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Downtime Rules
Galactic Trade
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Galactic Trade Basics
Determine Complication
Source
Starfinder #34: We’re No Heroes pg. 52
Once a PC finds the cargo, but before they commit to purchasing it, you should determine what makes this particular job unusual. You decide the complication, and the PCs decide how to deal with it—if they even become aware of the problem, that is!
To randomly determine a complication, roll a d10 on the table below, keeping the result a secret. You can tweak the result as needed for your campaign; once you’ve rolled the same result from the table a couple of times, consider throwing out that entry and substituting one of your own! If a complication requires a skill check, the DC for that check equals 15 + 1-1/2 × the party’s APL. Usually, only one PC should attempt this check. An asterisk (*) marks a complication that the PCs can be made aware of before purchasing the cargo, and some complications modify the buy or sell price of the cargo.
D10
COMPLICATION
1
Competition
2
Expiration Date*
3
Handling Problems
4
High Demand*
5
Imitation*
6
Regulated*
7
Stolen
8
Stowaway
9
Strange Customs
10
Tough Sell
Competition:
Once the PCs have loaded their cargo and determined their destination, a rival crew contacts them and declares they’re selling similar cargo at that location. Determine how long the rival crew takes to reach the destination (usually assuming average time in the Drift); if the PCs don’t beat the rival crew to the destination, the sell price is reduced by 2 BP per lot.
Expiration Date*:
This cargo is perishable. If the PCs don’t deliver it in 2d8 days, they can sell it for a maximum of 1 BP per lot.
Handling Problems:
There’s a potential accident while loading or unloading the cargo. Treat this complication as a trap with a CR equal to the party’s APL. The exact nature of the trap and the skills necessary to disable it are up to you.
High Demand*:
This cargo is trending. The buy price is increased by 1 BP per lot, and the sell price is increased by 2 BP per lot.
Imitation*:
These goods are actually cheap knockoffs. A PC can detect this fact with a successful Perception check, reducing the buy and sell prices by 2 BP per lot. If the PCs want to try to sell the goods at the unreduced price, they must succeed at a Bluff check or else attract the attention of law enforcement.
Regulated*:
Exhaustive laws govern this cargo at the point of purchase. A PC must succeed at a Computers or Profession (merchant) check, or the crew members must spend 1 day navigating customs and filling out forms before they can load the cargo on their ship.
Stolen:
This cargo was stolen from another crew, and they’re coming to get it back! This complication represents a hard encounter, but the PCs can pacify the NPCs by surrendering the cargo.
Stowaway:
An NPC with a CR equal to the party’s APL hides among the cargo, revealing themself after takeoff. A PC who succeeds at a Perception check can detect the stowaway during the cargo-loading process.
Strange Customs:
The buyer comes from an unfamiliar culture or has unusual traditions. A PC must attempt a Culture check to maintain proper etiquette. If they succeed, the sell price increases by 1 BP per lot. If they fail, the sell price decreases by 1 BP per lot.
Tough Sell:
The buyer tries to strong-arm the PCs, reducing the sell price by 2 BP per lot. A PC can negate this reduction with a successful Intimidate check.