Basic Premises Below are guidelines for selling, salvaging, shopping, and crafting. The purpose is to allow you to do much of this on your own without needing to check with the GM beforehand. You are on the honor system for a lot of this. For rarity 6 – 10 items and restricted items, the GM wants to be more involved. Higher end items can be game changers. The rarity of an item drives a lot of the guidelines below. Shopping for a high end item or crafting one may require a quest to find the item or assemble the required materials to craft one. We will assume these guidelines to be in beta form, and they could be adjusted based on player and GM feedback. Selling Items If you want to sell something and not make a roll, assume you will get 50% of the book listed price for the item. If you would like to try and get more for the item, you will need to make an opposed Negotiate roll. For Rarity 1 – 6 items, assume a 3 difficulty.  For Rarity 7 – 10, determine the difficulty by Rarity / 2, rounded up. Tell the GM your roll results. If an item is restricted, upgrade one of the purple to a red. Baseline return is 50% of the item’s listed value. A wash roll will also give you 50%. Each uncancelled Success = +5% of the item’s listed value (max of up to +25% of value). Each uncancelled Advantage = +2% of the item’s value (max of up to +20% of value). Each Triumph = +20% of the item’s listed value (max of +40% of value) or the Triumph at the GM’s discretion can be redeemed for something else, negotiable. Each uncancelled Failure = -5% of the item’s listed value (max of up to -25% of value). Each uncancelled Threat = -2% of the item’s value (max of up to -20% of value). Despair indicates that the merchant refuses to buy the item at all or at the GM’s discretion can mean something else that is negative happens. Salvaging/Dissembling for Crafting Parts Assume essentially the same rules as the Selling Items above but with an opposed Mechanics check.  For Rarity 1 - 3, assume a 2 difficulty For Rarity 4 – 6, assume a 3 difficulty. For Rarity 7 – 10, determine the difficulty by Rarity / 2, rounded up. Tell the GM your roll results. A Despair indicates that the salvaging went so badly that the item is destroyed and nothing of value can be salvaged. Shopping/Finding Items For most locations, assume rarity 1 – 4 items that are not restricted are generally available unless the GM says otherwise. You can find and buy them outright for the book listed price. If on Port Tooga and the item is a weapon, armor, or typical “adventuring” type gear at a rarity of 1 – 5 and not Restricted, you can find it and buy it outright for the book listed price (this includes starship items). Luxury items, cybernetics, and food/drink are harder to come by on Port Tooga and will be dealt with on a case-by-case basis. For restricted items or items with a 6 or greater rarity, you will have to roll to see if the item is currently available or can be ordered for you. For items with a 7 or greater rarity, check with the GM first before rolling. Certain high end items like lightsabers, holocrons, stealth gear, etc. may require a quest to obtain. Roll a Streetwise check using the item Rarity / 2 (round up, minimum of 1 difficulty). For restricted items, upgrade 1 purple die to a red. Tell the GM what your roll result was. Reverse Engineering You may try to reverse engineer an item in your possession to learn the crafting template. Reverse engineering will reduce the item into salvage parts and cannot be reassembled back into the original item. See the Salvaging/Dissembling for Crafting Parts section above for what you can roll to obtain valuable salvage gear. Mechanics check difficulty is item Rarity / 2 (rounded up, minimum of 1 difficulty). For restricted items, upgrade 1 purple die to a red. Tell the GM what your roll result was. Crafting Items Items with a rarity of 1 – 5 that you have a template for and are not restricted can be crafted using the normal crafting rules. Just make the rolls in Roll20 on your own and inform the GM of the results. For items with a rarity of 6 - 10, check with the GM before crafting. For crafting outside of the book rules, the credit cost to craft is (rarity /10) x Book Cost, with a floor of 50% of book cost. Crafting High End Items Crafting of a rarity 6 – 10 item or for a restricted item requires the template and possibly a quest to obtain the needed materials. Check with the GM. The credit cost to craft is (rarity /10) * Book Cost, with a floor of 50% of book cost. Time to Craft The time it takes to craft an item is dependent on its rarity level. A day of crafting is assumed to be 12 hours plus time for eating, visiting the refresher, stretch breaks, and sleep. For personal scale items, the item’s rarity determines how many days it will take to craft. For ship scale items, the item’s rarity x 2 determines how many days it will take to craft. Crafting a lightsaber is an exception. It takes a maximum of 3 days to craft the parts.