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(Version 1.

5)

2
PLANET INFORMATION

This planet guide will take you through how to fill in the
Planet Sheet that will be associated with the new planet you
are visiting. Firstly transfer the planet basic information you
generated in the Trade Planets Index a new Planet Sheet. The
Information will included Planet Name, People, Tech Level,
Geography, Environment and Instability Level.
As you approach the planet it is not long before the
authorities contact you. They send you through tax and illegal
goods detail. Roll on the Tables one pages 4 and 5 and then
proceed to page 7. Fill in the details on the Planet Sheet as
you go.

3
TAX

Every planet has a Tax. Roll (d6x2) on the relevant table


below to establish the percentage. This tax is applied to any
goods you sell on the market, take it off once you work out
your sale value. So if the planet has a tax of 2% you lose 2% of
the final total of your sales at the port. Tax is based on the
Technology level of the planet. Tax can never fall below 1%. It
is also effected by some Geographical elements.

BASIC TECH STANDARD TECH


5-6 3% 1% 3% 5-6 2% 3% 4%
3-4 1% 2% 1% 3-4 2% 3% 1%
1-2 2% 1% 3% 1-2 4% 2% 2%
d6 1-2 3-4 5-6 d6 1-2 3-4 5-6
+1% If there are storms, winds +2% If there are storms, winds
or tornados on the planet or tornados on the planet

ADVANCED TECH GODLIKE TECH


5-6 3% 2% 5% 5-6 4% 5% 7%
3-4 6% 3% 4% 3-4 5% 6% 5%
1-2 4% 5% 3% 1-2 7% 5% 6%
d6 1-2 3-4 5-6 d6 1-2 3-4 5-6
+4% If there are storms, winds +6% If there are storms, winds
or tornados on the planet or tornados on the planet

4
ILLEGAL GOODS
There are a some Trade Goods that are illegal in this system.
Once you have established what they are they never change.
First establish the number of them and then what they are.
Write them on the Planet Sheet.

NUMBER OF ILLEGAL GOODS


4 1 4 2 4 3 1 4 2 1 3 2 1
3 4 2 1 3 3 4 3 5 2 3 1 4
2 3 3 4 1 4 2 2 3 1 4 2 1
1 2 5 1 4 2 3 3 4 4 3 4 2
1 2 3 4 5 6 7 8 9 10 11 12

TYPE OF ILLEGAL GOOD


If you roll a duplicate then roll again.
6 LP CO BW NA NA LP AL SM
5 TW GS NA SM TW NA NA FM
4 MW PS NA LP NA GA NA LP
3 NA NA TW NA BW NA TW NA
2 CO SM GS FM MW MW NA PS
1 TW NA LP AL NA TW SM MW
1 2 3 4 5 6 7 8
AL - Alcohol, BW - Basic Weapons, CO - Computers, FM - Farm Machines, GA -
Gases, LP - Luxury Products, MW - Military Weapons, NA - Narcotics, PS -
Precious Stones, SM - Synthetic Meat, TW - Toxic Waste

5
NUMBER CHART or roll a d10
7 5 9 4 7 5 6 4 9 5 6 4 7 5 6
3 8 2 7 3 8 2 7 3 8 2 7 3 8 10
4 1 5 8 4 10 4 8 4 1 6 8 4 1 5
5 3 6 1 5 3 6 1 5 3 6 1 5 3 6
10 5 6 4 7 9 6 4 7 5 6 4 7 5 6
3 8 2 7 3 8 2 7 3 8 2 7 3 8 2
4 1 3 8 4 1 2 9 4 1 1 10 9 1 4
5 3 6 1 5 3 6 1 5 3 6 1 5 3 6
7 5 6 4 7 5 6 4 7 5 6 4 7 5 6
3 8 2 7 10 8 2 7 3 8 2 7 3 8 2
4 1 9 8 4 1 7 8 4 1 10 8 4 1 3
5 3 6 1 5 3 6 1 5 3 6 1 5 3 6
7 5 6 4 7 5 6 4 7 5 6 4 7 5 6
3 8 2 7 3 8 2 7 3 8 9 7 9 8 10
4 1 3 10 4 1 7 8 4 1 5 8 4 1 2
5 9 6 1 5 3 6 1 5 3 6 1 5 3 6
7 5 6 4 7 5 6 4 7 10 6 4 7 9 6
3 8 2 7 3 8 2 7 3 8 2 7 3 8 2
4 9 10 8 4 1 1 8 4 1 9 8 4 1 1
5 3 6 1 5 3 6 1 5 3 6 1 10 3 6
3 8 2 7 3 8 10 9 3 8 2 9 3 8 2

6
CUSTOMS PORT OFFICIAL
On the Planet Sheet you will see the section for the Customs
Port Official. Here you fill out their name, trait and Corruption
Level by following the instructions below. Then proceed to
page 10.
Official’s Name:
Roll on the Official’s Name table on page 8. Roll a number of
times and place them in an order you feel works. You can also
make up you own name or add a letter or two to a generated
name. The name Generator is really designed to spark your
imagination, so use them as you wish.
Trait:
Generate a number using the Number Chart (d10) on page 6.
Reference the Trait Table on page 9 to establish what trait
the official has. Write it in and make a note of its affect.

