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:

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:

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:

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:

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:


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:


334 Cepheus Copyright © 2026, 334 Cepheus Authors. Derived from Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp.