Player Guide: Volume 2 (Levels 3-5)
You've survived Volume 1. You stole a ship, made some enemies, and learned how starship combat works. Volume 2 introduces the trade system (how you make money), extended skill challenges (herding, stormrunning), and rival crews (competitive encounters that aren't just fights). You're independent traders now. Act like it.
The Trade System
This is how you pay for fuel, repairs, crew expenses, and upgrades. Trading is a core gameplay loop, not a side activity.
The Four Steps
| Step | What You Do | Skill | DC |
|---|---|---|---|
| 1. Find Cargo | Locate goods for sale at port | Diplomacy or Mercantile Lore | 10 + (1.5 x level) |
| 2. Check Complications | Roll to see if anything's wrong with the cargo | d20 table | Varies |
| 3. Transport | Load and haul it to the destination | Time + capacity | 8 hrs/lot |
| 4. Sell | Find a buyer and negotiate a price | Diplomacy or Mercantile Lore | 15 + (1.5 x level) |
Cargo Types
| Type | Cost/Lot | Profit Potential | Risk |
|---|---|---|---|
| Standard | 100 gp | Low, reliable | Minimal |
| Bulk Commodities | 50 gp | Low | Always finds buyers |
| Perishable | 200 gp | Medium-high | Expires in 2d8 days |
| Illegal | 300 gp | High | DC 25 to conceal |
| High-Value Compact | 500 gp | Very high | Attracts thieves |
Your ship's advantage: The Oliphaunt's null-space cargo holds give you 10x normal capacity. This is a massive edge. You can haul more cargo per trip than almost any ship your size, which means more profit per run.
Victory Points (VP)
Successful trade runs earn Victory Points. Think of VP as your trade reputation. As you accumulate VP, you unlock contacts, better deals, and trade route charters.
| VP Range | Tier | Benefit |
|---|---|---|
| 0-4 | Unknown Trader | No perks |
| 5-9 | Known Merchant | Basic contacts available |
| 10-14 | Established Trader | Insurance discounts |
| 15-19 | Merchant Captain | Premium routes |
| 20+ | Trade Magnate | Top-tier access |
VP also buys specific contacts (merchant contacts for 3 VP, a customs official for 6 VP) that give you ongoing advantages.
Extended Skill Challenges
Volume 2 introduces multi-round skill challenges where the whole crew contributes over several rounds. These are not "roll once and done." They play out like a montage of effort.
How They Work
- The GM describes the challenge and its duration (usually 4-8 rounds)
- Each round, every PC picks a skill and describes how they're helping
- Roll against the DC. Successes accumulate toward a goal; failures add complications.
- The challenge ends when you hit the success threshold or run out of rounds.
What Skills Apply
Different challenges allow different skills. The GM will tell you what's valid, but creativity counts. If you can explain how your Arcana skill helps during a herding challenge (magical calming?), the GM may allow it with a higher DC.
General pattern:
- Physical challenges: Athletics, Acrobatics, Nature, Survival
- Technical challenges: Crafting, Computers, Piloting
- Social/tactical: Diplomacy, Intimidation, Deception, Perception
Critical Results Matter
A critical success often counts as two successes. A critical failure might erase a previous success or add a dangerous complication. This means high-skill characters can carry the team, but a bad roll from anyone can set everyone back.
Rival Crew: The Wintermourn
You are not the only independent traders out here. The Wintermourn crew is your competition. They show up at the same ports, bid on the same cargo, and race for the same buyers.
What to expect:
- Competitive encounters: These are contests, not combats. You might race to a destination, compete for a contract, or try to outbid each other at a trade post.
- Opposing skill checks: Your Diplomacy vs. their Diplomacy. Your Piloting vs. their Pilot's. The better total wins.
- Shifting relationship: The Wintermourn aren't enemies (unless you make them enemies). They're rivals. How you treat them determines whether they become allies, obstacles, or threats later in the campaign.
Tactical advice: Don't burn the bridge. Being cutthroat might win one deal but cost you an ally you'll need in Volume 4 or 5. Play the long game.
Leveling Up: What Changes at Levels 3-5
Level 4
- Class feat: Another class feat. By now you have two, and they should complement each other.
- Skill feat: Your second skill feat. Consider trade-useful feats (Bargain Hunter, Connections, Streetwise).
Level 5
- Ability boosts: At Level 5, you get four ability boosts (each +2, to a max of 18 at this level). This is a big jump. Your attack rolls, DCs, saves, and skills all improve noticeably.
- Ancestry feat: Your second ancestry feat. Check what's available; some ancestries have strong options at this tier.
- Skill increase: Another skill to Expert. Consider spreading your expertise across starship-relevant skills.
The Practical Impact
Level 5 is a breakpoint. The ability boosts make you noticeably more competent at everything. Enemies that were dangerous at Level 3 become manageable. The trade system DCs also scale with level, so your improved skills keep pace with harder negotiations.
Class features at this tier vary significantly. Spellcasters get access to 3rd-rank spells. Martial classes often get weapon specialization (bonus damage). Check your class progression table.
Quick Reference Card: Trade Run
TRADE RUN CHECKLIST:
1. Arrive at port
2. Find Cargo: Diplomacy/Mercantile Lore vs DC 10+(1.5xlevel)
Success = 1d4 lots available at 1d4 x 100 gp/lot
3. Roll d20 for complication (check complication table)
4. Buy cargo, load ship (8 hrs/lot, 1 hr with loader)
5. Travel to destination
6. Find Buyer: Diplomacy/Mercantile Lore vs DC 15+(1.5xlevel)
7. Sell: 1d8 x 100 gp/lot (reroll and add on 8s)
8. Apply distance and complication modifiers
9. Track VP earned
COMPLICATION QUICK LIST (d20):
1-2 Friendly discount (cheaper buy)
3-4 Fire sale (cheap but fills your hold)
5-6 High demand (+2 sell price)
7-8 Seller hiding something (Perception DC 20)
9-10 Uncommon language needed
11-12 Vermin infestation (-2 profit or 100gp to fix)
13-14 Blockade (Piloting DC 20 or fight)
15-16 Competition (rival crew races you)
17 Expiration date (deliver in 2d8 days)
18 Stolen goods (combat encounter)
19 Tough sell (Intimidation DC 20 or -2/lot)
20 Rush job (+2 profit if fast delivery)
Last Updated: 2026-04-09
