In ACKS II, commerce isn’t just a background transaction; it is a mechanical pillar driven by the Market Class of a settlement. When your players roll into a high-tech, insular Sword and Planet city-state (a Jeddakate) looking to liquidate ancient artifacts, high-grade radium, or forbidden bio-serums, the transaction is governed by supply, legality, and the reach of the local ruler's secret police. This blog post picks up right from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - Skyship Construction & Combat
By modifying the baseline ACKS II mercantile engine, you can simulate a high-stakes, black-market tech trade.
1. Settlement Market Class & Availability
The size and economic output of a city-state dictate its Market Class (ranging from Class VI border outposts to Class I imperial capitals). This determines the baseline chance of finding a specialized buyer with enough liquid capital to purchase high-value ancient relics.
Because ancient technology is tightly controlled, use the standard ACKS II Monthly Market Demand caps, but apply a strict Legality Filter:
| Market Class | Example Settlement Type | Baseline Cash Cap | Tech-Buyer Availability |
| Class I | Imperial Radium-Citadel | 100,000+ gp | Automatically available; 1d4 rival syndicates. |
| Class II | Major Canal Hub City | 50,000 gp | 90% chance per week to locate a tech-fence. |
| Class III | Standard Oasis Trade City | 15,000 gp | 65% chance per week to locate a tech-fence. |
| Class IV | Fortified Border Outpost | 4,000 gp | 35% chance; likely an eccentric lone collector. |
| Class V/VI | Nomad Encampment / Mining Pit | 1,500 gp / 500 gp | 5% chance; bartering for basic supplies only. |
2. The Black Market Transaction Loop
Selling illicit or ancient tech requires a character (typically a Scoundrel or a face character with the Streetwise proficiency) to navigate the underworld. The transaction follows a three-step mechanical loop:
[1. Locate Fences] ──> [2. Law Enforcement Check] ──> [3. Price Negotiation]
Step 1: Sourcing a Tech-Fence
To find a black-market broker willing to handle forbidden technology, the character makes a Streetwise or Bureaucracy proficiency check.
Success: A buyer is located. Proceed to Step 2.
Failure: No buyer can safely be found this week. Trying again in the same month triggers an automatic law enforcement alert.
Step 2: Law Enforcement & Heat Check
Every city-state regulates ancient artifacts differently. Roll a Law Enforcement Throw based on the Jeddak’s local authoritarian grip:
| Legality Level | Example Tech Restricted | Law Enforcement Throw | Consequence of Failure |
| Open Trade | Radium ammo, standard blasters | None | Standard open market sale. |
| Restricted | Heavy ship weapons, medical serums | 14+ on 1d20 | Broker panics; demands a 20% bribe or tip-off. |
| Contraband | Atmospheric parts, AI cores, telepathic gear | 10+ on 1d20 | Raid! Imperial guards ambush the meeting. |
Characters with the Criminal Underground or On the Run class features can modify this throw by their relevant mechanical bonuses.
3. Black Market Price Modifiers
Once a safe transaction is secured, the final selling price is calculated using a base percentage of the relic's true item value, modified by the market's conditions.
Unlike standard ACKS II trade goods which fluctuate based on regional supply tables, black-market ancient technology is subject to a steep Risk & Desperation Modifier:
Baseline Market Percentage: A fence typically offers only 40% of the true item value upfront due to the risk of execution or asset seizure by the Jeddak.
Transaction Modifiers:
Seller has the Trading Proficiency: $+5\%$ to $+15\%$ (based on proficiency ranks).
The City-State is at War: $+20\%$ for functional weapons, ammunition, or sky-ship components.
The City-State is facing an Environmental Crisis (e.g., failing canals): $+40\%$ for atmospheric or water-condenser tech.
High Surveillance State (Thick Guard Presence): $-15\%$ (fences take a bigger cut to pay off inspectors).
Selling to a Direct Rival of the Ruling Jeddak: $+15\%$ value, but increases the Law Enforcement Threat throw by 4 points.
4. Laundering Tech Wealth into Domain XP
In ACKS II, characters gain Experience Points (XP) when gold is brought back to a safe haven and secured. However, black market gold is "dirty."
The Money Laundering Tax: To convert gold earned from forbidden tech sales into actionable Character XP, it must be funneled through legitimate fronts (bribing officials, falsifying sky-ship cargo manifests, or investing in legitimate local real estate).
The Cost: This process consumes 15% of the total gold earned. The remaining 85% is cleanly integrated into the character's personal treasury and safely awards its full face value in XP.
