|Pigs are cool.|
- Figure out the wealth level of your character, and then subtract 1. Our calculations are based on a lower level of wealth because if everyone could just wander around picking up objects and do so well enough to make a living, I think we might be in a post-scarcity society.
- Now let's examine contacts. If we have a particular object in mind for which we would like to scrounge, and we have a particular contact that lines up well with that need, we get a bonus to our scrounging if we want to use up our daily favor with that contact. More contacts means we can increase the value of our search further. 1 contact multiplies by 10, 2 contacts by 20, 3 contacts by 30, and so forth.
- A usage of the scrounging skill takes 1 hour. Calculate the hourly wage of the wealth level found in step 1 (that is, one level below your real wealth.) This can be easily done by looking up the monthly wage in Basic Set Campaigns p. 517, and dividing that by 160... assuming the "humane" 40 hour work week, 4 weeks a month with weekends off.
As an example, at TL3, the normal monthly wage is $700. If our wealth is average, then we look up the multiplier for struggling wealth, which makes this $350. That, divided by 160, rounded down, is $2.
- Roll against scrounging. You may use both a relevant survival skill and area knowledge skill (the area knowledge skill must be at town resolution to apply without penalty. Optionally, add bonuses for higher resolution and penalties for lower resolution in steps of +1 and -3 respectively.) as complementary skills to this roll. Find the margin of success for the scrounging roll.
- Multiply the margin of success times the multiplier from step 2 for the number of used contacts. Further multiply this by 10 and read as a percentage (eg, if we had margin of success 5, and used 2 contacts for a multiplier of 20x, we have a total of 5 x 20 x 10 = 1000%
- Take the value from step 3, the hourly wage and multiply it by this percentage. In our case, the result is $20. If the objective was to find an item, double the amount of money generated. If the item is far more expensive than you could hope to scrounge up, consider it a discount towards the purchase of the item that can be negotiated further. GM, consider applying the cheap modifier to the object to simulate a lovingly used or badly maintained find.