<Cybercore>

Intel - Marketeering

Intel - Marketeering is a vital skill for anyone looking to buy and sell goods, from small items to entire spaceships. With this skill, you'll be able to source the items you need and find the buyers for the items you're selling. You'll have a network of contacts that you can reach out to, whether you need to find a rare item or have something to sell.

One of the key abilities of this skill is the ability to haggle and get the best possible prices. You'll know how to negotiate and get the most value for your money when making a purchase, and how to get the best possible price when selling your goods. With your expertise in marketeering, you'll be able to navigate the complex world of buying and selling in the cybercore universe.

In addition to buying and selling items, Intel - Marketeering also involves being able to spot and identify fake, counterfeit, or stolen goods. With your extensive knowledge of the market and your network of contacts, you can quickly recognize when something is not quite right and avoid getting swindled or caught up in illegal activities. This skill is essential for anyone looking to make a profit in the bustling and often shady world of interstellar trade and commerce.

Using Marketeering

Each commercial transaction or market activity will have a difficulty rating based on the rarity of goods, market conditions, and complexity of the deal. The rarer the item and the more volatile the market, the higher the difficulty.

When you attempt to buy, sell, haggle, appraise items, identify counterfeits, or establish trade deals, you will make an Intel - Marketeering skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as your reputation with merchants, market conditions, availability of goods, or whether you have established contacts in the area.

  • A Critical Success produces exceptional commercial results. You get an amazing deal - buying for far below market value or selling for premium prices (25-50% better than expected). You may also discover additional opportunities (rare items available, new trade contacts, insider market information), identify valuable items others missed, or spot counterfeits that fooled experts. Your market savvy impresses even experienced traders.
  • A Regular Success allows you to complete your commercial transaction successfully. You buy or sell at fair market value, successfully haggle for modest improvements (10-15% better price), accurately appraise items, identify obvious counterfeits, or establish basic trade contacts. You accomplish your market objectives.
  • A Failure means your commercial efforts fall short. You can't get the price you wanted, fail to find buyers or sellers, misjudge an item's value (not catastrophically), miss counterfeits that seemed legitimate, or your trade contacts aren't interested in your proposals. You may need to try different markets or approaches.
  • A Critical Failure results in commercial disaster: you drastically overpay or undersell (losing 25-50% of value), purchase obvious counterfeits or stolen goods that bring legal trouble, offend important merchants and damage your reputation, get swindled in a scam, or establish trade deals that turn out to be traps or money-losing propositions. Your market mistakes have serious financial consequences.

Marketeering Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Bargain Hunter:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You have a supernatural knack for finding the best deals. When shopping in any market, you automatically find items for 15-20% below market value. You know exactly which merchants are desperate to sell, which goods are overstocked, and when to make your offer.

Master Appraiser:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can identify the true value of any item instantly and accurately. When examining goods, you automatically know their fair market value, whether they're counterfeits, if they're stolen, and their quality level. You can't be fooled by fake appraisals or scammed with overpriced junk.

Sales Pitch Expert:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You know exactly how to pitch a product to make buyers want it. When selling goods, you gain a +1d6 Boon to negotiations and can sell items for 15-20% above market value to motivated buyers. Your presentation makes even mundane items seem valuable and desirable.

Black Market Connections:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You have extensive contacts in the criminal underworld who can provide access to illegal goods and services. When seeking restricted items (weapons, drugs, stolen goods, forbidden tech), you can find a black market supplier within 1-2 days. You get the "criminal's discount" (10% off illegal goods).

Supply Chain Master:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can coordinate and manage complex logistics to get goods from supplier to buyer efficiently. When arranging transport or deliveries, you reduce shipping costs by 25%, cut delivery times in half, and ensure goods arrive intact. You know every freight captain, cargo hauler, and shipping lane.

Market Manipulation:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You understand supply and demand well enough to manipulate local markets. By controlling availability of goods (buying up supply, spreading rumors, creating artificial scarcity), you can influence prices by 15-30% in your favor. This works on specific commodities in specific markets for 1-2 weeks.

Legendary Trader:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your reputation as a master trader opens doors everywhere. For one mission, you can: find any item (no matter how rare) within 2-3 days, sell any item (even illegal goods) without legal risk, negotiate deals that seem impossible, or establish instant credit with any merchant. Your name carries weight in commercial circles.