Corruption Level:
To establish the official’s Corruption Level generate a number
using the Number Chart on page 6 (d10) and half the total
then round up. If you pick a 1 then it is a 1 or if you pick a 7
then half it to 3.5 and round up to 4. Or you can roll a d4
instead of using the chart.
You can lower the corruption level by 1 if you spend a
Reputation Point. You can only do this once. Also check
Trade Awards to see if you can affect corruption. The
corruption level can never reach zero.

7
OFFICIAL NAMING TABLE
Roll on this table at least twice and at the most six times.
20 ke he gol de tel doi do sil qu ul lol zi
19 gil fol folk fil vol we ill fol xo gu to col
18 ad fa cea ca ka gal mil mo do ji do sa
17 cad di fi il po wio fio ta lu tu mu ni
16 nee fe gol fei pu un bu nu fo fu til on
15 an few tiu xi az oz ko fre te hol mo ul
14 uo no ter ler ner dil gol sal saz taz el ael
13 ko kco il ho ha has gas uol yo hil dos sos
12 tas hi ga vab vi vel rev sed sad wo wa qu
11 lo bi gi hu jiu fas oo aa ee ho vo di
10 foo hui ho sal sil yo yid da pe das mo bi
9 za ax ool eal ul fe te tea gea alz io ma
8 bu bit but to you fil we nee po pal del zel
7 von can vel vol fol fe fet kel ket lil ga da
6 po kip hip fus ust ek ook ilk gil zoo ciz tot
5 ju ko jas jit yon hos gi bok re rol ok osi
4 fo ow in im om ger ret ron yim sa suo ji
3 ux box ew ism con the rial uel uct eat ast lie
2 ins ous hol he oil cat off od ed om ett red
1 eal sea eva esh tus lis ver low ent un age ed
1 2 3 4 5 6 7 8 9 10 11 12
8
TRAIT TABLE
Thieving You find 10 of one trade good is missing and
1
the official denies all knowledge.
Strict They are tightening their belts. Add 2% to the
2
planet Tax.
Greedy They have a shifty look about them. Add 1 to
3
the Corruption level.
Friendly Tells of a good garage with cheap prices. -20%
4
on ship upgrade prices here.
5 Placid They have nothing to say.
Connected If you encounter any Space Traders in this
6
system -20% from sale prices.
Helpful The official invites you to an additional evening
7
event. Gain 1 Reputation Point.
Generous They let 1 type of your illegal goods through if
8
you have any found on your ship.
Nervous If you carry basic or military weapons they take
9
20% of one type on arrival.
Devout You must donate 10 of any one good to their
10
church on arrival.

TRAIT STATUS
This is the permanent trait of the official. Each time you come
to this planet the trait has the same affect. When rolling on
the Trait Table for a Godlike Tech planet half the total and
round it up.

9
GOING THROUGH CUSTOMS
Now that you have met the customs official you have to go
through customs where they check your hold. Generate a
number using the Chart on page 6 (d10) for the Customs
Check table. Subtract the official’s corruption level from the
roll. Zero defaults to 1.
There are two ways you can influence the customs check
though. You can give the official a gift. For every 100c you
gain +1 to the roll. Or particular technology or equipment
installed on your ship can modify the roll.
If you cannot pay you are indebted and must pay from trade
good sales on the planet. While indebted place the Indebted
Stamp Token (see separate pdf file) next to your planet sheet
to remind you to pay when you leave the planet.
If you are indebted and cannot pay from your goods sales
that trip then your career as a Trader is over, your license is
revoked and you return to working at the docks.
If you have illegal goods also roll on the Illegal Goods table,
otherwise proceed to the market.
There are different tables for each Tech Level, each with a
different set of results accordingly. Look at the Tech Level of
the planet you are encountering and roll on the appropriate
table.
At times you might be asked to establish a random trade
good. Simply assign a number or numbers to your Trade
Goods and roll on the Number Chart.
Do not forget to pay your taxes on the goods you sell, losing a
percentage of the sale price.
10
CUSTOMS CHECK FOR BASIC TECH LEVEL

“I’ll have my team check your cargo hold,” the official says.

Roll Response
1 It looks as if some of your goods have disappeared.
-10% of all types of good. This port is clearly corrupt.
2 You find that 20% of one Advanced Trade Good has
disappear. There is nothing you can do and you must
proceed.
3 If you carry any Advanced Trade Goods then 5% of
them have been lost. You suspect foul play.
4 There is damage to some crates. You need to pay 300c
for repairs to proceed.
5 There is a problem with your Trade License. The official
updates your details for a fee. Pay 200c.
6 The official stands before you, waiting for something.
You realise they want a tip. You pay 100c and they step
aside.
7-8 You chat with the official and he says all checks out so
you can proceed. Gain 1 Barter point.
9 They take you to one side and proclaim they are
delighted to have you here and gift you 5 Alcohol.
10 They seem very pleased you are here and they want
you back at some point and gift you a Flume Cell.

