334 Cepheus — Part 8: Trade & Economy
Design Philosophy
Trade in 334 Cepheus is not a slot machine. It is legwork, leverage, and luck in that order. A merchant captain who lands blind and rolls dice is a gambler. One who spends a week drinking with dockworkers, bribing customs clerks, and scanning market feeds is a professional. The dice still matter—but they reward preparation, not replace it.
The Economic Loop
A ship needs three things to stay flying:
- Fuel (per jump)
- Maintenance (monthly)
- Crew (monthly)
These are fixed costs. Everything else—profit, debt, upgrades, bribes—is variable. A typical crew must earn Cr 50,000–200,000 per month to break even, depending on ship and lifestyle.
The Referee should choose the economic pressure at campaign start:
| Tone | Ship Status | Monthly Pressure |
|---|---|---|
| Struggling | Mortgaged at the optional harsh rate, 1/240 after 20% down | High. Every jump must pay. |
| Balanced | Mortgaged at the default, 1/300 of ship cost | Moderate. Trade covers costs; adventure covers profit. |
| Established | Owned, but needs repairs | Low. The ship is home; adventures drive the story. |
| Independent | Owned, maintained, funded | Minimal. The crew works because they choose to. |
Owned, needs repairs. The ship is paid off. It starts at 75% Hull, and one non-weapon system is disabled (roll 1D6 on the Part 7 Critical table; reroll Weapons and Crew/Fuel). Tasks that use the disabled system suffer Bane. Clearing the neglect costs 10% of the ship's cost in parts and 1D6 weeks at a Class C or better starport, or the crew may pay the Part 7 repair prices system by system. Until that work is done, the ship is home and also a job.
Trade Legwork
Before buying speculative cargo, a crew may gather Trade Intelligence. This requires 1–7 days in-system before departure, and at least one character performing legwork.
Legwork Methods:
| Method | Skill | Time | Cost | Effect |
|---|---|---|---|---|
| Dockside Rumors | Streetwise | 1 day | Cr 100 (drinks) | Reveal 1 random high-demand good at destination. |
| Market Analysis | Broker | 2 days | Cr 200 (data fees) | Reveal actual demand for 1 specific good you name. |
| Customs Bribery | Carousing | 2 days | Cr 500 | Reveal 1 illegal good in demand; +1 DM to smuggling checks. |
| Corporate Espionage | Computer | 3 days | Cr 1,000 (tools) | Reveal 1D3 goods with guaranteed demand; may gain an Enemy. |
| Underworld Contacts | Streetwise or Carousing | 1 week | Cr 500 + favor owed | Reveal 1 illegal good + 1 random good; contact expects repayment. |
Intelligence Quality: For each piece of intelligence, roll 2D6 + Broker skill to determine reliability:
| Result | Quality |
|---|---|
| 2–5 | Rumor. 50% accurate. Roll 1D6: 1–3 = false, 4–6 = true. |
| 6–8 | Reliable. Accurate, but others know it too. −1 DM to Broker at destination (market flooded). |
| 9–11 | Solid. Accurate. No modifiers. |
| 12+ | Exclusive. Accurate, and you're first. +2 DM to Broker at destination. |
Speculative Trade
Buying Cargo
When purchasing speculative cargo, the Broker makes a Broker 8+ roll, modified by:
- Legwork intelligence (+1 to +2 DM if accurate)
- Local market conditions (Referee discretion)
- Quantity purchased (−1 DM per 10 tons beyond the first 10)
Effect determines purchase price multiplier:
| Effect | Purchase Price |
|---|---|
| Exceptional Failure (−6+) | 200% (you've been scammed) |
| Failure (−5 to −1) | 150% |
| Marginal Failure (−1) | 125% |
| Marginal Success (0–2) | 100% |
| Success (3–5) | 75% |
| Exceptional Success (6+) | 50% |
Base Cargo Prices (per ton):
| Trade Good | Base Price (Cr) | Typical Source | Typical Demand |
|---|---|---|---|
| Basic Electronics | 10,000 | Industrial, High-Tech | Agricultural, Low-Tech |
| Basic Machine Parts | 10,000 | Industrial | All |
| Basic Manufactured Goods | 20,000 | Industrial, High-Tech | Frontier, Low-Tech |
| Basic Raw Materials | 5,000 | Asteroid, Desert, Agricultural | Industrial |
| Advanced Electronics | 100,000 | High-Tech | All |
| Advanced Machine Parts | 75,000 | High-Tech | Industrial |
| Advanced Weapons | 150,000 | High-Tech, Restricted | Frontier, Military |
| Agricultural Products | 2,000 | Agricultural | All |
| Animal Products | 2,500 | Agricultural | High-Tech |
| Art & Collectibles | Varies | Any | Any |
| Chemicals | 25,000 | Industrial | All |
| Cybernetics | 250,000 | High-Tech | High-Tech, Military |
| Drugs (Medicinal) | 100,000 | High-Tech | All |
