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Cargos for Free Traders

The following system has been designed to generate cargoes, freight, and passengers for starships in 2300 AD. All rolls are conducted on using D10’s.

Source World Details

The first step in determining what is available to the enterprising free trader is to determine what type of world the character is on. The following is a list of worlds in the 2300 AD universe. Each planet has been identified as one of the following types: Agricultural (Ag), Industrial(Ind), Mining(Min), High Population(Hp), Low Population(Lp), or Outpost(Op).

Planet

Type

Sol

Hp

Tirane

Hp

Nibelungen

Ind

Beowulf

Ag

Kimanjano

Ind

Beta Canum Veniticorum

Ag

Crater

Min

Joi

Ag

Kie Yuma

Ind

Adlerhorst

Ag

Nous Voila

Ag

Dunkelheim

Ind

Hochaden

Ind

Aurore

Lp

Cold Mountain

Ind

Daikoku

Ag

Syuhlahm

Ind

Heidelsheimat

Ag

Chengdu

Ind

Doris

Ind

Kwantung

Ind

Dokou

Min

Monana

Min

Austin’s World

Ag

King

Ind

Hermes

Ind

Ellis

Ag

Botany Bay

Ind

Once you have determined the world type, then the captain may roll for available passengers.

Passenger Table

World Type Number of Passengers Available
Ag

2D-1D

Ind

3D-2D

Min

2D-2D

Hp

4D

Lp

1D-2

Op

1D-1D

Passengers will pay approximately Lv100 per light year traveled on small vessels. Luxury vessels may charge up to Lv500 per light year, but most characters will not own or operate such vessels.

The Universal Interesting Passenger and Passenger-Related Events Table

 

 

This table generates "quirks" for passengers.  For each 10 passengers
seeking  travel, roll a d10.  On a 2 or 3, there will be a "quirk"- roll once on
the table below.  On a 1, there will be 2 quirks. 

All rolls are to be made in secret by the GM, who may substitute his own
choice for any die roll, and his own creation for any "quirk" listed.

Not all of these "quirks" offer any real problem to the running of the
ship, but a passenger ship's reputation affects how much it can charge,
and that reputation is built on how well the ship's staff responds to...
quirks.

Roll

Quirk

01

One passenger is carrying valuables, or secrets... another will try
to steal them.

02-03

Passengers include one mischevious and very clever child.
Trouble ensues.