11
CUSTOMS CHECK FOR STANDARD TECH LEVEL
“We will get the scanners out and check the hold,” the
official says.
Roll Response
1 After the team have been into your hold 30% of one
Basic Trade Good has disappeared. You complain but
the official denies all knowledge of the goods.
2 If the planet Geography is Desert, Mountain or Ice then
you lose 30% of all of the following goods. Fruit and
Veg, Grains, Livestock, Meat, Water and Synthetic
Meat. It is called a Temporary Shortage Tax.
3 If you carry any Weapons then 20% of them disappear
from your hold. Nothing can be done.
4 There is a problem with your Trade License. The official
updates your details for a fee. Pay 250c.
5 If you carry any Computers, Farm Machines or Machine
Parts then 2 of each are taken for port repairs.
6-7 You chat with the official and he says all checks out so
you can proceed. Gain 1 Barter point.
8 They are cold and let you through with no comment.
9 The official points out that you have two more of one
trade good than you thought. Add 2 of the most
expensive Trade Good. Also Gain 1 Barter point.
10 They smile warmly and welcome you. They gift you 2
Alcohol.
12
CUSTOMS CHECK FOR ADVANCED TECH LEVEL
“The port’s inbuilt scanners are currently logging your trade
goods, it won’t be long,” the official says.
Roll Response
1 After the team have been into your hold 20% of one
Basic Trade Good has disappeared. You complain but
the official denies all knowledge of the goods.
2 If the planet has Unpredictable Storms, Extreme
Temperature or Turbulent Winds is then you lose 20%
of each of all of the following goods; Fuel, Construction
Materials, Polymer and Metal Alloys. It’s a Crisis Tax.
3 If you carry any Narcotics or Synthetic Meat then 20%
of them disappear from your hold.
4 There is a problem with your Trade License. The official
updates your details for a fee. Pay 300c.
5 If you carry any toxic waste it is confiscated and
disposed of.
6 They coldly stare at you and allow you to pass.
7-8 You chat with the official and he says all checks out so
you can proceed. Gain 1 Barter point.
9 The official is very pleased to have you coming through
their port and gives you two Medical Supplies as a gift.
Gain 1 Barter point.
10 The official is pleased to see you and asks you to taste
their synthetic meat. Gain 5 Synthetic Meat.
13
CUSTOMS CHECK FOR GODLIKE TECH LEVEL
“Welcome, your goods are being enlightened,” the official
says.
Roll Response
1 If the planet has Unpredictable Storms, Extreme
Temperature or Turbulent Winds is then you lose 20%
of each of all of the following goods; Fuel, Construction
Materials, Polymer and Metal Alloys. It’s a Crisis Tax.
2 Livestock is not allowed on to the world. If you carry
any they are all lost. Gain the equivalent Meat.
3 If you carry any Fruit and Veg, Grains, Meat or Water
you are asked to donate 10% to charity. You find you
must accept to proceed.
4 If you carry any toxic waste it is confiscated and
disposed of. You are fined 200c.
5-6 You chat with the official and he says all checks out so
you can proceed. Gain 1 Barter point.
7 The official wishes to enlighten you and awards you 3
Luxury Products. You proceed.
8 The official states that they have also carried out
repairs for free. Any damage to the ship upgrades
repaired. You proceed and gain 1 Barter point.
9 You chat and become enlighten. Gain 2 Barter Points.
10 All illegal goods are taken and replaced with their value
in credits as in the planet market.
14
IF YOU HAVE ILLEGAL GOODS
Check what are considered illegal goods for the planet, and if
you have any, you need to roll on the Illegal Goods table
(d10) as part of going through customs.
Much like the customs check you can influence the roll. You
can bribe the official but it is more expensive. For every 100c
per tech level for +1 to the roll. Also particular technology or
equipment installed on your ship can modify the roll.
If you cannot pay you are indebted and must pay from trade
good sales on the planet. Now proceed onto the market.

ILLEGAL GOODS
“We just need to do a further check,” the official states.
Roll Response
1-2 They find your illegal goods and confiscated them all.
They are lost. You are also fined 500c. You can then
proceed.
3 They find your illegal goods and confiscate them all.
You must proceed without them.
4 Your illegal goods are spotted and 20% of them
disappear. They allow you to proceed.
5-6 The customs official personally finds your illegal goods.
They are open to discussion. If you have 300c as an
additional tax they are willing to let you proceed.
7 The check raises suspicions, but they seem to overlook
your illegal goods and issue a simple 200c fine and
then you can proceed.
8 Your illegal goods are seen but ignored as the official
seems keen for your trade. -1 to next illegal goods roll.
9-10 Your illegal goods are not spotted so you can proceed.
15
ESTABLISHING TRADE GOODS PRICES
Every planet sells and buys a range of the same trade goods.
This is why you have come to this world in the hope of
making some profit! To establish the price of the goods you
need to find out the market state. This gives a base value for
all the trade goods which you write on to the Planet Sheet in
the BV column on the Planet Trade Goods table. Mark this
permanent market state on the Planet Sheet.
STATE OF THE MARKET
4 ST BM PO UN ST BM CR ST ST PO ST UN
3 CR UN ST ST PO UN ST UN ST BM PO ST
2 UN ST UN PO CR ST PO BM CR ST CR ST
1 ST PO BM ST UN PO ST PO UN UN ST PO
1 2 3 4 5 6 7 8 9 10 11 12

BM= Boom CR= Crash PO= Positive ST= Stable UN= Uncertain

Next you need to establish the percentage modifier for each


trade good. There are four factors which could affect this.
The environment and geographical type, port official’s
Corruption Level and events. As you deal with each of these
in turn make a note of the percentage modifier in the Goods
Modifier Notes table on the Planet Sheet.
Once all sections have been checked write the final combined
modifier on the Planet Sheet in the Percentage Modifier
column on the Planet Trade Goods table. Not all goods are
necessarily affected. There is a 20% buy back charge. You can
buy illegal good if you wish. There is no check when leaving.

