The Effects of Availability in Cyberpunk 2020

The Effects of Availability in Cyberpunk 2020

Author: David KNIGHTHAWK Simpson <>

Cost as Modified by Availability

Simple economics, supply and demand. When the supply is low, and the demand is high, the price goes up. When the supply is high, and the demand is low, the price drops. The closer these get to each other, the closer the price gets to “normal” (book price for gaming purposes). Ever found it weird, maybe even irritating, how players can buy 5 grenades for the price of one good handgun? Anything about that seem wrong to you? It should. Sure they are one shot weapons of destruction, but one grenade can cause more damage than a bullet, and sometimes more than a fully loaded gun. But at only 30 eb a pop, even teeny-boppers could afford these destructive little explosives (taking into account, of course, they can get a hold of a dealer in the first place), and you thought that school shootings were bad.

The fact something saying poor or rare availability never seems to factor into anything (excellent and common are usually left alone, unless common sense screams at you to do otherwise). To help illustrate this, I’ve come up with a system for availability resolution, Streetwise (or Streetdeal) checks! Resource can be used by corporates if trying to aquire the item through the company or “official” means. Poor availability items are aquired on average to difficult rolls, and rare are gained on difficult to nearly impossible rolls.


E 75% – List Price no roll
C 90% – 120% average (worst case)
P 200% – 250% average – difficult
R 300% – 400% and or “hidden” costs difficult – nearly impossible

This should help curb (or balance) your players’ cravings for 40 kilos of C-6.

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