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It's not a nice place out there. Sometimes
people have things they need to buy or sell that they shouldn't be. This
exchange is done on what is called the Black Market. This isn't an actual place,
so much as a way of doing business when legality is highly questionable. Related
to, but much more legal, is the After Market, where all the used merchandise
goes to to be resold. Not to say that everything is recycled. Most items will
meet their end in a trash dump, not in the hands of a new owner.
Buying on the Black Market:
 | First step, find the base item of the
object you so desire. If the price is under 300, the base difficulty is 2,
increasing by 1 per 500 cost, to a maximum of 10 by virtue of price alone. |
 | If the object is illegal, +2 difficulty. |
 | If the object is rare, +2 difficulty |
 | If the object is in any way magical, +2 difficulty |
 | If the object is specifically military only, +2 difficulty
(Which stacks with the illegal if the character lacks military contacts/isn't
in the military) |
 | If you're seeking the object on the After Market (+20
quirk, half price), -1 difficulty. |
 | If you don't mind paying 1d3 times more money, -2
difficulty |
 | If you insist on it being new/near new ( -20 to quirk chart
), +1 difficulty, double cost |
 | You have a contact (merit) that deals with this sort of
object specifically, -1 difficulty, -20% cost. |
 | You demand the object be untraceable, +2 difficulty |
 | If you don't care what condition the object is in(+10 to
quirk chart), -3 difficulty. |
 | If you need it within 24 hours, +1 difficulty. |
 | If you want it within a week, +0 difficulty. |
 | If you can wait upwards of a month, -2 difficulty. |
 | Got up to a year? -4 difficulty. |
Once you have your target, you roll
Intelligence:Streetwise/Black Market vs (that difficulty number). Your success
margin determines the end price. Every success under 8 is +5% to the cost, and
every success over 8 is -5%. Note, the change in price must be done
recursively(-5% 3 times), not cumulatively(-15%).
If you should fail, then you lose the time
you put into it. If you botch, the cops take an unhealthy amount of attention in
your business quite suddenly.
Quirks and Defects: To start, you must roll to
determine how many quirks and/or defects exist in the item. Apply any modifier
to this d100 roll.
| Roll |
Number of Quirks |
| 21- |
0 |
| 22-60 |
1 |
| 61-85 |
2 |
| 86-96 |
3 |
| 97-105 |
4 |
| 106+ |
5 |
Once you have determined the amount of quirks, it's time
to determine what nature these quirks come in. If you rolled 0 quirks,
congratulations, lucky stiff, just pay up and get out of here. Apply half of any
modifier to these rolls.
Weapon Quirks & Defects: Add a special +3 modifier per Mark, double for
laser/cutting edge technology weapons.
| Roll |
Quirk/Defect |
| 10 or under |
Weapon is not only
free of quirks, but it's better than new condition. +10% stopping
power and all strikes do +10% HP damage. |
| 11-30 |
The weapon looks
ugly. Maybe home made, or disfigured or something very obvious. |
| 31-40 |
Weapon lacks sharp
point/oomf, -10% stopping power. In the case of weapons that do not have
stopping power, -10% damage/effect. |
| 41-50 |
Weapon is missing 1d5
customization points. |
| 51-60 |
Weapon is broken, but
can be fixed for 10% of its market value and a good repair roll or two. |
| 61-65 |
The weapon will
explode in a Mk. 1 shrapnel attack against the user on a botch in addition
to any other botching effect. |
| 66-80 |
The weapon is hot.
Any corp cop seeing it within 3 months of your purchase has a fair chance
of recognizing it. Reroll if insured against being hot. |
| 81-90 |
Ammo hog, X 2 ammo
needed. If weapon doesn't use ammo, reroll. |
| 91-93 |
Weapon has an
especially strong kick or is unwieldy. While using it, user is at +2
difficulty to all other tasks, like dodging. |
| 94-95 |
They forgot to take
off the 'Mine!' system. The victim to first use the weapon gets to suffer
the results. |
| 96-99 |
Subtle
flaw will cause the weapon to break permanently should an attack roll
botch. |
| 100-105 |
Weapon is thrashed.