16
PLANET ENVIRONMENT AND GEOGRAPHY
The planets environment might have an effect on the price of goods
for a number of reasons.
ENVIRONMENTAL FACTORS
Extreme Temperature All F types +30% and Toxic Waste -50%.
Seasonal Tornados All MA types +10%. Construction Materials,
Material and Machine Parts -20%.
Stable Weather All F types -20%.
Turbulent Winds All MI and SY types +30%. Construction
Materials and Machine Parts -20%.
Unpredictable Storms All ME types +20%. All SY types -10%.
Ideal Conditions All F types -50%. Material, Medical
Supplies, Gases and Fuel -30%.
Also the type of planet geography affects particular goods.

GEOGRAPHICAL FACTORS
Desert All F types +40%. Precious Stones -20%. Luxury
Products +20%. Farm Machines +30%.
Ice All MA types +20%. All F Types +20%. Gases -20%
Synthetic Meat -10%. Water -40% .
Ocean All MI types +30%. Construction Materials +20%.
Material +20%. Water -20%.
Mountain All MA types +20%. All MI types -20%. Grains +20%.
Terrestrial All F types -10%. All MA types -20%.
F= Food MA= Manufactured ME= Medical MI= Mined W= Weapons

Make a note of the modifiers if any in the Goods Modifier


Notes section on the Planet Sheet.

17
PORT OFFICIAL CORRUPTION

The port official has a say in the value of the goods on the
market and take their illegal share of the profits. It is
something the traders have to pass on as a cost to you. Roll
on the Type of Trade Good table, below. Once established
add the corruption level times ten.

TYPE OF TRADE GOOD


6 SY F MI W MA F SY ME
5 W MA ME MI SY MI MI W
4 F W SY MA ME W ME F
3 MA ME F SY F ME MA SY
2 ME MI W F MI SY W MA
1 MI SY MA ME W MA F MI
1 2 3 4 5 6 7 8
F= Food MA= Manufactured ME= Medical MI= Mined SY= Synthetic W=
Weapons

So, for example if the official’s corruption level is 3 and you


roll a W then there would be +30% to Weapons trade goods.
Make a note of the percentage modifier in the Goods
Modifier Notes table on the Planet Sheet.

18
EVENTS

The planet Instability Level indicates how many events have


taken place in recent times on the planet that will affect the
price of some trade goods. Every time you visit the planet you
will need to roll again on the Events table. Generate a
number using the number chart on page 6 (d10) for each
event. If you roll a duplicate on this trip to the planet then roll
again unless it has an asterisk next to the number. The result
of these events is permanent and cumulative.
Make a note of the percentage modifier in the Goods
Modifier Notes table on the Planet Sheet.
There is a different Events Table for each Tech Level. Check
the planet Tech Level and roll on the appropriate table. Event
rolls are random, cannot be adjusted and will affect up to two
trade goods on the planet.
There are also ‘Knock-on Effects’ that happen if particular
events are rolled twice on the same visit. These cause some
goods to become permanently unavailable on the planet.
Cross them off the Planet Trade Goods Prices table. See the
Knock-On Effects table on each event page.

19
EVENTS FOR BASIC TECH LEVEL
Soils quality levels are diminishing across the planet. Grains
1
and Fruit and Veg +10%.
Green house gases are building up unexpectedly, increasing
2
the temperature. Water and Livestock +10%.
New viable stone deposits are being found across the planet.
3
Construction Materials and Minerals -10%.
New cheaper ways of blending materials are being developed
4
and implemented. Metal Alloys and Polymer -10%.
Work is being done on a new cost effective computer chip.
5
Computers and Farm Machinery -10%.
People have been protesting about the over consumption of
6
alcohol. Alcohol and Grains +10%.
Religious groups have called for restrictions on luxury
7*
products. Luxury Products and Precious Stones +10%.
It is clear a criminal underworld has established itself.
8
Narcotics and Military Weapons +10%.
Farming across the northern continent is booming despite the
9
market state. There is a surplus. All F types -20%.
A massive stash of minerals has been found in an ancient
10
tomb. All MI types -20%.

KNOCK-ON EFFECTS
If you roll the number with the asterisk for a second time
on the same visit you find that the planet has fallen
under the spell of a strict cult. You can no longer buy or
* sell Alcohol or Luxury Products here. Permanently cross
them off the Planet Trade Goods Prices and add Strict
Cult to the Permanent Event box on the planet sheet.
20
EVENTS FOR STANDARD TECH LEVEL
A disease has wiped out many livestock that will have a lasting
1
affect. Fertilizer and Hides and Leathers +10%.
Increasingly people seem to be eating less meat. Meat and
2
Synthetic Meat -10%.
A number of companies have increased their production of
3
cheaper materials. Material and Polymer -10%.
It is now harder to find weapons as the planet moves into a
4*
period of peace. Basic and Military Weapons +10%.
A war has concluded and excess supplies have become
5
available. Medical Supplies and Gas -10%.
Motor taxes have increased causing prices to rise. Fuel and
6
Machine Parts +10%.
A mass vegetarian movement has swept the land bringing
7
down the price of meat. Meat and Synthetic Meat -10%.
Computers have been made available to all schools bringing
8
the price down. Computers -10%
A company has developed a way of process toxic waste more
9
safely, with minor benefits. Toxic Waste +20%.
Bans on alcohol and drugs in some countries has caused prices
10
to rise. Alcohol and Narcotics +20%.

