I really want to give props to the guys who put together the Starship Repair Rules and the Opperational Costs fan supplements. Obviously plenty of people here are fans of Galaxy Guide 6: Tramp Freighters for the old WEG game, and it's no wonder why. Some of us playing on the Outer Rim want to capture that Firefly feel to their game.
However, for my group those rules are a little too involved, and I also wanted something to generate "jobs" taking advantage of the narrative dice's properties. So I've compiled a (work in progress) set of rules for players who want to earn a bit of extra cash on the side while going from planet to planet. Note, this is intended as something to be done in conjunction with whatever it is they're already doing campaign wise, so the profits to be made shouldn't be more than 1000-3000 or so on average, with operational costs taking away a fair chunk (though it shouldn't ever cost more than the job is worth)
Feel free to test it out and let me know if any adjustments should be made for balance.
(Updated)
Star Wars: Simplified Trade Rules and Ship Fees/Expenses:
Building the Dice Pool
Base difficulty is based on Port Class: The first thing a captain needs to take into account is the port they’re in. The larger it is, the more resources it has, the more traffic passes through, the more opportunities it has.
|
Imperial Class Star Port |
Easy |
|
Stellar Class Star Port |
Average |
|
Standard Class Star Port |
Hard |
|
Limited Services Port |
Daunting |
|
Landing Field |
Formidable |
Modifying Factors: Significant Imperial or Gangster Presence upgrades a Difficulty die to Challenge die.
Reputation : The combined Obligation of a group will either lend towards a group’s respectability or notoriety. This can make finding work easier or more difficult, depending on the circumstances.
|
Below 20 |
+1 Difficulty to find work in Gangster Controlled Ports (plus 1 bonus Advantage applied) |
|
40 to 20 |
No Effect |
|
Above 40 |
+1 Difficulty to find work on Imperial/Stellar Class Ports, -1 Difficulty to find work in Gangster Controlled Ports (plus 1 bonus Threat applied) |
|
Above 80 |
+2 Difficulty to find work on Imperial/Stellar Class Ports, -2 Difficulty to find work in Gangster Controlled Ports (plus 2 bonus Threats applied) |
Local Reputation
: If the location is one the player has successfully taken jobs from before, reduce a challenge die, if present. If they failed in their previous job, upgrade a challenge die instead.
Freelance Destination : These rules assume the players already have a destination in mind and are looking for cargo/passengers heading to the same place. If they are open to going anywhere, reduce difficulty by 1, and use the total Success/Advantage/Threat to determine distance (total = number of squares away on FFG map, GM chooses location)
Pounding the Pourstone: The skills one would use to try and find a job depends on the circumstances. Most of the time it’s an agreed upon location filled with likeminded people, at a warehouse, a spaceport, or a cantina, for example. Most of the time people are all business, and Negotiation is the way to go… but one can instead rely on their charm or their less than legal experience to make the deal, albeit it with a penalty.
Negotiation –No Effect
Streetwise/Underworld – Upgrade Challenge Die
Charm – Increase Difficulty by 1
Dice Pool Results (hidden roll)
|
|
Cargo Run |
Passenger |
|
Failure |
No jobs available |
No jobs available |
|
Success |
Normal job: 9 credits per ton (+1 per success) 2d10x10 tons/encumbrance |
Passenger willing to pay 40 credits per day of travel, +10 credits per success. |
|
Advantage |
5% bonus per Advantage for fast delivery (requires fast hyperdrive) |
Additional Passenger for every 2 Advantage, each raises offer by 50% base |
|
Threat |
-Goods are Illegal in target system. Hazard pay offered (10% per Threat) -Chance of inspection at destination or before takeoff: (10% per Threat) -Penalty for slow delivery (10% per Threat per day delayed) |
-Additional Passenger for every 2 Threat, each passenger raises offer by 50% -Passenger is wanted in target or current system. Hazard pay offered if this is revealed (10% per Threat) -Chance of being inspected at destination or before takeoff: (10% per Threat) |
|
Triumph |
Major score: 19 credits per ton (+1 per success) 2d10x10 tons/encumbrance |
Rich and Desperate: Offers double the normal rate (see Success) |
|
Despair |
-Like Threat, except ship WILL be intercepted by Empire, Bounty Hunter, Gangster, etc… -Or some kind of malfunction will happen on route, causing significant delay. |
Same as Triumph, except ship WILL be intercepted by Empire, Bounty Hunter, Gangster, or other. |
If the players aren’t picky, GM chooses whether they find a cargo or passenger job. If you’re looking to give them some variety to choose from, roll a few times (maybe one or two of each)
Trade Run Jobs: Failure with Advantages/Triumphs could get a lead on cargo job at another nearby city. Provide boost die if they go there and recheck. Threat/Despair could attract unwanted attention.
Passenger Jobs: Note: Everyday folk who can afford to go off-world don’t book light freighters for travel, they travel to a major spaceport and book passage on a cruiser. Therefore passengers will ALWAYS have some kind of story tied to them, though not necessarily be trouble.
Failure with Advantages/Triumphs could get a lead on passengers at another nearby city. Provide boost die if they go there and recheck. Threat/Despair could attract unwanted attention.
Passenger Reasons for Travel:
Courier: Carrying something of importance that cannot be trusted via normal channels. Could be an encrypted message, a prototype device, schematics, etc…
Has a Past: Even if they’re not currently wanted by the law or various gangs, they simply might not want to risk being noticed by the wrong people in the wrong place
Avoiding Imperial Entanglements: Has Rebel sympathies best left undiscussed
Mundane Costs:
|
Starport |
Docking Fee |
Maintenance and Restocking |
Hyperspace Fuel |
Repairs |
|
|
(per day) |
(per person/day) |
(per day in hyperspace) |
(per hull point) |
|
Imperial Class |
150c |
5c |
15c |
400c |
|
Stellar Class |
100c |
10c |
20c |
450c |
|
Standard Class |
50c |
15c |
25c |
500c |
|
Limited Services |
25c |
20c |
30c |
750c |
|
Landing Field |
15c |
30c |
40c |
n/a |
Docking Fees:
Covers landing permission, storage, security, base customs fees, etc
Maintenance and Restocking: Covers basic maintenance, consumables, and power. Ship is assumed to have enough sublight power to last the same as its consumables.
Hyperspace Fuel: Not the same as sublight power. Calculated per day in hyperspace. 1 square on FFG map = 1 day using a Class 2 hyperdrive
Repairs: Repairing physical structural damage to the ship. Calculated per Hull Trauma point.
Edited by mossfoot