5. Sample Underworld Contact: "The Iron Broker"
If your players look for a fence in a Class II or Class III city-state, you can drop this ready-to-use NPC contact into your session:
Sola-Var , The Rust-Dealer
A cybernetically or biologically augmented former scientist who operates out of a subterranean scrap foundry beneath the city's hydroponic bays. He breathes through a clicking radium-filter mask and speaks in a low raspy whisper.
Underworld Grip: Controls the local tech-fence pipeline. He offers a flat 50% base value for ancient components (higher than standard fences due to his private network of rebel scientists), but he always demands a favor in return—such as a specific tech-piece from the players' next salvage run—before he will liquidate items worth more than 5,000 gp.
When dealing in forbidden radium-tech or ancient planetary relics, the transaction itself can be as lethal as a sky-ship broadside. In ACKS II, these complications can shift a routine commerce phase into a sudden tactical encounter or a domain-level political crisis.
Whenever your characters fail their Black Market Sourcing check, or if they roll a failure on their Law Enforcement Throw, roll $1d10$ on the table below to see how the deal unravels.
The Illicit Tech Transaction Complication Table
| 1d10 | Complication Event | Tactical & Campaign Consequence |
| 1 | The Imperial Sting The "wealthy rogue scholar" buying your gear is actually an undercover inspector for the ruling Jeddak's secret police. | The meeting location is instantly surrounded by $2d6+2$ elite city guards. The players must either surrender their contraband, pay an immediate 3,000 gp bribe, or fight their way out of a locked vault. |
| 2 | The Counterfeit Coinage The fence hands over heavy metal chests that look and weigh exactly like legitimate Barsoomian silver bullion. | A close inspection or an Alchemy check reveals the ingots are cheap, gold-washed lead. The fence's crew attempts to slip away into the crowded bazaar before the ruse is discovered. |
| 3 | The Radium Leak During the inspection of the goods, a vital container or fuel cell is dropped or mishandled by an anxious buyer. | The room is flooded with emerald radiation. Everyone present must immediately succeed on a Saving Throw vs. Poison or suffer $1d8$ damage and a permanent loss of 1 point of Constitution until cured by advanced medicine. |
| 4 | The Syndicate Hijack A rival criminal faction has tracked the players' salvage haul and decides to cut out the middleman entirely. | Midway through negotiations, $1d4+2$ masked raiders crash through the ceiling or doors wielding silenced blasters. They attempt to kill both the players and the fence to seize the cargo. |
| 5 | The Tracker Tag The transaction goes off flawlessly, and the players leave with a heavy chest of clean, legitimate gold. | The fence secretly slipped a short-range radio-beacon tag into the coin linings. Within 48 hours, a hunting pack of nomadic green-skinned mercenaries ambushes the players' camp or tracks them to their sky-ship hideout. |
| 6 | The Tracking Glitch The ancient relic the players are trying to sell unexpectedly activates its long-dormant internal power grid. | The device begins projecting a massive, blinding holographic map or emitting a low-frequency hum. This immediately alerts every city-guard patrol within five city blocks, turning the sale into a frantic race to escape. |
| 7 | The Bidding War Twist A second buyer unexpectedly interrupts the meeting, offering a massive 50% premium over the agreed price. | The catch: The new buyer is a known political terrorist or a mortal enemy of the local Jeddak. Accepting the deal nets immense wealth but automatically brands the players as enemies of the state across the entire sector. |
| 8 | The Poisoned Hospitality The fence welcomes the players warmly, offering sweet desert wine or traditional hallucinogenic pastes to "seal the contract." | The refreshments are laced with a heavy paralytic agent. The players must succeed on a Saving Throw vs. Death/Poison. On a failure, they wake up hours later in a desert ditch, stripped of both their technology and their personal weapons. |
| 9 | The Structural Collapse The underground black market bazaar or sewer vault chosen for the meeting is structurally unstable. | A sudden subterranean tremor or shifting sand dune causes a localized cave-in. The players must pass a Paralysis Saving Throw to dive clear of falling stone pillars, which risks trapping their sky-ship salvage beneath tons of red rock. |
| 10 | The Mastermind's Demand The fence turns out to be a direct agent of a powerful local crime lord or warlord who refuses to pay cash. | The crime lord demands the players hand over the ancient tech as a "tribute" or mandatory tax to operate in their territory. Refusing means the players' local domain or business fronts will face a coordinated Underworld Sabotage campaign next month. |
Running the Outcome
If a fight breaks out during an illicit deal inside an urban center, remember that ACKS II Urban Encounter rules dictate that city watch reinforcements arrive every $1d4$ rounds once an alarm is raised or blaster fire is heard. The players' primary goal shouldn't just be winning the shootout; it should be securing their heavy salvage and escaping over the city walls before the city gatehouses are locked down tightly.