04-05

Trouble in bunches- one passenger is a single or unaccompanied
parent or gaurdian, and has a veritable swarm (4+) of children in tow!
06 Clearly a suspicious character, the shifty eyes, the way he or she
watches everything around, and turns up in odd places at odd hours- but
it's a red herring, this passenger is perfectly innocent.
07 Whoever's handling the cooking outdoes himself, or herself, or has
otherwise done something dreadful.  The chef, or head steward, or
whoever bought those pre-packaged rations  must make a task roll- upon
success, he or she is congratulated by the passengers, improving the
ship's reputation.  Failure, of course, harms the reputation.
08 Passengers include an eccentric artist, who makes bizarre requests
of the crew, accuses other passengers of disturbing his/her stream of
concsiousness, and insists on using an important space as a studio
during the voyage, to produce a work that "simply cannot wait"
09-11   One passenger is very elderly or otherwise infirm, and needs
special assistance.
12 A passenger is a celebrity, (70%) or VIP (30%) travelling incognito.
13-14 A passenger is a celebrity, (70%) or VIP (30%) travelling openly,
fully expecting to be catered to and being the center of attention.
15 One or more passengers has a rare disease which won't become evident
for several days.  If the passenger is thoroughly examined beforehand,
this will probably be detected
16-17 A clumsy passenger trips, falls and is injured
18-19 One or more passengers is loud, fussy, demanding, and very
wealthy.
20-21 A group of passengers celebrates their first trip with a party.
Vasts amounts of legal (80%) and possibly illegal (20%) of mind altering
chemicals are consumed.
22-23 A passenger vomits in an inconvenient place.
24 A passenger has lost something small and very valuable, and insists
the whole ship be searched thoroughly.
25 A would be passenger has money for neither passage nor the cargo
space he or she requests, but offers to split the profit to made on this
valuable cargo with the crew, certain that it will bring in a bundle
when sold at the end of the journey.
26 A journalist or writer either (50%) insists on documenting, filming,
etc, all the goings on aboard, or otherwise does so secretly.  For good
or ill, the events of this voyage will greatly affect the ship's
reputation.
27 Newlyweds are travelling on their honeymoon.  They are like two
perfect lovebirds- until they have a terrible, emotional argument over
something and insist the captain settle it for them.
28 A passenger commits or attempts suicide (40%)or A passenger commits
or attempts murder, setting it up to look like a suicide (30%)or a
passenger dies of natural causes during the trip
29 Something exotic but innocuous thing brought aboard by a passenger
provokes an allergic reaction in a character.
30 A passenger is a criminal travelling under an alias, (50%) or a
inspector from a government agency or insurance company
31-32 A passenger's error results in a plumbing problem
33 A passenger or group of passengers requests a special diet to
meet their religous or nutritional needs
34-35 Passengers belong to a religious sect that insists on some sort of
ritual before each departure
36 One passenger neglects personal hygiene consistently, and others
complain
37 A wealthy and condescending passenger makes frequent requests for
favors, then tips crew members when the favors are done.
38-39 What do they say about birds of a feather?  Roll again to determine
a quirk, but now there are 2-10 people with the same quirk.
40 Beware the ides of March!  Passenger begins making "psychic
predictions", typically of impending doom.  50% likely to begin before
the voyage, 50% likely to begin during the voyage.
41 The passenger is a legal activist, who will file a lawsuit after the
voyage if he or she feels the crew has "violated the rights" of any
passengers- or even low level crew members!
42 Thrilled to bits to be on a ship and fascinated with ships in
general, this passenger follows crew members everywhere, asking lots of
questions and being annoying.
43 Passenger steals a "souvenier" from the ship.
44-45 An alarm goes off- its a minor thing, or a glitch, but it causes
absolute panic.
46 This self obsessed and endlessly talkative passenger will bore
anyone unfortunate enough to be cornered into listening to his/her
stories.  But, survive the monotony long enough, and there's a few gems
of knowledge there.
47 Passenger is a "regular" traveller who makes this trip
frequently- repeat business is assured if he/she is well treated.
48-49 The passenger is a child, at first seemingly too young to be
travelling alone, but proves intelligent and competent enough.
50 This passenger is extremely skittish, jittery, some would say
paranoid, always assumes  the worst, and will panic at any hint of trouble.   He/She might even launch a lifeboat.
51 A first time passenger freaks out, even if there is no sign of any
trouble, being affected by the confining conditions aboard ship.  Once
past that, this person is Okay.
52 Disappointed with the bland look of his/her quarters, this passenger
decides to decorate.
53 Some people just have no knack for gadgetry- this passenger just
can't seem to get anything aboard to work right- doors, fixtures, etc,
and needs frequent help.
54-55 A medical problem- appendicitis, heart attack, impacted wisdom
tooth or something else, occurs to a passenger during the trip.
56 The baggage of two passengers becomes intermingled and confused.
57 A mouse or other small pest is seen aboard ship
58 A passenger is an old friend/associate/relative of a crew member,
and they haven't seen each other in years.
59 A verbose, self-impressed passenger, "was something of a starship
engineer myself, once" has plenty of suggestions for how to improve
things.  Most are ridiculous, some are obvious but not within budget or
have other clear impracticalities, and one or a few are actually
valuable ideas.