| Drugs (Recreational) | 50,000 | Any | Any (Illegal) |
| Exotics | Varies | Special | Special |
| Fissionables | 1,000,000 | Industrial, Restricted | High-Tech |
| Flora (Luxury) | 50,000 | Agricultural | High-Tech |
| Foodstuffs (Luxury) | 20,000 | Agricultural | High-Tech |
| Fusion Power Plants | 500,000 | High-Tech | All |
| Gems & Precious Metals | 1,000,000 | Asteroid, Desert | High-Tech |
| Industrial Metals | 15,000 | Asteroid, Desert | Industrial |
| Liquor | 20,000 | Agricultural | All |
| Luxury Goods | 50,000 | High-Tech | High-Tech, Noble |
| Medical Supplies | 50,000 | High-Tech | All |
| Petrochemicals | 10,000 | Desert, Industrial | All |
| Pharmaceuticals | 100,000 | High-Tech | All |
| Polymers | 15,000 | Industrial | All |
| Precious Metals | 50,000 | Asteroid, Desert | All |
| Radioactives | 500,000 | Industrial, Restricted | High-Tech |
| Robots | 250,000 | High-Tech | All |
| Slaves | — | Illegal | Illegal |
| Spices | 20,000 | Agricultural | All |
| Textiles | 10,000 | Agricultural | All |
| Unusual Goods | Varies | Special | Special |
| Vehicles | 50,000 | Industrial | All |
| Weapons (Personal) | 25,000 | Industrial, Restricted | Frontier, Military |
| Wood & Plant Products | 5,000 | Agricultural | All |
Selling Cargo
At the destination, the Broker makes another Broker 8+ roll, modified by:
- Legwork accuracy (+1 to +2 DM)
- Market demand (see below)
- Local competition (−1 DM per other trader selling the same good this month)
Effect determines sale price multiplier:
| Effect | Sale Price |
|---|---|
| Exceptional Failure (−6+) | 30% (market crash, confiscation, or theft) |
| Failure (−5 to −1) | 50% |
| Marginal Failure (−1) | 75% |
| Marginal Success (0–2) | 100% |
| Success (3–5) | 150% |
| Exceptional Success (6+) | 200% |
Market Demand by World Type
| World Type | High Demand | Low Demand |
|---|---|---|
| Agricultural | Industrial goods, tools, chemicals | Food, raw organics |
| Industrial | Raw materials, food, organics | Manufactured goods, machinery |
| High-Tech | Exotics, art, luxury goods, organics | Basic electronics, common tech |
| Low-Tech | Basic manufactured goods, weapons, medicine | Advanced tech, luxury goods |
| Frontier | Weapons, tools, medicine, basic tech | Art, luxury goods, exotics |
| Asteroid | Food, organics, luxury goods | Metals, minerals |
| Desert | Water purification, food, organics | Desert products |
| Ice World | Heating equipment, food, organics | Cold-weather gear (local surplus) |
Passengers
Passengers pay for passage based on distance, accommodations, and danger.
Passenger Types
| Type | Fare (per parsec) | Requirements | Risk |
|---|---|---|---|
| Low Passage | Cr 1,000 | Cryogenic berth | 1% mortality per jump (low berths are dangerous) |
| Basic Passage | Cr 5,000 | Standard stateroom | None |
| Middle Passage | Cr 10,000 | Standard stateroom, steward | None |
| High Passage | Cr 20,000 | Luxury accommodations, steward, entertainment | None |
| Working Passage | Free | Must have relevant skill (Engineer, Medic, etc.) | None |
Finding Passengers
Roll Steward 8+ or Broker 8+ at each port. Effect determines number of passengers:
| Effect | Passengers Found |
|---|---|
| Marginal Success | 1D3 |
| Success | 1D6 |
| Exceptional Success | 2D6 |
Referee's Prerogative: The Referee may declare a port has no passengers (war, quarantine, off-season) or is overflowing (festival, evacuation, corporate relocation).
Passenger Complications: Roll 1D6 for each full week of travel. On a 1, a passenger causes trouble:
| Roll | Complication |
|---|---|
| 1 | Medical emergency. Requires Medicine 8+ or they die. |
| 2 | Criminal on the run. Bounty hunters arrive at next port. |
| 3 | Corporate spy. Attempts to access ship's computer. |
| 4 | Noble with enemies. Assassination attempt during voyage. |
| 5 | Smuggler using passenger status as cover. Customs search. |
| 6 | Psionic. Uncontrolled powers manifest in jump space. |
Mail & Freight
Mail Contracts
Governments and corporations subcontract mail delivery to independent ships.
Requirements: Ship must be armed (minimum 2 turrets or equivalent). Crew must have no criminal record in that jurisdiction.
Payment: Cr 5,000–25,000 per ton, per parsec, depending on route danger.
Complications: Mail may include classified data, live cargo, or be targeted by pirates. Refusing a mail contract after acceptance is a criminal offense.
Freight
Standard cargo transport. No speculation—guaranteed payment.
Payment: Cr 1,000 per ton, per parsec.