KNOCK-ON EFFECTS
If you roll the number with the asterisk for a second time on
the same visit you find that the planet has managed to attain a
long lasting peace. You can no longer buy or sell Basic
* Weapons or Military Weapons here. Permanently cross them
off the Planet Trade Goods Prices and add Lasting Peace to the
Permanent Event box on the planet sheet.
21
EVENTS FOR ADVANCED TECH LEVEL
A shortage and new restrictions on transporting affect farm
1
crops. Grains and Fruit and Veg -10%.
New sources of water for poor countries improve availability.
2
Water and Livestock -10%.
New regulations on the type of materials used in construction
3
raise prices. Construction Materials and Minerals +10%.
Higher standards expected of alloys see prices rise. Metal
4*
Alloys and Polymer +10%.
A range of advanced tech is introduced into a product market.
5
Computers and Farm Machinery +10%.
There is wide acknowledgment that alcohol is still a problem.
6
Alcohol and Grains +10%.
A rich seam of gem stones is discovered in one of the
7
mountain ranges. Luxury Products and Precious Stones -10%.
A country passes a law that allows black markets to flourish.
8
Narcotics and Military Weapons -10%.
New synthetic materials have been developed as engineers
9
make a breakthrough. All MI types -20%.
New ways of managing hunger and nutrient levels has seen
10
the demand of food drop. All F types -20%.

KNOCK-ON EFFECTS
If you roll the number with the asterisk for a second time on
the same visit you find that the planet is guarding alloy and
mineral production secrets. You can no longer buy or sell
* Minerals and Metal Alloys here. Permanently cross them off
the Planet Trade Goods Prices and add Restricting Alloys to
the Permanent Event box on the planet sheet.
22
EVENTS FOR GODLIKE TECH LEVEL
Animals are increasingly rarer on this world. Fertilizer and
1
Hides and Leathers -10%.
Increasingly people seem to be eating less meat. Meat and
2
Synthetic Meat +10%.
More Gems are being mined to be used to create focused
3
lasers. Precious Stones and Machine Parts -10%.
It is now harder to find weapons as the planet moves into a
4
period of peace. Basic and Military Weapons -10%.
The need for medical treatment has diminished as health
5
improves across the planet. Medical Supplies and Gas +10%.
Personal travel is discouraged as public transport options
6
increase. Fuel and Machine Parts +10%.
New force fields technology has rendered certain machines
7
redundant. Machine Parts -20%.
An increasing number of buildings are being grown.
8
Construction Materials -20%.
Improving techniques see toxic waste recycled into useful
9
materials. Toxic Waste +20%.
People can partake in addiction activities for free in safe
10*
zones. Otherwise it’s banned. Alcohol and Narcotics -20%.
KNOCK-ON EFFECTS
If you roll the number with the asterisk for a second time
on the same visit you find that the planet has taken
further action to reduce drug usage. You can no longer
* buy or sell Alcohol or Narcotics here. Permanently cross
them off the Planet Trade Goods Prices and add
Addiction Mandate to the Permanent Event box on the
planet sheet.
23
PLANET TRADE GOODS PRICES - BASIC TECH
Reference & Trade Good CR UN ST PO BM TY
1 - Alcohol 21 27 30 33 39 SY
2 - Basic Weapons 70 90 100 110 130 W
3 - Construction Materials 7 9 10 11 13 MA
4 - Fertilizer 2 4 5 6 8 F

Basic Trade Goods


5 - Fruit and Veg 3 5 6 7 9 F
6 - Grains 2 4 5 6 8 F
7 - Hides and Leathers 14 18 20 22 26 F
8 - Livestock 19 22 25 28 32 F
9 - Material 2 4 5 6 8 MA
10 - Meat 16 18 20 22 24 F
11 - Minerals 24 27 30 33 36 MI
12 - Precious Stones 35 45 50 55 65 MI
13 - Water 7 9 10 11 13 F
14 - Computers 210 270 300 330 390 MA
15 - Farm Machines 30 40 45 50 60 MA
16 - Fuel 24 27 30 33 36 SY
Advanced Trade Goods

17 - Gases 19 22 25 28 31 MI
18 - Luxury Products 35 45 50 55 70 MA
19 - Machine Parts 70 90 100 110 130 MA
20 - Medical Supplies 84 108 120 134 158 ME
21 - Metal Alloys 19 22 25 28 31 SY
22 - Military Weapons 140 180 200 220 260 W
23 - Narcotics 70 90 100 110 130 ME
24 - Polymer 40 50 55 60 70 SY
25 - Synthetic Meat 19 25 28 31 37 SY
26 - Toxic Waste 5 5 5 5 5 SY
BM= Boom CR= Crash F= Food MA= Manufactured ME= Medical
MI= Mined PO= Positive PR= Price ST= Stable SY= Synthetic
TY= Type UN= Uncertain W= Weapons
24
PLANET TRADE GOODS PRICES - STANDARD TECH
Reference & Trade Good CR UN ST PO BM TY
1 - Alcohol 32 36 40 44 48 SY
2 - Basic Weapons 64 72 80 88 96 W
3 - Construction Materials 10 11 12 13 14 MA
4 - Fertilizer 6 7 8 9 10 F

Basic Trade Goods


5 - Fruit and Veg 5 6 7 8 9 F
6 - Grains 4 5 6 7 8 F
7 - Hides and Leathers 11 13 15 18 21 F
8 - Livestock 24 27 30 33 36 F
9 - Material 3 4 5 6 7 MA
10 - Meat 18 20 22 24 26 F
11 - Minerals 19 22 25 28 31 MI
12 - Precious Stones 48 54 60 66 72 MI
13 - Water 9 10 12 14 15 F
14 - Computers 200 225 250 275 300 MA
15 - Farm Machines 43 49 55 61 67 MA
16 - Fuel 19 22 25 28 31 SY
Advanced Trade Goods

