Buy and Sell Cargo
For the ship I have currently there is 27t of cargo space, and so will use Classic Traveller. If I get a ship with larger cargo holds I will go with MegaTraveller. I will also modify some of the trade classification DMs based on the planetary area (e.g. Rural, Colony, Military - see the Marlene Subsector page for details) you buy/sell from. Possibly simple a bonus if you are in an area that matches the type of goods. I will create this as I go; so far have:
Rural: equivalent to Ag trade code. Buying and selling in Rural is equivalent to Ag modifiers. Can only buy goods for first die roll 1 and 3 (using CT cargo tables).
If equipment is required, or needs to be sold, I will have to figure this out. I think buying is handled quite well on the flowchart - you don't always get the opportunity. Selling may be at at 40% of cost, +10% for broker or streetwise or equivalent.
Encounters are meeting groups of people. I am using the encounter table from MegaTraveller (almost the same as CT) and rolling for reaction as per CT.
I am randomly selecting a patron from the following 5 books: 76 Patrons, Patron Encounters, 21 Plots, 21 Plots Too and Planetside: 21 Plots and then using Rory's Story cubes to generate the action.
This gives a +1 to the next Cargo or Patron roll.
As you travel from one area to another, you may be detected and then must undergo an event. Based on Star Smuggler.
To be detected when entering a region.
Routine, (no caution, fateful)
Referee. Success indicates an event has occured. Roll on event table.
Entering using foot or commercial travel increases difficulty one level.
Using Ships Boats or Starships decreases difficulty one level.
Entering a space Station increases difficulty one level.
Entering Rough, craters, gas giant orbit or an asteroid belt increases difficulty by one level.
Entering a Military or Palace region decreases difficulty by one level.
DM +1 is TL11-12.
DM -1 if TL7-8.
DM +law level/5 (drop fractions)
31 Aug 2012 Note: Detection was determined using a 1d6 roll and a table very similar to Star Smuggler detection. Replaced on 31 Aug 2012 with a task based detection.
Events are special events that may occur. Following is the Events table I am using for the game. It is based on world areas. If detected, an event occurs. I will expand on the events as they are rolled, rather than start off with documenting in detail every event. Some are from the Solo flowchart, some are some Star Smuggler. I have not gone into specific events for each world (yet). Those underlined are expanded further down the page.
1 Hit by vehicle Customs
2 Held up Held up
3 Meet NPC Meet NPC
4 Legal encounter Sabotage/Theft
5 small time Gamble map - area no detect
6 illegal goods illegal goods
1 radioactivity etc hitman
2 damage suits high stakes gambling
3 find damaged goods meet NPC
4 find damaged robots rare goods offer
5 find damaged wpns small time gamble
6 attacked illegal goods
1 union roadblock trap
2 ind. Spy - buy/sell vehicle trap
3 anti-robot cult patrol attack
4 smoke etc vehicle attack
5 search office opp. search office opp.
6 buy indus. item opp. military buy secret
1 union roadblock trap
2 robot caravan royal party passes
3 paid companion can sell art, clothing etc
4 empty mine attempt arrest if stay
5 guards attack bribe palace contact
6 bulk goods offer bribe palace contact
1 transport fanatics vents, etc
2 social error wrecked equipment
3 asked for donation stumble on secret
4 roadblock animal encounter
5 animal encounter animal encounter
6 waste 1 day lost
1 bootlegger (buy) police arrest
2 robot caravan search lab
3 Meet NPC No event
4 map - area no detect smoke etc
5 animal encounter search lab
6 buy exotic foods buy/sell scient. item
1 Customs Customs
2 Held up Customs
3 Meet NPC Meet NPC
4 Customs Spy - buy/sell govt secret
5 bribe:area no detect bribe - area no detect
6 Held up bribe - area no detect
For space encounters, I use the MegaTraveller space encounters (roll for chance in the as per Encounters in the Referees Manual, and then the actual ships are found in the Imperial Encyclopedia.
(based on Star Smuggler).