Finding Freight: Broker 8+. Effect determines tons available:
| Effect | Tons Available |
|---|---|
| Marginal Success | 1D6 × 10 |
| Success | 2D6 × 10 |
| Exceptional Success | 3D6 × 10 |
Freight Complications: Roll 1D6 per delivery. On a 1:
| Roll | Complication |
|---|---|
| 1 | Cargo is hazardous. Leak requires Vacc Suit and Engineering. |
| 2 | Cargo is illegal in destination jurisdiction. Confiscation risk. |
| 3 | Cargo is alive. Requires life support maintenance. |
| 4 | Cargo is time-sensitive. Late delivery = 50% penalty. |
| 5 | Cargo is stolen. Original owners want it back. |
| 6 | Cargo is empty decoy. Real payment is data hidden in manifest. |
Illegal Trade & Smuggling
Contraband
| Good | Base Price | Legality | Detection Difficulty |
|---|---|---|---|
| Recreational Drugs | Cr 50,000/ton | Illegal in most systems | Routine (TN 8) |
| Weapons (Military) | Cr 200,000/ton | Restricted | Difficult (TN 10) |
| Slaves | Cr 100,000/ton | Illegal everywhere | Difficult (TN 10) |
| Fissionables | Cr 1,000,000/ton | Restricted | Very Difficult (TN 11) |
| Psionic Artifacts | Varies | Illegal in many systems | Formidable (TN 13) |
| Stolen Data | Cr 10,000–1,000,000 | Illegal | Varies by encryption |
Smuggling Mechanics
Detection: Customs rolls Sensors or Investigate 8+, modified by:
- Ship's concealment measures (hidden compartments, sensor baffling)
- Crew's deception (Deception or Steward skill)
- Bribes paid (Cr 1,000–10,000, adds +1 to +3 DM to detection)
- Route reputation (known smuggler routes are watched)
Hidden Compartments: Engineering 8+ and Cr 5,000 per ton concealed. Adds +2 DM to detection difficulty. Advanced baffling (TL 12+, Cr 20,000/ton) adds +4 DM.
If Caught:
- Fines: 2×–10× cargo value.
- Impoundment: Ship seized until fine paid.
- Imprisonment: 1D6 years for major contraband.
- Shootout: Some jurisdictions shoot first.
Starport Services
Starport Classes
| Class | Services | Berthing (Cr/week) | Fuel (Cr/ton) | Repair |
|---|---|---|---|---|
| A | Full construction, high-tech, naval base | 1,000 | 500 | Available |
| B | Construction, refined fuel, scout base | 500 | 500 | Available |
| C | Routine maintenance, unrefined fuel | 100 | 400 | Limited |
| D | Unrefined fuel, limited facilities | 50 | 400 | Minimal |
| E | Frontier landing strip | 10 | 300 | None |
| X | No starport. Dangerous landing. | 0 | — | None |
Services
| Service | Cost | Time | Notes |
|---|---|---|---|
| Refined Fuel | Cr 500/ton | Immediate | No misjump risk. |
| Unrefined Fuel | Cr 400/ton | Immediate | +1 to misjump roll. |
| Fuel Scooping | Free | 1D6 hours | From gas giants or water worlds. Requires Streamlining. Unrefined. |
| Routine Maintenance | 0.1% ship value/year | 1 day/month | Prevents degradation. |
| Annual Overhaul | 0.5% ship value | 2 weeks | Required yearly. Without it, all rolls Bane until completed. |
| Repair Hull | Cr 10,000 per 10% Hull | 1 day per 10% | Requires Class C+ starport. |
| Repair Critical | Cr 50,000 per system | 1D6 days | Requires Class B+ starport for major systems. |
| Ship's Locker Restock | Cr 500/person | 1 hour | Food, water, basic supplies for 1 month. |
| Berthing (Passengers) | Cr 100/night | — | Cheap hotel near port. |
| Secure Berthing | Cr 500/night | — | Defensible, private, monitored. |
Trade Quick Reference
The Profitable Run (Example)
The Lucky Hand jumps from an Industrial world to an Agricultural world (1 parsec). Costs:
- Fuel: 20 tons × Cr 500 = Cr 10,000
- Maintenance (monthly): Cr 12,500
- Crew (4 people): Cr 15,000
- Berthing: Cr 500
- Total monthly fixed costs: ~Cr 38,000 Revenue Options:
- Freight: Broker rolls 9 (Success). 2D6×10 = 70 tons available. Ship takes 40 tons at Cr 1,000/ton/parsec = Cr 40,000
- Passengers: Steward rolls 7 (Marginal Success). 1D3 = 2 Middle Passage passengers. 2 × Cr 10,000 = Cr 20,000
- Speculative Trade: Crew spent 3 days on legwork. Broker + Market Analysis reveals Advanced Electronics are in demand. Purchase 10 tons at 75% base = Cr 750,000. At destination, Broker rolls 11 (Exceptional Success). Sells at 200% = Cr 2,000,000. Profit: Cr 1,250,000 Net for the month: Cr 1,271,000 profit. The crew celebrates. Next month, the Agricultural world has a crop blight—no demand for manufactured goods, and the local economy is crashing. The dice giveth and taketh.