It will take 30% of market price and 3+ rolls to get it working again. |
| 106-110 |
Weapon has a tracer
well hidden. Its previous owners are already coming for you. |
| 111+ |
Against all odds, the
weapon has an eerie habit of assaulting its user in a fashion appropriate
for the weapon. 30% chance per use. |
Armour: Add +1 per 3 defensive power, double if powered.
| Roll |
Quirk/Defect |
| 10 or under |
Especially hardy.
Armour has 20% chance of NOT breaking despite what a critical might claim. |
| 11-30 |
Armour is in bad
taste. Brightly colored or covered in logos from an expired corporation. |
| 31-40 |
Armour is poorly
fitted and digs into the flesh at the wrong time. +5 HP damage whenever a
crit is suffered, even if absorbed by the armour. |
| 41-50 |
Wow, the armour looks
fantastic! Too bad it's a show piece and will fall apart as soon as
something gets past its defensive power. |
| 51-60 |
Armour is tight,
double time to remove/put on. |
| 61-65 |
Armour has a big hole
in it, -5 defensive power. |
| 66-80 |
Armour is rather
thin, halve damage reduction. |
| 81-90 |
Armour is quite
obviously for the opposite sex than the intended wearer, oops. |
| 91-93 |
Only half the armour
is there, halve the number of locations covered. |
| 94-95 |
Armour is weak(double
effect) towards a particular element for some reason. |
| 96-99 |
The armour was
'soiled' in the last moments of use by its previous owner. What an awful
stench, and that stain will never come out. |
| 100-105 |
Especially stiff
joints lead to +1 difficulty to athletics/dodging on top of whatever the
armour already has in the way of movement penalties. |
| 106-110 |
The armour is mottled
with red/brown blood stains and other things. You're quite suspicious
while wearing it. Did we mention it's hot? Re roll if insured against hot
items. |
| 111+ |
The armour was worn
by someone diseased, and guess what, now you are too. |
Cybernetic/Bio Quirks & Defects: +3 per rating above 1.
| Roll |
Quirk/Defect |
| 10 or under |
What a bargain. You
manage to get the cyber/bio at -25% off. |
| 11-30 |
The item has
'memories' from a past owner. The person who has the item installed gains
a new, largely harmless, habit. |
| 31-40 |
Item has a habit of
'sticking' It won't turn off for 1d3 rounds after it turns on half the
time. Re roll if not applicable. |
| 41-50 |
The system is
strange... Double cost to install, +3 difficulty if a player handles it. |
| 51-60 |
The cyber/bio is
extremely visible, even if it aught not be, disturbing. |
| 61-65 |
After installation,
subject becomes violently ill(+4 difficulty to all actions) for 1d4 IC
weeks, but will recover with care. Otherwise fine. |
| 66-80 |
Installing the system
will injure your magery or stamina by 1 permanently. |
| 81-90 |
The system has a
habit of turning on without your prompting. Re roll if not appropriate. |
| 91-93 |
If the part is
cybernetic, it has a small AI that actively dislikes you. If biological,
it only has 30 days to live, then will wither and become useless,
especially problematic if it is a vital organ. |
| 94-95 |
Larger than normal,
gain +1d4 points in Bio or Magery Waste. |
| 96-99 |
Item was damaged
previously and now malfunctions 30% of the time. If a constant effect, it
simply works 30% less of the time. If a coded constant cyber (Hemoscelerex
box), re roll. |
| 100-105 |
It looks real, it
feels real. It sits inside the body nice and snug. But.. it does
nothing. A complete waste of time. |
| 106-110 |
Your cyber has a
virus, your bio has cancer. You have problems. |
| 111+ |
The system is tagged,
and a corp team will want it back. Reroll if insured against hot items. |
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