If 4 or more in the party then this event is a pickpocket. Else two people try and hold you up and take all your money and possessions. If you decide to fight, roll for a routine surprise attack (with them as the attacker) at short range. One will have a pistol of the tech level, the other a rifle. To randomise credits lost roll 1d6 x 5 x social standing. To randomise replacing lost items if no specific items are associated with the character (weapons etc) then roll to see cost to replace items: 1d6 x 20 x social standing.
Pickpocketed: Roll 1d6/3 rounded down. This is how many of the party are pickpocketed. Roll randomly for the character. Items to the value of Cr1d6x100 are gone. If a character has a special item (gem, map, small pistol etc), then there is a 33% chance it was taken instead of monetary loss. To detect pickpocketer is a difficult task.
For the region the event occurred in, use Mongoose Traveller 760 Patrons to narrow down potential NPCs types (e.f. Rural region are Citizen 'patrons') and go with what is rolled. A lot of the patrons in 760 patrons are more events than patrons, so will try this out. And if it is a decent patron, then could start an adventure.
Ignore if you are not coming or going from off planet/station. Otherwise you are treated to a customs inspection. If you have a ship or vehicles, they will be searched. If there is any illegal or known stolen goods, they are found and confiscated. If any is wanted in this system, this is discovered (wanted in other systems is ignored) and the person is taken to jail and put through the justice system. Roll a 1d6 to see if duties need to be paid, determined by cargo type:
1 Any vehicles - d6*Cr100 per vehicle, including starships. Applicable to cargo and non-cargo.
2 Robots, electronic or mechanical parts (or 6x on the cargo table)- d6*Cr50 per robot and d6*Cr50 per ton
3 Any ores or minerals (2x on the cargo table) at d6*Cr10 per ton.
4 Fruit and Animal products (mostly 3x on cargo table) at d6*Cr10 per ton.
5 The party is being picked on - pay 1d6*Cr100 in unspecified duties.
6 Cargo impounded for a week; if no cargo, then treat as 5.
If you wish to fight your way out then there are the same number of inspectors as your party +1d6, and armed.
You may try a Difficult Bribery task but if failed, duties are multiplied by 5!
As an Optional action, you can search to hire someone.
To find someone worthy of hiring.
Routine, (no caution). 1 week.
-2 population less than 6
+2 in main area for that employee type (e.g. Navy character in a starport)
The potential employee is also limited by the area you are in e.g. No Naval personnel in Rural areas. I'll build this up as I do it.
Success give someone with a least skill level 1.
Exceptional success (+3 or more) has someone with at least skill level 3.
Referee. Must preselect the type of employee looking for from the table below.
3 January 2013 Note: Hireling was a 2d6 roll with roll low good, now converted to a MT task roll.
These are the types of employees that may want to be hired. The list is not complete. It loosely maps skills looking for to character types (numbered - see list below) so I can randomly use 1001 Characters to get someone.
Bodyguard: 2, 3, 7, 14, 15, 16, 18
Pilot: 1, 4, 13, 14, 15
Ship's boat: 1, 2, 4, 5, 13
Ship engineer: 1, 4, 13, 14, 15, possibly 2
Mechanic: 2, 3, 5, 6
Steward: 13, possibly 1
Ships Gunner: 1, 2, 4, 13, 14, 15
Vehicle Driver: 3, 7, 16, 17, possibly 2, 5, 8, 9, 10, 11
Medic: 8, possibly 1, 2, 3, 4,13, 14, 15
[others added as I need them]
For reference, the list of MegaTraveller character types (and CT equivalent if required for 1001 Characters and Citizens of the Imperium for random selection).
- Sailors (Surface Navy)
- Law Enforcers (no equivalent in CT)
I am building this as I go.
Personal expenses as per MgT, based on social standing.
Berthing fees - Cr150 first week, Cr150 per day thereafter.
Staterooms: Cr2000 per person per occupied stateroom.
Fuel: Cr500 refined per ton, Cr100 unrefined per ton.
Every 4 weeks
Starship maintenance: Not at Home is Cr6000 +1d6x1000. d6 = double (ie. 24,000). Labour excluded.
Annual maintenance: Not at Home is Cr20,000. Labour excluded.
Planetary Events: I am using the table from T4 Pocket Empires, roll monthly for a chance (10+ on 2d6) of a planetary event in the subsector.