Following is an equipment modifications system based on commerce.
Common services such as engine repairs, overhauling and weapon repairs are all subject to differences in cost in similar ways to products so may use many of these same tables.

Haggling is usually a contested WIL roll between yourself and the one buying or selling in order to adjust the cost. (Modifiers may apply.) The winner of the contest adds the amount of their success to the amount of the loser's failure and multiplies it as a percentage adjustment to the cost. The player character may choose to cancel the transaction and go somewhere else if they do not like the roll. You can't haggle more than once.

To simplify this, you can simply take a list of items needing to be purchased and roll against your score to determine the general cost of all items purchased. You may haggle using either your INT score or your WIL score. Sharks may use their skill score instead.

Vehicles and engines cannot be haggled below 15% off unless they are used or are acquired through the underground market.

Haggling for services may only occur with individual contract workers.

Role-playing the sale may be done, in which case, you may give specific offers and perform a contested haggling roll. If you succeed, your offer is accepted. If you fail, you are not allowed to purchase the item. If it is a tie, the other proposes a counter offer that they must roll for. The GM or player may deem an offer to be too extreme for which to roll.

All things made have varying levels of quality from very poor to extremely high, and this is demonstrated through design, workmanship, and quality of materials.

When a pre-owned item is purchased, roll on the following chart to determine its quality. If the quality is already known, and is to be purchased, multiply the list price by the percentage provided and add or subtract that number from the normal listed price.

Roll Quality Item Level* Bonus/Penalty
00-04 High Quality 6 +20%
05-19 Very Good 5 +10%
20-29 Good 4 +5%
30-39 Average 3 0
40-69 Poor 2 -5%
70-86 Very Poor 1 -10%
85-96 Disposable 0 -20%
97-99 Worthless -- --

Experimental items move up this list with each stage, starting with Disposable.

Bonuses and penalties also apply to all rolls made with the item. Add the number to the percentage chance.

Additionally, the percentage is added to or subtracted from 100 each time the item is used or when determining structural failure.

To move an item up the Quality Table list that was acquired from a junk dealer (See Junk Dealers below), a person with the appropriate repair skill can repair an item of equal or lower level by taking 1 day for each difference in level of the item minus 1 for each level of the repair skill used times the number of steps moved up in quality. You cannot move an item further up in quality than its original quality level.

The success rates vary depending on what is being repaired, but the procedure is the same for all skills. If the damaged equipment is repaired in a shop, there is no chance it will break down again based on damage before repair and is still subject to aging. (See Aging Item Quality below.) When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day; a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on. When something breaks down, the referee must decide whether the damage is minor, major or total. A minor repair takes 1 d10 minutes, a major repair takes 1d10 hours and a total repair takes 1d10 x 10 hours.

The age of an item will affect its quality. Every item moves down in quality 1 step for each PanGal year up to 3 years after its creation, and then 1 step for every .5 PanGal years. An item may be repaired, but still must follow age progression. If repaired after the first 3 PanGal years, the quality still continues to drop every .5 PanGal years.

    Example: An item repaired in its second year takes 2 steps down in quality over the next 2 years, and then a step for each half year afterward.

To randomly determine the age of a salvageable found item, use the Age Table.

Roll Age
98-00 New
93-97 .5 yrs
85-92 1 yr
78-85 1.5 yrs
70-78 2 yrs
61-69 2.5 yrs
51-60 3 yrs
41-50 3.5 yrs
32-40 4 yrs
24-31 4.5 yrs
16-23 5 yrs
11-15 5.5 yrs
01-10 6+ yrs

The amount of supplies you purchase can decrease expenses.

Item* Qty reduced**
Staples 20 lbs. %5
Technology 20 ct. %10
Chemicals 20 gal %5
Fuels 100 gal or 100 ct %5
* Each product only. For instance, not just all fruit, but bananas only.
** Add a zero to the Qty to reduce the cost even further by the stated percent.

Under special circumstances, such as seeking to get rid of stock, a merchant may reduce his costs to be lower than the cost reductions in the table above.

Different products are more readily available in some places than in others. The price of an item may be adjusted by the Referee based on its availability to the region, legality, rarity, or special order. This is the Referee’s discretion based on the region and item.

Region. The region can affect the product’s availability through distance and legality. A region may be a province, country, continent, planet, solar system or sector of space.

Legality. When an item can be obtained, but is illegal for public consumption, this can affect the cost substantially. If legally obtained from another source and in good demand, but illegal for general sale, known as contraband, the item may be marked up considerably and haggling is usually almost non-existent. If acquired through some question of legality, such as stolen, it is in need of being moved quickly, so the item may already be reduced in cost and may be easily haggled down further.

Rarity. Some items are exceptionally rare no matter where you buy them. These items are usually in very high demand, driving their cost up substantially. If you’re after a rare item, expect to pay a hefty sum.

Special Order. These are items that the merchant doesn’t normally sell or they are currently out of stock on. You are generally only allowed to pay the full cost of the item without haggling. If the item was on sale, you may order it at the sale price only if you pay in advance.

Direct. Sometimes you can purchase items directly from the manufacturer if you buy in the area of the manufacturer. This can afford you some significant cost reductions up to 30% off the listed price for new items.

Circumstance General Adjustment
Imported Up to +20%
Contraband Up to +50%
Questionable Acquisition Down to -50%
Rare Up to +30%
Special Order At cost
Direct Up to -30%

The further you are from civilization, the more expensive items and fuel are. This is because of both traveling distances and piracy. Because of this, the most expedient and least expensive purchases are going to be those found on the black market.

Smuggling is a lucrative business. With so many trying to avoid detection or the transfer of questionable or much needed materials for starving colonies, smuggling is the cogs that keep the world turning. For this reason, it is tentatively tolerated by the authorities.

Smuggling is a great way to make money and is also a great way to acquire anything you need. For the right price, a smuggler is often willing to transport any goods you ask them to.

Generally, the cost for smuggling items will be around 1/3 the end cost of the items. Use the haggling chart above to adjust the cost.

Slavery is a condemned practice in many places, but antislavery laws are not generally enforced in outside or fringe territories unless the physical health of the slaves are being endangered, and when certain people of at least moderate importance are forced into slavery.

Slavery is also looked down upon because of the availability of anthropomorphic constructs. If you wish to buy a slave for whatever reason, it will cost you around 2,000 Cr. The tables in this article may also apply to slave purchases.

There are 3 types of slaves: those who are forced into slavery, those who are paying off a debt, and those who volunteer themselves to slavery in exchange for food and lodging. Those forced into slavery are considered to be under Questionable Acquisition in the Availability Table and is punishable where slavery is allowed, but regulated.

Salvage is a booming business, making junk dealers extremely common and a good alternative to the underground market or paying the full price for new items. However, without someone to repair or reconstruct the item, there are going to be quality issues affecting the item. Roll twice on the Quality Table. Whichever roll is higher is the unchangeable original market condition of the item. The lower roll is the current condition of the item.