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Trade

Any region of inhabited space is a hotbed fro merhant activity. No colony is truly self−sufficient, and luxury
items are in demand even when the necessities are abundant. The following rules are useful for quick
resolution of trading activities. Often times the result of a trade can be determined with a single die roll.

Several kinds of cargo are commonly traded. Each settlement has its own supply and demand system, some
items will have no value whatsoever while others will be prized above all others. By learning these economic
models, a merchant can make a great profit.

All of the following commodities have a base value, which is per standard cargo unit (cubic meter.) If two
values are listed, the second value is for a cargo unit in a self−contained module, which costs more but is
sold at the standard price. Some freighters have special cargo holds adapted for carrying these things. The
listing for the commodity has an abbreviation for the trade good, to make keeping track of the items easier.

Each settlement will have between six and fifteen items that are listed. These items will have a rarity code
attached to them which indicates their relative worth. The rarity chart below will show what the symbols
mean. It is useful for the GM to keep track of the commodities available at each system. If the PCs buy or sell
too much of one item to a system, the market should react accordingly by adjusting its supply and demand
levels. This dynamic control of the campaign is what seperates an OK rules judge from a great Game Master.

When a trader wants to buy or sell an item, he must first find a business, usually at a trading post. Use of
Streetwise or similar skills with a modifier befitting the settlement will determine if one can be found and his
beginning disposition. The result on the Locating Business chart will give a base modifier to trading rolls with
the merchant. If a business was not found or a different one is desired, the team can try again the next day
with a cumulative 1 step penalty.

Interaction−bargain is used in setting a price for a given item. The trader (usually a PC) decides what price he
would like to pay or receive for the item in question. Every ten percent higher (when selling) or lower (when
buying) adds a 1 step penalty, while reducing (when selling) or raising (when buying) adds a 1 step bonus.
Other factors, like having a large quantity of the same item (1 step bonus per 25 cargo units) will help as well.
Finally, the negotiators' willpower resistance modifiers help greatly. There may also be modifiers carried over
from the previous trade.

One roll is made, with the modifiers dictated from the various methods above. Consult the Trade Result table
below to determine the outcome. If a critical failure is rolled, the exchange not only fails, but the trader is
expelled from the business and no further trades will be possible with this business.

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Trading System Tables
RARITY CHART

− No value none
C Common −25%
U Uncommon listed
R Rare +25%
L Luxury +50%

LOCATING BUSINESS

Critical none n/a


Marginal surly +2
Ordinary civil +1
Good friendly −1
Amazing delighted −3

TRADE MODIFIERS

Business Modifier see above


Price (per 10%) +/− 1
Large Quantity −1
Willpower resistance modifier

TRADE RESULT

Critical failed "get out!"


Failure failed +1
Ordinary success no mods
Good success −1
Amazing success −3

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Trade Goods

Animals, Common AnCm C$ 50


requires life support

Animals, Livestock AnLv C$ 100


requires life support
Animals, Exotic AnEx C$ 200 requires life support
Animal Products AnPr C$ 40
Art Art C$ 500
Building Supplies Bldg C$ 325
Chemicals, Inert ChIn C$ 100 / 200
Chemicals, Hazardous ChHz C$ 600 / 1000 explosive
Computers Comp C$ 1425
Electronics Elec C$ 225
Entertainment Goods EntG C$ 300
Fruits and Vegetables FrVg C$ 75
Gas, Inert GsIn C$ 60 / 100
Gas, Explosive GsEx C$ 150 / 500 explosive
Gas, Toxic GsTx C$ 200 / 500 very dangerous
Grain Grn C$ 25
Machinery, Light McLt C$ 1500 buy in units of 2
Machinery, Heavy McHv C$ 3500 buy in units of 5
Medical Supplies MdRx C$ 2000 sometimes illegal
Munitions Ammo C$ 500 explosive
Ore, Common OreC C$ 35
Ore, Rare OreR C$ 125
Plastics Plst C$ 65
Cybernetic Components Cybr C$ 275
Radioactives Rad C$ 215 very dangerous

RMC C$ 50
Refined Metal, Common
Refined Metal, Rare RMR C$ 200
Spices Spc C$ 185 sometimes illegal
Textiles Txtl C$ 55
Vehicles, Air VhAr C$ 2000 buy in units of 4
Vehicles, Ground VhGr C$ 500 buy in units of 2
Vehicles, Military VhMl C$ 5000 buy in units of 6
Water H20 C$ 60 / 100
Weapons Wpns C$ 1000 explosive
Alcohol Alco C$ 200 explosive

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Clothing Clth C$ 85
Contraband Ctrb C$ 300 sometimes illegal
Leather Goods LtGd C$ 95
Lubricants Lube C$ 70
Rubber Rbbr C$ 50
Terraforming Products Trfm C$ 1750 buy in units of 3
Starship Parts StPt C$ 3500

Special Notes are explained here:

• Explosive: these items have a chance of further damaging a ship that they are in if it becomes
damaged. Every time the cargo compartment is wounded, roll against a target of 8/4/2. Ordinary will
inflict d4s points, Good will deal d6+1w, and Amazing will do 2d4+1w damage. Armor can not be
used to reduce this damage.
• Sometimes Illegal: in certain systems these items are illegal. It takes a success in law to determine if
the products will cause the carriers to serve some form of punishment if they are recovered on board.
• Buy in Units of xxxx: some items are so large that they must be bought in larger units. The cost is still
based on each cargo unit, so ground vehicles, having a minimum requirement of 2, will cost C$ 1000
per vehicle unit, which takes up two cargo spaces.
• Very Dangerous: something about this product is hazardous if released. If the compartment
containing the cargo is wounded, at least one of the containers has ruptured, rendering the cargo
hold inhospitable until it is contained or dumped.
• Requires Life Support: usually for living beings, there must be a continuous life support to the
compartment or the cargo will be rendered worthless.

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