Thursday 15 September 2016

Trading Rules for 50 Fathoms

Trading rules:

1) Find out how much of each type of "Trade Goods" are available in the port you're in using the Master Trading Table.

2) Buy "Trade Goods" at the prices listed on the Master Trading Table (or at 75% of those prices with the Merchant Edge)

3) Pay 10% of the Overall Cost in "Stamp Duty" (or 20% of the overall cost in Keira)

4) Travel to Destination

5) Roll using the Master Trading Table to find out how much of each good can be sold at this location.

6) Sell "Trade Goods" at the prices for the new location on the Master Trading Table (or at 125% of that price, with the Master Merchant Edge)

A Successful Streetwise roll must be made to buy the "Trade Goods" Illicitly anywhere that is not a pirate port. A success finds one unit of each trade good available 'under the counter' - each raise can be applied to find one more cargo space worth of that good. (Though no more will be found than is available 'legally' in the same port, as rolled for in step 1 above)

To find goods that DO have a Stamp in a Pirate Port, the same applies.

No "Stamp Duty" is paid, but the goods can only be sold at a "Pirate" port (in Italics on the Master Trading Table) unless a Streetwise roll is made, where a success allows one unit to be sold, and each raise adds another unit that can be sold up to the total that the port is willing to buy (as rolled for in the 'legal trading' side of things step 5).



If the ship is boarded by privateers the unstamped goods are going to look more than a little suspicious ...


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