Bargaining (sage ability)
Bargaining is a sage ability related to logistics that permits characters to buy items more cheaply than the vendor's listed price. Up to 1 item may be "haggled" for, per 5 points of logistics knowledge. For example, a character with 17 knowledge would be able to haggle over the cost of three items. These may be the same item or they may be different, it does not affect the ability.
Haggling
For each type of item the character haggles for, the character makes a charisma check. Success means that the character is able to knock 10% from the cost of the item. If three of the same item are asked for, only one check is made. If the check fails, the character is permitted to roll 1d8, enabling them to buy the item at -1% per the number on the die.
Each haggled-for type of item requires a total of ten minutes, so that characters able to haggle for a dozen or more items should be prepared to begin early that day. Remember that each different vendor visited requires ½-hour to locate and search before haggling can be commenced (and that commonly shops remain open only between sunrise and sundown). Time can be saved on haggling for multiple items from the same vendor.
Pressure Bargaining
If the character wishes, they may attempt to broker an even better deal. This, however, requires that the character pressure the seller into a bargain — though this requires goading or badgering the seller, risking expulsion for the character. Only one item may be bargained for per day, though that single "item" may be an existing or planned-for building or property.
Cost of item | Modifier to charisma |
---|---|
less than 10 g.p. | +0 |
10 to <100 g.p. | +1 |
100 to <1,000 g.p. | +2 |
1,000 to <10,000 g.p. | +3 |
10,000 to <100,000 g.p. | +4 |
To pressure the seller, the character again rolls a charisma check, except that the character's charisma is halved (fractions ignored). The die roll is modified upwards depending on the purchase price, as shown on the table. By purchasing more, the character improves the usefulness of this pressure tactic. Success reduces the cost of the item by 20-50%.
For example, Jacob has a 17 charisma and wishes to have a house constructed that will cost him 5,400 g.p. He does not want to pay that much, so he attempts to pressure the contractor into making a better deal. His chance of success is 8 (from charisma) +3 (per value of the purchase). His check succeeds (Jacob rolls a 10) and, after rolling 2-5, he discovers the cost will be reduced by 30% (1,620 g.p.). The final price of Jacob's house is 3,780.
If the bargaining fails, however, then the character (and any friendly witnesses) is banned from purchasing that sort of good in that sort of store (armorer, blacksmith, cobbler, grocer, etc.) in that market city for a period of one year. The character will need to send someone else to shop there.
For a lone character, the benefit of this is moderate. However, for a large concern such as an army, company or a political entity, which can afford to buy 100,000 g.p. worth of grains, meat, indigo or coconuts, a charismatic buyer with a +5 modifier can substantially help where a profit is concerned.
A pressure bargaining can require up to one hour per sale. Pressure bargainings are extremely exhausting, greatly reducing the potential for a character to act in peak form. For these reasons, no more than 3 pressure bargainings can take place in a given day.
See Logistics