60 This would be passenger has no money to pay the fare, but wants
to "work passage" offering some service in trade.
61-62 This passenger is in similar straits to #45 above, but even more
desperate, and doesn't think to offer any services; but does have a
tear-jerking story.  If work is demanded in trade, it is 50% likely that
this poor individual has no useful abilities at all.
63-64 The identity claimed and the documents carried by this passenger are
fake, but no ill intent or evil schemes are planned.  This person just
has private reasons for pretending to be someone else.
65 One of the passengers is an undercover law enforcement officer or
spy- and it's 35% likely that they have a "professional interest" in one
of the other passengers.
66 This passenger is a professional entertainer, not a superstar but
reasonably competent and known.  Even if not asked, he or she will
become a center of attention and entertain the crew and passengers.  25% chance of this person being just Awful, and annoying more than
entertaining.
67 Where did that come from?  When all the passengers' baggage has been
offloaded, there is one case left over- that didn't belong to anyone!
68 Each day, for 3-5 days straight, there is a puddle of water in the
same place- floating drops of water in a ship with no gravity- and nary
a clue as to how it got there.
69 This passenger is travelling with a pet- nothing rare or weird, but
a beloved animal he or she treats as almost human and is never seperated from it.
70 One of the passengers is a teenage runaway getting as far from home
as possible.  He or she will pretend to be older than actual age. 
71 A passenger is facing a special occassion- birthday, anniversary,
retirement, expiration of statute of limitations, whatever.  Another
passenger asks the crew to do something "special"
72-74 One passenger aims to pass the entire trip in perpetual inebriation,
being, more than anything else, a source of embarrassment and an
irritant.
75 A passenger is a scientist, and realising he or she is on the verge
of something really important, (probably only to the scientist and
peers) begs for use of the ship's computer.  If granted, the scientist
will end up using so much of the computer's capability that it begins to
interfere with other operations.
76 Lost and confused, this passenger wanders somewhere passengers
shouldn't go, and touches something passengers shouldn't touch.
77   For no apparent reason, the smell of either the air or water is
"off" and it annoys the passengers.
78 This passenger has an important issue to be resolved right away- but
speaks no language anyone in the crew can translate.
79 This passenger belongs to an organization, foundation, company, etc,
that sends a lot of people on such voyages, and he or she lets the crew
know, of course.
80 Among the passengers is a retired, vacationing, on sabatical, or
otherwise currently unemployed ship's engineer, or other such
professional.
81 A passenger is travelling with a rare and exotic pet
82 This voyage makes an impression on this one- assuming the voyage
went well, the head steward (or other individual having the most
interaction with the passsengers) must make a task roll, and success
means the passenger is overjoyed with the experience, and plans future
voyages on the spot, and is even willing to pay premium prices.  If the
voyage was bad, there is the same task roll, but this time, success
means that this otherwise irate passenger was mollified, and won't sue.
If the roll is failed, any offer to refund at least 1/2 the ticket price
has a 50% chance or preventing a lawsuit.
83 This passenger makes frequent trips to the ship's doctor, demanding
treatment for minor, even non-existent conditions.
84 A highly narcissistic passenger is terrified that shipboard
conditions detract from his or her appearance.
85   Inexplicably, this passenger has gotten onto the wrong ship- or, the
ship isn't going where he or she thought it was. 
86 Departure time is near, and one passenger, whose baggage is loaded
and ticket paid for, is missing.  This person has run into an
unavoidable delay, and will show up
87   Someone wants to move an item of cargo so valuable that it is
brought aboard almost as if it was a passenger itself, and 1-3 persons
will escort it, seeing to its safety.
88   A dedicated, commission earning professional salesman has come
aboard and sees passengers and crew as a captive audience.
89-90   This passenger's garb is one or more of the following:
Outlandish, shocking, provocative, absurd, nonexistent, in relation to
the cultural standards of the crew and/or other passengers.
91 Opportunity knocks. This particular passenger will be non-descript
during a voyage, but if suitably impressed with the crew's competence,
will make a very lucrative offer upon the journey's end.
92 An otherwise innocent passenger has been used as a "mule" by
criminals- or perhaps secret agents- unknowingly smuggling something.
93 A diplomat is among the passengers.  He or she proceeds to get
thoroughly and blissfully intoxicated on board, then says something that
really, really, shouldn't have been said.
94 A nefarious individual wants passage- and cargo space for something illegal.  He/She is willing to pay extra to move the contraband.
95-96   A passenger has a VERY major beef with another passenger- there is a 25% chance of this getting violent if left to escalate.
97   While preparation is being made for departure, an extreme VIP wants
to charter the ship for a different destination- and will use either
carrots or sticks to get his or her way.
98 A potential passenger wants to charter ALL of a ship's passenger
capability- but wants a discounted rate.
99 The obviously pregnant female passenger was CERTAIN the delivery
date would be safely past the end of the voyage...but there's a 50%
chance she was mistaken.
100 They let this one out of the asylum- roll THREE other "quirks"- and
they all apply to this ONE passenger!

