Yeah, I went and did a thing. I think I have created enough 'base mechanics' to actually allow players to play crafty merchants and make oodles of cashmonies.
Please tell me if something doesn't look right or could be phrased better.
=== Market Search ===
Creation has a rich and elaborate economic character, and a navigating that environment is not always straight-forward. Characters can search the market- asking around for buyers and sellers, greasing palms and generally looking for that good deal.
The dramatic action to search the market is [Perception + Bureaucracy] at Standard Difficulty. Each search takes 1 day. The Threshold success determines how advantageous the market is. Market penalties reduce this threshold.
If your character already has a buyer or seller in mind (like a Contact, an Ally or Storyteller Character), they are not required to search the market and likely suffer no penalties.
- Botch: you found a client, but dealing with them will likely cause more problems- like mercenaries hired to mug you for your valuable tradegoods.
- Failure: You have not found a client and wasted a day's worth of work.
- 0: you have found client; but they are either disreputable, skinflints, or otherwise going to try and haggle the price down.
- 1: You have found a reputable client; They will respond well to negotiation or haggling, but have their profits first in mind. You can expect no major gains or losses from a given transaction. You won't find any new goods worth buying or selling as well.
- 3: You have found an incredibly lucrative deal that is resolved quickly. Perhaps you find someone who received a sudden order for fresh garuda eggs that you just happened to have. They also likely have something you can sell locally.
- 5+: You have found an incredibly advantageous deal- you've located a client from a culture that appreciates the atmosphere of a good haggling session and considers it a sign of respect and a knowledgeable business partner, or they have extensive connections to other rare goods that you can buy or sell.
What this is all supposed to look like:
A character approaches a market looking to buy or sell. After completing a transaction, they move to a new market (with a new search action) and repeat this process. The advantage of securing a high threshold on a Search Market Action means the character can immediately strike a new deal for a good or service with the person or group they just finished dealing with, instead of searching anew.
Repeated and successful transactions can increase a character's Resources, Influence, Backing, Contacts and possibly even other Backgrounds.
Elaborating further, markets can be considered Local or Distant. A local market is one that's in the same general area and needs no extensive travel to reach. Distant markets are those in far-flung towns, or the cities of other nations. Trading goods and services within Gem is a Local Market. Trading goods between Gem and Chiaroscuro are Distant markets.
As a rule, local markets are Safe and Predictable, while Distant Markets are Uncertain and Volatile.
=== Market Penalties ===
While it can be entertaining to create a complex tapestry of mercantilism and the flow of goods throughout a region, it's also very hard to keep track of.
These penalties are applied to the Search Market Action, detailed above.
Availability: Is it locally available? If not, -1 External Penalty.
Acquirable: Can it be traded freely? If not, -1 External Penalty.
Demand: Are you the sole customer who wants it? If not, -1 External Penalty.
These penalties apply to both buying and selling. The Solar Charm Insightful Buyer Technique negates these penalties.
I think it should be stated, that all of those things that influence a market? Players can take action that lifts or levies those penalties.
=== Profit Modifiers ===
These modifiers are for the average deviation in how much a good or service can cost based on the market environment. They represent the maximum possible amount they can be bought or sold for, and these modifiers can raise an item's effective Resource cost above 5. Purchasing such a thing simply requires the character have an equal or greater number Resource dots available than the modified cost.
Local Markets, being safe and well-known, show little deviation. With some careful haggling, a character can usually sell something for [Resources Rating +1], and buy something for [Resources Rating -1]. Most local merchants can earn their way to a single instance Resources 5.
Distant Markets, being well, distant and unknown, are much more speculative and unfamiliar. There is also the idea of what is common locally being seen as rare and useful in far-off lands.
In short, the further away something is from its point of origin, the more valuable it is, baring local substitutes. If you can buy it locally, it does not count as coming from a Distant Market.
A shipment of rare hardwood lumber from the far East costs Resources 1 when its felled, but effectively increases in Resource value by 1 dot as it gradually nears its final destination, even before being worked into finished goods. The load of lumber could be worth Resources 5- or more, if a crafty merchant takes it far enough.
10-100 miles away: +1 Resources, maximum of 5
101-250 miles away: +2 Resources, maximum of 5
251-500 miles away: +3 Resources, maximum of 5
For goods and services that are needed in exceptionally distant markets or in demand, the profits increase dramatically. After a successful sale, Resource dots in excess of five are split into a second Resources rating noted as 'Profit'- which is usually liqiud assets or money in account.
500-1000+ miles away: +5 Resources with overflow profit as above.
1001-2500+ miles away: +7 Resources with overflow profit as above.