17 - Gases 21 24 27 30 33 MI
18 - Luxury Products 48 54 60 66 72 MA
19 - Machine Parts 59 67 75 83 89 MA
20 - Medical Supplies 132 121 110 99 88 ME
21 - Metal Alloys 18 20 22 24 26 SY
22 - Military Weapons 150 168 180 198 216 W
23 - Narcotics 120 135 150 165 180 ME
24 - Polymer 35 40 45 50 55 SY
25 - Synthetic Meat 19 21 23 25 27 SY
26 - Toxic Waste 5 5 5 5 5 SY
BM= Boom CR= Crash F= Food MA= Manufactured ME= Medical
MI= Mined PO= Positive PR= Price ST= Stable SY= Synthetic
TY= Type UN= Uncertain W= Weapons
25
PLANET TRADE GOODS PRICES - ADVANCED TECH
Reference & Trade Good CR UN ST PO BM TY
1 - Alcohol 40 45 50 55 60 SY
2 - Basic Weapons 55 63 70 77 85 W
3 - Construction Materials 10 11 12 13 14 MA
4 - Fertilizer 9 10 11 12 13 F

Basic Trade Goods


5 - Fruit and Veg 7 8 9 10 11 F
6 - Grains 6 7 8 9 10 F
7 - Hides and Leathers 11 13 15 17 19 F
8 - Livestock 27 31 35 39 43 F
9 - Material 4 5 6 7 8 MA
10 - Meat 24 27 30 33 36 F
11 - Minerals 16 18 20 22 24 MI
12 - Precious Stones 59 67 75 83 91 MI
13 - Water 10 12 14 16 18 F
14 - Computers 160 180 200 220 240 MA
15 - Farm Machines 56 63 70 77 84 MA
16 - Fuel 19 22 25 28 31 SY
Advanced Trade Goods

17 - Gases 16 18 20 22 24 MI
18 - Luxury Products 60 68 76 84 92 MA
19 - Machine Parts 40 45 50 55 60 MA
20 - Medical Supplies 80 90 100 110 120 ME
21 - Metal Alloys 16 19 22 25 28 SY
22 - Military Weapons 136 153 170 187 204 W
23 - Narcotics 160 180 200 220 240 ME
24 - Polymer 32 36 40 44 48 SY
25 - Synthetic Meat 15 17 19 21 23 SY
26 - Toxic Waste 5 5 5 5 5 SY
BM= Boom CR= Crash F= Food MA= Manufactured ME= Medical
MI= Mined PO= Positive PR= Price ST= Stable SY= Synthetic
TY= Type UN= Uncertain W= Weapons
26
PLANET TRADE GOODS PRICES - GODLIKE TECH
Reference & Trade Good CR UN ST PO BM TY
1 - Alcohol 56 63 70 77 84 SY
2 - Basic Weapons 32 36 40 44 48 W
3 - Construction Materials 10 12 14 16 18 MA
4 - Fertilizer 11 13 15 18 21 F

Basic Trade Goods


5 - Fruit and Veg 9 10 11 12 13 F
6 - Grains 8 9 10 11 12 F
7 - Hides and Leathers 21 23 25 27 29 F
8 - Livestock 40 46 52 58 64 F
9 - Material 6 7 8 9 10 MA
10 - Meat 35 40 45 50 55 F
11 - Minerals 12 14 16 18 20 MI
12 - Precious Stones 80 90 100 110 120 MI
13 - Water 14 16 18 20 22 F
14 - Computers 120 135 150 165 180 MA
15 - Farm Machines 80 90 100 110 120 MA
16 - Fuel 7 9 10 11 13 SY
Advanced Trade Goods

17 - Gases 12 14 15 16 18 MI
18 - Luxury Products 59 79 105 126 148 MA
19 - Machine Parts 32 36 40 44 49 MA
20 - Medical Supplies 64 72 80 88 96 ME
21 - Metal Alloys 14 16 18 20 22 SY
22 - Military Weapons 128 144 160 176 192 W
23 - Narcotics 240 270 300 330 360 ME
24 - Polymer 24 27 30 33 36 SY
25 - Synthetic Meat 12 13 15 17 18 SY
26 - Toxic Waste 5 5 5 5 5 SY
BM= Boom CR= Crash F= Food MA= Manufactured ME= Medical
MI= Mined PO= Positive PR= Price ST= Stable SY= Synthetic
TY= Type UN= Uncertain W= Weapons
27
SHIPYARD
Now that you have your cargo you can stop at the shipyard
where you can buy ship upgrades and Flume Cells. You see
the trader is open to negotiation. For every 1 Barter Point
you spend you can reduce the price of the item by 10% to a
maximum of 60%. Upgrades are written into your ship
manual, in the upgrades section. Deduct the credits from
your ship manual, in the Captain’s Log.
Once you are finished here you decide it might be a good
idea to see what entertainment facilities are available on the
planet where you might meet someone who could help.
Modifiers from upgrades are cumulative, but remember you
can only have one upgrade per upgrade slot on your ship.
Different ships might have different upgrade slots.