Market Omniscience:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your understanding of markets is complete. For one operation, you automatically know: all current market prices and trends, where to find any item at best prices, which commodities are about to surge or crash in value, which merchants are trustworthy, and which deals are scams. You can make fortune trading on this knowledge.

Perfect Deal:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Once per mission, you can negotiate the perfect deal that benefits all parties. This allows you to: buy rare items at half price, sell common items at double price, establish trade partnerships that seem impossible, or broker deals between hostile factions. Everyone walks away feeling they got a great deal, even when you clearly profited most.

Crafting

Two-Stage Creation Process

Stage 1: Market Analysis (Blueprint)

  • Requires: Intel - Marketeering check (DC varies by route profitability)
    • Simple Route (DC Easy): Local trade between nearby stations
    • Profitable Route (DC Medium): Regional trade across multiple systems
    • Elite Route (DC Hard): High-value trade across dangerous or restricted space
  • Time: 1-2 weeks of market research and analysis
  • Resources: Market data, price comparisons, supply and demand analysis

Stage 2: Establish Contacts and Deals (Crafting)

  • Requires: Relationships with traders + initial cargo investment
  • Time: 2-4 weeks of negotiation and relationship building
  • Materials:
    • Initial Investment: Cargo for first runs (Moderate to Expensive)
    • Licenses & Permits: Legal documentation if required (Cheap to Moderate)
    • Relationships: Building trust with merchants and traders (Time investment)
  • Workshop: Markets, trading posts, merchant guilds, station commerce hubs

Benefits: Stacking Boons and Reduced Costs

Each established trade route grants a stacking Boon to Intel - Marketeering rolls when conducting business on that route:

  • 1 Route: +1d4 Boon
  • 2 Routes: +1d6 Boon
  • 3 Routes: +1d8 Boon
  • 4 Routes: +1d10 Boon
  • 5+ Routes: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Buying or selling goods along the established route
  • Negotiating prices with route contacts
  • Finding buyers for specific cargo types
  • Getting market intelligence about route commodities
  • Avoiding scams or counterfeit goods on that route

Material Benefits

Established trade routes provide practical advantages:

  • Reduced Prices: 10-25% discount on goods from trusted suppliers
  • Priority Access: First access to rare or high-demand items
  • Market Intel: Advanced notice of price fluctuations and opportunities
  • Credit Terms: Ability to buy now, pay later with trusted merchants
  • Safe Storage: Warehousing and storage at route endpoints
  • Transport Deals: Reduced shipping costs with regular carriers

GM Note: Trade routes require active use. Neglected routes lose profitability as relationships deteriorate.

Maintenance Requirements

Trade routes require ongoing management:

  • Regular Trading: Make at least one trade per month on the route
  • Relationship Maintenance: Stay in contact with key merchants and traders
  • Market Monitoring: Keep track of supply, demand, and price changes
  • Risk: Routes can be disrupted by pirates, regulations, or market crashes
  • Competition: Other traders may establish competing routes

Example: Smuggler's Profit Chain

Zane "Profit" Chen establishes trade routes for rare goods:

  1. Market Research (DC Medium): Zane spends 2 weeks analyzing tech markets, rolls Intel - Marketeering (success)
  2. Establish Routes: Over 4 weeks, he builds relationships and creates 3 trade routes:
    • Station Alpha ↔ Beta Prime: Electronics and components
    • Outer Rim ↔ Core Worlds: Luxury goods and art
    • Mining Colony ↔ Industrial Hub: Raw materials and refined metals
  3. Cost: Moderate for initial cargo and permits
  4. Benefit: When trading on these routes, Zane gains +1d8 Boon (3 routes) and 15% reduced costs
  5. Duration: As long as he maintains regular trading activity

Example: Corporate Trader Network

MegaCorp establishes a supply chain:

  1. Multiple Routes: Corporate trader has established 5 interconnected routes for a galactic supply chain
  2. Benefit: When trading on the network, gains +1d12 Boon and 20-25% cost reductions
  3. Investment: Each route required Expensive initial investment and 4-6 weeks to establish
  4. Maintenance: Full-time trade coordinator maintains relationships and monitors markets

GM Notes

  • Limit to 5 active routes per character to prevent excessive optimization
  • Market Dynamics: Prices and demand shift over time, requiring adaptation
  • Piracy & Regulations: External factors can disrupt or close routes
  • Story Opportunities: Trade routes create plot hooks and ongoing missions
  • Competition: NPCs and rival traders may try to muscle in on profitable routes