaged in large-scale commerce, as it allows for significant expansion of trade opportunities beyond what a typical market encounter would provide.
  
  
It should be noted that in the latter case, the character will not be required to show any items in the character's possession, as this will be taken in good faith.
 
  
The DM should make provisions for other arrangements to be made between character and non-player character, presuming that such arrangements in some way benefit both parties. Note that if the character fails to keep a bargain, the character will be requested in a court of law to pay 10% of the coin the player was set to make in penury damages.
 
  
 
[[Category: Sage Abilities]]
 
[[Category: Sage Abilities]]

Revision as of 04:53, 17 February 2025

Business dealing is an Amateur-status sage ability in the study of Law & Policy, providing the character with an understanding of contract wording, negotiation tactics, and the structuring of agreements in a way that encourages voluntary entry and mutual obligation. While this ability does not grant the character authority to dictate contract terms without negotiation, it ensures that any agreements made—including informal, handshake deals—are honoured by the other party, provided they are physically and legally able to do so. In cases where an agreement is broken, there is a high probability of redress, dependent upon the character’s wisdom and ability to leverage existing laws and social expectations.

In the context of market transactions, this ability allows the character to negotiate large-scale trade agreements by securing favourable deals beyond what is typically available at the marketplace. If the character successfully makes a wisdom check when dealing with a seller or buyer, they can arrange one of two outcomes:

  • If negotiating with a seller, the character may secure bulk supply by agreeing to a 5% mark-up on all items. This allows the seller to procure up to ten times the quantity of goods listed on the market table. For instance, if a merchant originally has 10 longswords priced at 20 g.p. each, the character can arrange for 100 longswords to be supplied, at a cost of 21 g.p. per sword. The procurement process takes 1–4 weeks, during which the seller organizes the additional goods.
  • If negotiating with a buyer, the character may arrange a large-scale sale by agreeing to a 10% reduction in price per item sold. This allows the buyer to purchase up to ten times the listed quantity of goods. For example, if a market buyer was originally willing to buy 10 longswords at 10 g.p. each, the character can arrange for the sale of 100 longswords, provided they accept 9 g.p. per sword. The buyer requires 2–8 weeks to make the necessary arrangements before completing the transaction.

In this latter case, the character is not required to show possession of the goods at the time of negotiation; the agreement is made in good faith, assuming the seller will acquire or provide the promised inventory before the deal is finalized. This ability is especially useful for merchants, trading companies, and those engaged in large-scale commerce, as it allows for significant expansion of trade opportunities beyond what a typical market encounter would provide.