BUYING A NEW SHIP


You can buy a new ship at the shipyard at its full value. All
ships are available at any shipyard. Each ship has its own
unique book, a Ship Manual, which are purchased separately
from the starter set of IST. You can sell your original ship for
20% of its value. Transfer all captains log and additional stats
to the new Ships Manual. This then becomes your book 2.
More ships will become available through DR Games.
When you upgrade your ship you cannot take the ship
upgrades with you. You can claim back 20% of their value in
credits though.

28
AVAILABLE SHIP UPGRADES
Name Price Type Effect Minimum
Tech Level
Upgrade 200c Repair 200c for damage Basic
Repairs point
Ship Fuel 1c - 1c per 1 fuel. Basic
Cannot resale.
Flume Cell 100c - For the Conduit Basic
Drive
Mining Drill 500c Mining New mining drill Basic
Hold Cameras 800c Security +1 to Customs Basic
Check Roll
Additional Hull 1000c Shielding +1 Shielding Basic
Plating
Hidden Hold 1000c Security +1 to Illegal Basic
Goods Roll
Penetrating 1200c Scanning Double crate Standard
Scanner numbers found
on Derelicts
Mag Lockers 1300c Security +1 Security Standard
Improved Giros 1500c Handling +1 Handling Standard
Reinforced Hull 1800c Shielding +2 Shielding Standard
Plating
Stone Sifting 2000c Mining x2 Mining Output Standard
Attachment
Advanced 1400c Scanning Ignore Pirate Advanced
Scanners Trick rolls at
Derelicts.
Ion Shift 2000c Handling +2 Handling Advanced
Thrusters
Advanced 3500c Mining x3 Mining Output Advanced
Mining Sensor

Energy Shield 4000c Shielding +3 Shielding Godlike


Phasing Cargo 4500c Hold No need to make Godlike
Containers illegal Goods
check

29
THE ENTERTAINMENT DISTRICT
There are a variety of people who socialise in the
entertainment district as you explore the bars and retail
outlets. Roll once on the number chart on page 6 (d10) and
reference the planet tech level, to see who you meet.
You may well gain some kind of benefit or penalty from your
encounter. Make the adjustment to your ships hold or your
Captain’s Log. If an encounter requires you to lose points of
any kind and you do not have points of that type then they
remain at zero.
You can spend up to 2 Reputation Points to adjust the roll
upwards. So, if you roll a 2 and have designated 2 points you
would have a total of 4, naturally. But you must designate the
points before you roll and you have to spend them. So if you
roll an 8 you still lose the 2 Reputation Points.

30
PEOPLE ENCOUNTERED - BASIC TECH
You fall in with a crowd at a bar and they seem welcoming.
You talk about the trades you’ve done as the evening wears
1 on. When you finally leave and return to your ship you find
some of your cargo is stollen. Lose 10% of each Basic Trade
good.
There is a tense atmosphere at a bar you enter and before you
2 can leave a fight breaks out. You get caught up in it and spend
a night in the cell. Lose 1 Reputation point if you have any.
You wander around the district but you are not impressed
3-4 with the facilities and there aren’t many people around. You
head back to your ship.
There is a small display here showing the progress the planet
has made. A person stands beside it. They approach. After a
5 discussion you feel you have a clearer understanding of the
trade policies on the planet. Gain 1 Barter point.
There is an interesting tattoo parlour where you happily have
the image of your ship worked onto your calf. You chat with
6 the artist and they talk in depth about it. They’re an
experience pilot as it turns out. Gain 1 Pilot point.
You catch up with the dealer you were talking with earlier.
7 You chat for a while and share your trading stories. Gain 1
Barter point.
You stumble into a nightclub and are shown through to the
VIP section where you see another Freighter pilot. You buy
8 them a drink and sit down to talk about Flume Cells and
System Gates. Gain 1 Pilot point.
You enter a complex that consists of bars and dance floors,
9 much of which seems tribal and primitive. A drunk lout starts
a fight with you but you fend him off. Gain 1 Reputation point.
You wander into the hospitality lounge and meet one of the
officials who has arrived for a council meeting. They are
10 impressed with you and pleased you are trading at a port.
Gain 2 Reputation points.

31
PEOPLE ENCOUNTERED - STANDARD TECH
You meet a colourful delegate and they ask to see your ship.
You’re happy to show them around but when you wake in the
1 morning you find some items are missing. Lose 10% of each
Advanced Trade good.
You get into an argument with an antagonistic land official.
2 You discover later they are a local Baron. Lose 2 Reputation
point if you have any.
You are drawn into a room where someone hands you a bright
pink drink. You’re soon hallucinating and dancing with a group
3 of friendly young people who laugh as you stumble about. You
wake with a headache. You have also spent 50c on drinks!

You wander the district and play a few arcade machines but
4-5 there are few people around. You head back to your ship.
There is a carpet dealer here and you sit down and he shows
you his wares. He is an expert trader and you can buy a rug for
6 50c if you have them and pick up a few tips. Gain 1 Barter
point if you buy the rug.
You end up in a game of Kcahten and win a number of rounds.
7 Onlookers are impressed with your strategies. Gain 1
Reputation point.
There is a disturbance in one of the Discotheques. You watch
and realise someone’s running a scam on an unsuspecting
8 trader. You call it out and the scammers scatter. The trader
thanks you and you chat about past experiences all night. Gain
2 Barter points.
You find a pilot Training Centre and are lucky enough to try
9 out some new fighter pilot space ships. It’s exhilarating, fun
and great experience. Gain 2 Pilot points.
You are invited to a food tasting extravaganza and socialise
with a number of council members. You’re also able to take
10 away a large container for later. You are Gain 2 Reputation
points and 10 Food.

