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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 D10s.
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 |
Austins
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 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 worlds surface.
Cargo is purchased by the ships 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 PCs 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
PCs 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.
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
GMs 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 |
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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