This is meant to be a simple abstraction, accounting for both rare finished goods from a distant market to a highly refined raw material (lumber to the beams and planks that make up a mansion). What matters is they move across Creation. Note the same modifiers apply to rare finished goods as well, not merely raw materials.
The advantage goes to a seller who can buy these things cheaply, transport them quickly, and in turn offload them faster than their economic rivals. They repeat the process in reverse as well.
=== Making a Living and Making a Profit ===
Characters can have multiple Resource Backgrounds- each with their own entries and connections to Creation.
One way to achieve this is as follows: a character can earn a profit selling goods, carry the returns back home, and invest in a local property, business or endeavor. By the same token, they can invest in markets all over Creation, and instead of having lots of Resource Backgrounds in the same geographic location, they can have them spread out all over the world.
The 'Resources X: Profit from sales' concept is a mechanical placeholder for characters to have excess money they can spend on goods or invest into other assets. Investment is basically a transformation of liquid assets (often cash) into non-liquid assets like property. If a trader secures a huge profit, they can buy a mine that produces a consistent return instead of having a large sum of cash on hand or money-in-account in a disadvantageous place.
In-setting, when a trader makes a profit, it's likely moved immediately into another tradegood for later sale, or held as money-in-account by a local institution. In practice, getting that money out of an institution isn't easy- they want it to stay local and invested in local businesses or assets. (they also likely want to gather interest on it or invest it themselves like banks are wont to do).
Functionally, Resources X: Profit from Sales works exactly as any other Resources rating for the purposes of purchasing anything, acknowledging that it's either tied up as cash-on-hand, or as money-in-account somewhere. As per normal Resource restrictions, a vault full of silver in Chiaroscruo won't do you much good if you're in Whitewall.
For ease of game play though, it's safe to assume that a determined businessperson (or Exalt) can get their assets in cash or bank drafts and carry them to another part of Creation. Banking in Creation is by no means elegant, comprehensive or standardized, but this abstraction keeps the game moving.
=== Evaluating Goods and Services ===
The assesses may roll [Perception +Bureau/Relevant Ability] at Difficulty equal to target's [Unmodified Resource Value or Service ability]. A masterwork sword is harder to assess due to how easy it is to hide false quality. A master swordsman is likewise difficult to price, as you don't know their personality quirks.
Demonstrations of a good or service can lower this difficulty at the Storyteller's discretion. Characters may also roll another Ability in place of Bureaucracy, if it were more appropriate, like Melee for evaluating a sword, or Ride for a horse.
If successful, the character becomes aware of how much that good or service is worth in the local market- not its objective value. This means they recognize exotic or specialized tradegoods as well.
Characters who take the time to Evaluate goods and services will have an advantage during Haggling, detailed below. Against an honest deal, the character adds +1 automatic success to the Haggle action. Against a dishonest deal, the character adds +3 automatic successes.
A deal is considered dishonest if either side is attempting to gouge the other- offering less than its actual worth or demanding exorbitant prices. A deal is considered honest when either side is merely attempting to make a fair profit.
=== Haggling ===
A normal transaction is an unrolled action, where each party presents their asking price as an unrolled reflexive action. This need not be the objective value of whatever they're selling.
If characters are haggling over the price of a good or service, it is assumed they are trying to maximize profit and minimize their expenses. If all parties agree to initial cost or price, and have sufficient Resources or equivalent assets to make the purchase, the transaction is completed as an unrolled action. If the Storyteller believes the transaction is sufficient to increase or decrease a character's Resource Rating, the relevant traits are adjusted.
Haggling is an extended, contested [Wits + Bureaucracy] roll. The practice happens in most markets across Creation, and almost inevitably after one or more characters have successfully Evaluated the goods.
If a character earns a number of threshold successes equal to the good's cost before modifiers, they may raise or lower the price by one dot, to a minimum of 1 dot and maximum of 5 dots. Two characters haggling over a Resources 3 sword will have to earn 3 threshold successes to manipulate the price.
Merchants can use the Haggle Action to demand prices in excess of Resources 5 on goods from Distant Markets.
Ex. A character is selling rare silk (Resources 3) from An-Teng in Nexus, which is 2500 miles away. That merchant can, with a haggle action, sell that silk for up to an additional 7 resource dots, assuming they consistently earn 3 successes over their buyer during the haggle contest!
Characters can disengage from haggling at any time. Whoever has the higher cumulative successes at the end of the challenge is considered the winner. The buyer secures the low price they wanted, or the seller receives the high payment they desired.
Ex. After bargaining on a sword (resources 3), earning 3 threshold successes), the buyer disengages from haggling with a declaration of 'deal!' and pays Resources 2 for the sword.
Okay so that's that! I have to let the idea fly out of the nest for a bit. Gotta go solo.