32
PEOPLE ENCOUNTERED - ADVANCED TECH
One of the people you sold goods to appears and points at
you in the middle of nightclub. They shout the goods you sold
1 were damaged. There is nothing you can do as you rush away.
Lose 2 Reputation points if you have any.
You login into the district computer at a terminal and try to
find out who is offering discount prices on Flume Cells but you
2 realise your don’t understand the computer language here.
Lose 1 Barter point if you have any.
A smart looking couple approach and invite you to an
exclusive bar. You spend sometime socialising and they
3 convince you to invest 50c in a time share. In the morning you
check their details and find it is a scam. Lose 50c.
You are somewhat confused by the smart tech on show and
4-5 feel a headache coming on. You decide to head back to your
ship.
You spend some time wandering the shops, listening to
6 people talking about the market, joining conversations and
picking up advice. Gain 1 Barter point.
You are delighted to see a flight simulator set up in the
district. There’s nobody around so you have a blast testing
7 ships and racing through an imaginary star system. You pick
up a number of useful pointers. Gain 2 Pilot points.
You are soon swept up in a trade fair and take part in a
8 number of activities. Your participation is appreciated. Gain 1
Reputation point.
An official comes over to you and thanks you for trading at the
9 port. He explains he is keen to see the port grow and gifts you
10% more of 1 random Advanced good if you have any.

You find a large computers convention going on and are


10 delighted to be shown around by an attendant. Gain 2
Reputation Points and 2 Computers.

33
PEOPLE ENCOUNTERED - GODLIKE TECH
You end up being goaded into a hall. There people are
impressed by your kind offer to help out the crisis on a distant
1 moon. They will not let you leave until you have contributed
to the cause. Donate 20% of each Basic Trade good you have
left.
A cyborg comes up to you while you are standing in Synthol
Bar. It seems friendly but all you learn from it is how
2 insufficient your negotiation skills are. Lose 2 Barter points if
you have any.
You get into a conversation with a group of strangers in a
3 meditation centre. After some discussion they become
appalled at your hygiene habits. Lose 1 Reputation Point.
You walk around some impressive displays of future tech but
4-5 its all so expensive and irrelevant to you that you head back to
your ship empty handed.
You are shown through to a lounge and treated like a noble.
The chaperone regales you with grand stories of other planets
6 and gifts you some Luxury items. Gain 1 Barter point and 4
Luxury Products.
You come across a Neural Adjustment Centre and are shown
in. They attach some nodes and you are sucked into a fantasy
7 world, where you are trained as a fighter pilot. When you
emerge you retain the skills Gain 2 Pilot points.
You are invited to play the sport OckTaKar. It hones your
reflexes and challenges your puzzle solving skills. You are
8 easily beaten by a pro but have learnt a lot about their
culture. Gain 2 Barter points and 1 Pilot point.
You find a Call:re centre and have a memory implanted into
your head. You play an experience freighter pilot who saves a
9 planet by terraforming it. When you emerge you feel
empowered. Gain 2 Pilot points and 1 Reputation point.
The high priest of the local spiritual order welcomes you
10 personally. You don’t know why but it seems to go down well
with the crowds which are forming. Gain 3 Reputation points.
34
INVESTMENT OPPORTUNITIES
There are a number of investment opportunities which can be
chosen from below once the price has been generated. There are
three different types: Property, Land and Business. Each type has a
base investment value which can be seen below that might have a
modifier depending on the market stability.
BASE INVESTMENT UNIT VALUES AND RETURN PERCENTAGE
Tech Level Unit Price Market Instability Modifier
Type BA ST AD GO CR UN ST PO BO
Land 100 120 140 160 -10% -5% 0 +10% +20%

Property 80 90 100 110 -20% -10% 0 +10% +20%


Business 60 80 100 120 -30% -20% 0 +10% +30%

Return 25% 27% 29% 31% -5% -3% 0 +4% +8%

So for example; you purchase three units of land on a Standard Tech


Level planet that has an Unstable Market. That would cost
3x120=360-5%=342c.When you next return to the planet, you
receive the Percentage Return Value shown in the red row,
representing your profit. So for the land in the example you would
receive 24% which would be 82c. You receive a return on your
investment every time you return to this particular planet. You can
sell investments minus the return percentage (including market
Instability Modifier), before claiming profit. So if the land in the
example that was bought for 342 was sold it would return 342-24%
=260c. Always round up.

Dealing with your investments is the last thing you do while at the
port and so consequently any money gained will be with you when
you leave the port, after you have purchased your trade goods.
Write this into the Planet Sheet where you track localised
investments. Use a shorthand form like this: Landx3=342@24%
Return.
35
LEAVING THE PLANET

You return to your ship and prepare to leave the planet.


Refer to your Trade Planets Index to establish your next
destination. You can scan up to five new planets in other new
distant systems, from this location, navigate to one of those
or visit one you have already scanned. There is only one
space port in any one system.
You cannot return to this planet until you have visited two
other planets in other systems. There must always be this
interval when returning to the same planet.
To leave the system you must use the System Gate. To do this
you must have at least one Flume Cell to power the Conduit
Drive. These are available from the Shipyard.
When through the gate, you appear at the new system and
refer to the Ship Manual as you navigate to the planet.

36

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