Commercial rules (trading and liners)

Feb 17, 2024 11:53 am
Buying and selling equipment and small amounts of resources is done using Trade and the usual skill check.

But to engage in speculative trading and buy or sell tons of resources, we will follow the rules outlined in Suns of Gold. There are trade tables and other tools for the GM there that I won't post here, but, for the players, the following steps are all that they are going to need if they ever try to win (or lose) some money with trading.
Feb 17, 2024 11:56 am
Basic concepts
A merchant’s group Expertise is simply the total of the group's best Trade skill, Connect skill, and the better of their Intelligence or Charisma modifiers.

The Connect modifier has two limitations:
1. It cannot exceed the group's best Trade skill;
2. If they have absolutely no previous contacts or trusted partners in the planet, they suffer a penalty of -1 to their Connect level, for a minimum of -2.

A group can pool their talents to use the best numbers available to them in each skill or attribute
, but this requires close cooperation and trust. Any member of such a group can easily cheat the others in ways almost impossible to prosecute under ordinary commercial codes.

Moreover if another player character that's not part of the group wants to Aid that trade, the player first describes what sort of action they are taking to help their comrades. They cannot use Trade or Connect skills to Aid. If the GM agrees that their effort makes sense and would be helpful, the player then rolls a relevant skill check against a difficulty determined by the GM. If it’s a success, the group gets a +1 temporary bonus on their Expertise. Multiple PCs can try to help, but a single transaction can’t earn more than a +1 total Aid bonus. NPCs cannot Aid.

Cargo is characterized by its Types, a set of descriptors attached to the specific load of goods. Types describe the most salient characteristics of the cargo- the fact that it is Postech, or Medical, or Agricultural, or Mineral, or Maltech, or Luxury, or so forth. A load of metawheat might be both Common and Agricultural, for example, while a shipment of spike-3 drive cores might be Rare and Postech. A cargo’s types influence its salability on a world. An industrial planet will be eager to buy Agricultural and Mineral inputs, for example, while a primitive farming backwater might pay dearly for Postech, or a decadent space station for Luxuries.

Every world has some measure of Friction, a score indicating how much of a far trader’s profit is going to be eaten up in taxes, extortion, payoffs, bribes, protest insurance, and obscure yet costly local customs. The higher the Friction, the harder it is to turn a profit as the locals siphon off more of the take. Friction usually ranges from 2 to 5 depending on the commercial friendliness of the world. Adventures and In Character actions can change the Friction of a specific trade.

Finally, every world also has a Trade table, a list of ten types of cargo that are often worth exporting, with their base (galactic) prices and local supply and demand modifiers. Other goods might be available at the GM’s discretion or as part of an adventure, but these ten goods are the ones most significant to interstellar traders. When a PC trader looks for something to buy, he rolls twice and the GM checks the trade table. The results indicates the two commodities with the best prices at the moment. If he doesn’t like either, he can push for more marginal deals, and reroll both dice. The Friction for that sale goes up by 1, however. He can repeat this process as often as he wishes, but each reroll bumps the Friction 1 point higher for that particular sale, as he starts cutting worse deals to get what he wants. A trader does not need to roll on the trade table when he is selling goods; only when he seeks to buy the local products. Finally, planets cannot supply an infinite amount of goods to a merchant. The GM has the rules and limits for that.

If the trader does decide to take the deal, the GM then rolls 1d10 to determine whether or not some Trouble has struck the bargain. Different worlds have different trouble thresholds; peaceful and trade-experienced planets might give trouble only on a 1 in 10, while a battlefield world ruled by rapacious warlords might have a 5 in 10 chance of difficulties. If it is equal or less than the trouble chance, then something unfortunate happens in the course of the bargain. Portions of the goods may be lost, Friction might spike for this particular deal, or the business might be delayed by some weeks. The troubles can be diced out with no great investment of player's time, but if the PC cannot stand to endure the loss a suitable adventure might reverse the charges.
Feb 17, 2024 12:08 pm
Making bargains
To find out how much it costs to buy or sell a load of goods the PC trader rolls 3d6. This roll is penalized by Friction and improved by the merchant’s Expertise. A Specialist (Trade) can reroll 1 or 2 of those dice, depending on his or her focus level. When the PCs are selling, Expertise is a positive modifier and Friction is negative. When buying, its the other way around.

Lastly, the roll is modified by any special supply and demand consideration for the type of goods being sold. Primitive worlds will sell raw industrial inputs cheaply, but they won’t pay much for them either. Such basic commodities would bring far less than they would claim at the forges of a busy industrial planet. Finding large amounts of high-tech goods on backward planets may not be possible at any price, while a load of cookware may not be worth the price it takes to store it on some pretech world. Planets may thus have modifiers, such as an industrial planet offering +2 for Mineral and Agricultural inputs, or -1 for the Postech products of its factories. Those supply and demand modifiers are shown in the planet's description, near its Trade table.

Either way, the GM will calculate all the modifiers and tell the PC to roll "3d6+3", for example.

Higher numbers represent more expensive itens (ex: 10% above galactic market for a 12), lower numbers represent cheaper / larger discounts (ex: 20% below for an 8). The GM will calcule the deal.

The price obtained by the roll is the best price the trader can find under current market conditions. If the PC wants to make a better deal, he’s going to need to wait at least a month or else conduct some less orthodox marketing maneuvers in order to find a buyer with deeper pockets or a seller with less onerous demands. Such activity will usually constitute an adventure.
Feb 19, 2024 12:07 pm
Freight and passengers
Starships may arrange to transport freight ("other people’s cargo") or paying passengers. The ship’s captain announces where his vessel is going next, usually posting the destination at the spaceport terminal and on the port’s computer network. Here are the Standard Rates*. All values are in Credits.

Please note that the GM can add "troubles and complications" (adventures) as part of those jobs. Troublesome passengers, pirates, hijackings, malfunctions, hazardous freight, medical emergencies, mutinies, random encounters with hostile or distressed ships, or large-scale problems – such as disasters or wars – are some of the possibilities.
Interplanetary
Interplanetary travel takes 48 hours (2 days), divided by the ship’s spike drive rating.

Type Standard rate*
Freight (per ton) 5
Freight (hazardous, per ton) 10
Passenger (regular, per ticket) 50
Passenger (luxury, per ticket) 400

Interstellar
All the following rates already include the necessary costs for take-off and/or leaving the gravity well and any intra-system travel before getting ready for jump.

Type Standard rate*
Freight (per ton) 15 + 30 per hex travelled
Freight (hazardous, per ton) 30 + 60 per hex travelled
Passenger (regular, per ticket) 150 + 300 per hex travelled
Passenger (luxury, per ticket) 1500 + 3000 per hex travelled

* Specific circunstances and/or negotiations can change those values. Those special cases are always roleplayed and handled as part of the adventure.

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