Trade, Crafting & Remedies
Wealth moves. The previous chapter's tables do not fully capture that truth. Coin, iron, timber, cloth, and herbs have value, but that value changes when someone bargains hard, works skilled hands on raw material, or turns common things into survival.
This chapter covers the active economy of Dyrhal: trade, crafting, repair, and practical compounds. It is about goods that are negotiated, commissioned, altered, or prepared in play rather than simply bought at listed price.
These rules belong to the market stall, the workbench, the roadside fire, and the shuttered room where a careful hand prepares something another man will never taste twice.
Negotiation & Trade
Trade is not charm or intimidation — it is valuation, leverage, and terms. A Trade check represents knowing what something is worth, recognizing when a seller is vulnerable, finding alternatives, and shaping an exchange without being cheated. Use this subsystem whenever characters buy, sell, bargain, secure credit, seek restricted goods, appraise valuables, or locate buyers.
Quick Procedure
- Set Market Price (listed price ± Price Drift).
- Choose Approach (Price, Bundle, Terms, or Access).
- Roll Trade vs Counterparty CM.
- Apply Margin on the Deal Ladder.
- Limit attempts: one negotiation per merchant per scene/day unless new leverage is introduced.
Approaches
- Price: Lower cost when buying / raise value when selling.
- Bundle: Keep price similar, but add or remove extras (ammo, oil, a repair, lodging, rations).
- Terms: Credit, collateral, delivery, warranty, secrecy, partial payment, future service.
- Access: Find restricted goods, locate buyers, secure introductions, reduce attention, speed procurement.
Trade Check
Trade Skill Check Total: 2d6 + Trade Skill Rank Modifier + Mind modifier + situational modifiers
Only characters who are Trained or higher may add a positive attribute modifier to the roll.
Trade does not replace threats, lies, or coercion. If the character is pressuring, deceiving, or socially maneuvering outside honest valuation, use the appropriate social skill.
Counterparty CM
Treat this as a Defended Skill Check with a static target for speed. You must exceed it; ties favor the counterparty.
- Casual barter / peasant seller: CM 8
- Shopkeeper / common trader: CM 10
- Guild merchant / specialist shop: CM 12
- Broker / fence / factor: CM 14
- Court supplier / monopoly holder: CM 16
Situational modifiers: Seller desperate −2 · Buyer suspicious +2 · Credible leverage −2 · Insult counterparty +2 to +4.