 

Freight and Cargo

 

Freight consists of paid shipments of goods. Most small vessels may not find freight hauling profitable in the long run. Freight prices average about Lv5 per ton per light year. for most goods, but actual weight, size, and urgency may alter these prices up to Lv20 per ton per light year. Interface costs for freight are always handled by the freight owners if the starship can not land on a world’s surface.

Cargo is purchased by the ship’s operators and sold at their destination world. Remember that interface costs will be paid by the ship for cargos that must be lifted to orbit or taken to a planetary surface.

Interface Cost Tables

From Orbit

Interface Method Cost per ton
Bean Stalk Lv500
Catapult Lv500
Shuttle/Rocket Lv3000
Spaceplane Lv2000

 

To Surface

Interface Method Cost per ton
Bean Stalk Lv50
Lifting Body Lv200
Shuttle Lv300
Spaceplane Lv200
Deadfall/Parachute Lv50

 

Determine the available lots from the table below. Roll once in each category. To determine the size of each lot, by rolling according to the Lot Size information.

 

Available Cargo and Freight Lots

World Type Major Minor Incidental
Agricultural 1d+4 1d+3 1d-3
Industrial 1d+5 1d+4 1d-3
Mining 1d-2 1d-1 -
High Population 1d+6 1d+7 1d
Low Population 1d-4 1d-4 -
Outpost 1d-5 1d-5 -

 

Lot Sizes

Type Roll
Major Cargos 1d+10
Minor Cargos 1d+5
Incidental Cargos 1d

 

Lot size is in tons (1000Kg). To convert this to displacement, multiply by 14 to get cubic meters.

 

Cargo Prices

Now that you have determined how much cargo is available to a ship, the PC’s will need to know how much it will cost to purchase the cargo. The following tables will allow you to randomly generate cargo prices per ton, especially if it is not a preplanned cargo.

Roll Value Per Ton

1

Lv 100

2

Lv150

3

Lv250

4

Lv500

5

Lv750

6

Lv1000

7

Lv1500

8

Lv2000

9

Lv3000

10

Lv4000

 

Once the cost per ton of a given cargo is determined, then consult the actual value table below. This will determine the actual amount that the PC’s will pay for the cargo, if they can afford it.

  

Roll

Percentage

1

30%

2

40%

3

50%

4

60%

5

70%

6

80%

7

90%

8

100%

9

110%

10

120%

11

130%

12

170%

13

200%

14

300%

15

400%

 

DMs: -1/2 of Trader Skill. Bargaining skill can be used as follows. Reducing Price of Cargo, Bargaining, Difficult, Instant. Success allows –1/2 of Bargaining skill. Any failure results in +1/2 of Bargaining skill. Maximum DM is –4.

CARGO CONTENTS

What is in those crates? Often, it adds much needed flavor to the game if the GM can be fairly specific about what the cargo actually is. The next section covers how to generate the specifics of each lot of cargo or freight. Each world type has its own table with which to generate cargo details

 

Agricultural Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources(organic)

3

Natural Resources(organic)

4

Natural Resources(organic)

5

Natural Resources(organic)

6

Processed Resources(organic)

7

Processed Resources(organic)

8

Manufactured Goods

9

Information

10

Novelties

Industrial Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources

3

Processed Resources

4

Processed Resources

5

Processed Resources

6

Manufactured Goods

7

Manufactured Goods

8

Manufactured Goods

9

Information

10

Novelties

 

Mining Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources

3

Natural Resources

4

Natural Resources

5

Natural Resources

6

Processed Resources

7

Processed Resources

8

Manufactured Goods

9

Information

10

Novelties

 

High Population Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources

3

Processed Resources

4

Processed Resources

5

Processed Resources

6

Information

7

Information

8

Information

9

Information

10

Novelties

 

