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Barter Test I
> + DC 60 Witchlet Chlotsuintha is Blockheaded about Barter, making a Simple Sale like this [Very Involved].
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and may not be thinking as quick as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> - DC 10 Witchlet Chlotsuintha looks to be Gently Bred [bonus doubles on most males]
> - DC 4 Witchlet Chlotsuintha is throwing around enough talents that the Fishmonger is willing to bend on some prices.
> DC 55. Anything lower is a failure. [Auto-passes available and re-rolls available. No hostile re-rolls]
> No Passes: Spendthrift. You really are not cut out to be a merchant. For every item bought, roll a 1d6 die. For every dice roll equal to 1, 2, and 3 you pay full price PLUS the difference. For everything else, you pay full price.
> One Pass: Sticker Shock! This could have gone a bit better. For every item bought, roll a 1d6 die. For every dice roll equal to 1 and 2, you pay full price PLUS half of the difference. For 3, you pay the full price. For 4, you pay the reduced price PLUS three-fourths of the difference. For 5, you pay the reduced price PLUS half of the difference. For 6, you pay the reduced price PLUS one-fourth of the difference.
>Two Passes: Cash and Carry. This was not a terrible showing. For every item bought, roll a 1d6 die. For every dice roll equal to 1 and 2, you pay full pay full price. For 3, you pay the reduced price PLUS three fourths of the difference. For 4 you pay the reduced price PLUS half of the difference. For 5 you pay the reduced price PLUS one-fourth of the difference. For 6, you pay the reduced price.
>Three Passes: Talented Talker. You might actually be cut out for this after all. For every item bought, roll a 1d6 die. For every dice roll equal to 1, you pay full price, except for the most expensive item(s) which are treated as if you rolled at 2. For 2, you pay the reduced price, PLUS three-fourths of the difference. For 3, you pay the reduced price, PLUS half of the difference. For 4, you pay the reduced price PLUS one-fourth of the difference. For 5, you pay the reduced price. For 6 you pay the reduced price MINUS one-fourth of the difference.
>If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then you pay full price on everything, PLUS TWICE the difference.
>If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then you pay the reduced price on everything, and permanently improve your Bartering ability.
>Standard rules in effect - Auto-pass must be used before a Critical or Near Critical is rolled. Also, if you roll, wait 10 minutes or so, then roll again to keep the quest moving along.