I'm fairly new to gurps and GTm having gotten into both recently at conventions. Anyway, I am a gamer, writer and designer, so it's invetiable I'd come up with a few rules ideas.
So, with no further ado, here is a new skill I've invented for GT that can be used in most gurps games.
The skill is called shopping.
Now, I'm serious. This is not like the 'merchant' skill, it is simply what it says, the skill of shopping around to get the best buys, the art of knowing what generic products are as good or better than more expensive name brands and in general getting the most out of your shopping credit, dollar or whatever.
Shopping is a MA skill, and in game terms it is mostly useful during campaigns. A successful shopping skill roll reduces your monthly cost of living by 2d%, a critical success reduced it by 4d as you find a great sale on something you normally use. A failure has no effect and a critical failure either adds 2d% to your expenses that month as you must replace some junk you bought as a bargain or, at the GM's discretion, take 1d damge from adefective or contaminated product. (That's why the caviar you picked up was so cheap!)
At character creation, a successful shopping roll adds 2d% to your starting funds thru careful purchases, a critical success adds 4d%. a failure has no effect and a critical failure means you bought a piece of junk thinking it was a bargain, and the item (GM's choice) will fail early on.
Shopping is a mundae skill that is failry realistic without being unbaslancing. note that some characters may not be allowed to use shopping at the GM's discretion. I.E. characters with high status can't be seen shopping at outlet and discount stores.
So, with no further ado, here is a new skill I've invented for GT that can be used in most gurps games.
The skill is called shopping.
Now, I'm serious. This is not like the 'merchant' skill, it is simply what it says, the skill of shopping around to get the best buys, the art of knowing what generic products are as good or better than more expensive name brands and in general getting the most out of your shopping credit, dollar or whatever.
Shopping is a MA skill, and in game terms it is mostly useful during campaigns. A successful shopping skill roll reduces your monthly cost of living by 2d%, a critical success reduced it by 4d as you find a great sale on something you normally use. A failure has no effect and a critical failure either adds 2d% to your expenses that month as you must replace some junk you bought as a bargain or, at the GM's discretion, take 1d damge from adefective or contaminated product. (That's why the caviar you picked up was so cheap!)
At character creation, a successful shopping roll adds 2d% to your starting funds thru careful purchases, a critical success adds 4d%. a failure has no effect and a critical failure means you bought a piece of junk thinking it was a bargain, and the item (GM's choice) will fail early on.
Shopping is a mundae skill that is failry realistic without being unbaslancing. note that some characters may not be allowed to use shopping at the GM's discretion. I.E. characters with high status can't be seen shopping at outlet and discount stores.