Low Population Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources

3

Natural Resources

4

Natural Resources

5

Natural Resources

6

Processed Resources

7

Processed Resources

8

Manufactured Goods

9

Information

10

Novelties

 

Outpost Goods

Die

Trade Good Category

1

Natural Resources

2

Natural Resources

3

Natural Resources

4

Natural Resources

5

Natural Resources

6

Natural Resources

7

Natural Resources

8

Processed Resources

9

Information

10

Novelties

 

Nature of Cargoes and Freight

Complications

Cargos and freight are not always easy to handle. At the GM’s descretion, the following cargos can be of several types, Corrosive, Flammable, Explosive, Radioactive, Perishable, or Fragile. Be creative

 

Explanations

The following are more detailed descriptions of the possible cargoes found on each world type table. These can be used randomly or assigned as needed.


Natural Resource Cargoes

Roll Trade Goods
2 Ferrous Metal Ore
3 Ferrous Metal Ore
4 Nonmetal Ore
5 Radioactive Ore
6 Nonferrous Ore
7 Raw Crystals
8 Raw Precious Gems
9 Nitrogen Compounds
10 Raw Hydrocarbons
11 Plants (wood)
12 Plants (bales)
13 Plants (fibers)
14 Plants (herbs)
15 Wild Plants (living)
16 Food Plants (living)
17 Animals (living)
18 Livestock (living)
19 Rare Plants (living)
20 Rare Animals (living)

Processed Resources

Roll Trade Goods
2 Composites
3 Composites
4 Special Alloys
5 Special Alloys
6 Precious Metals
7 Crystals
8 Radioactives
9 Radioactives
10 Rare Earths
11 Isotopes
12 Foodstuffs
13 Foodstuffs
14 Petrochemicals
15 Textiles
16 Textiles
17 Explosives
18 Polymers
19 Fertilizers
20 Fertilizers

 

Manufactured Resources

Roll Trade Goods
2 Pharmaceuticals
3 Spice
4 Gourmet Food
5 Alcoholic Beverage
6 Nonalcoholic Beverage
7 Consumable Teas
8 Exotic Fluids
9 Aromatics
10 Clothing
11 Protective Gear
12 Weapons
13 Electronic Parts
14 High-Tech Parts
15 Tools
16 Vehicles
17 Vehicles
18 Entertainment Equipment
19 Computers
20 Robots

Information

Roll Trade Goods
2 Writings (paper)
3 2-D Still Pictures
4 Computer Software
5 Computer Software
6 Robotic Software
7 Robotic Software
8 Starship Software
9 Starship Software
10 Artistic Images
11 Audio Recordings
12 3-D Video Recordings
13 3-D Video Recordings
14 Raw Data (paper)
15 Raw Data (data chips)
16 Mineral Samples
17 Mineral Samples
18 Biosamples
19 Records (paper)
20 Records (data chips)

 

Novelties

Roll

Trade Good

1 New Natural Resources
2 New Processed Resources
3 New Manufactored Goods
4 New Information
5 Natural Curiosities
6 Sung Artifacts
7 Pentapod Manufactored Goods
8 Eber Artifacts
9 Living Creatures
10 Counterfeit knock-offs

 

Sale Price of Cargo

When a ship arrives in a new system, it is usually time to sell any cargo. If no characters have Trader skill, then they may have to hire a broker to sell their cargo for them. If a broker is used, ½ his skill levels are added as a modifier to the sale price roll. For each level his skill increases the sale price, the broker is paid 2.5% of the final price. A player may apply +1/2 of his Trader skill as a modifier on the sale price roll, with a +4 Maximum modifier.

Sale Price

Roll

Percentage

1

30%

2

40%

3

50%

4

60%

5

70%

6

80%

7

90%

8

100%

9

110%

10

120%

11

130%

12

170%

13

200%

14

300%

15

400%

This percentage is applied to the actual value of the cargo as determined in the first part of these guidelines plus any interface costs. Only one sale attempt may be made per week.

 

 

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Copyright © 1998,1999, 2000 by the  2300 AD Collective
Last modified: Sunday, March 12, 2000 06:52 PM