Trade System Quick Reference
Source: SF1E Ports of Call adapted for SF2E
For strategic tips, FAQ, and ship setup guides, see COMPILED_MODULE_PLAYER_RULES.md Part VI
This is a rules-only system with no automation. All rolls, VP tracking, and profit calculations are manual.
- Skill: Diplomacy or Mercantile Lore
- DC: 10 + (1.5 x party level)
- Success: Discover 1d4 lots available
- Purchase: 1d4 x 100 gp per lot
- Roll d20 per shipment (see complication table below)
- Some complications detectable before purchase
- Loading: 8 hours/lot (manual) or 1 hour/lot (with cargo loader)
- Capacity: 4 lots per standard cargo bay
- Skill: Diplomacy or Mercantile Lore
- DC: 15 + (1.5 x party level)
- Sell Price: 1d8 x 100 gp per lot (reroll 8s and add)
- Apply distance and complication modifiers
| Cargo | Level | Cost | Bulk | Profit Range | Notes |
|---|
| Standard Trade Lot | 1 | 100 gp | 25 | 1-2 BP/lot | Reliable |
| Bulk Commodities | 1 | 50 gp | 25 | 1-2 BP/lot | Always find buyers |
| Perishable Goods | 2 | 200 gp | 25 | 2-4 BP/lot | Expires in 2d8 days |
| Illegal Goods | 3 | 300 gp | 25 | 3-5 BP/lot | DC 25 to conceal |
| High-Value Compact | 5 | 500 gp | 10 | 5-7 BP/lot | Attracts thieves |
| Specialized Tech | 7 | 600 gp | 25 | 3-6 BP/lot | -2 to find buyers |
1 BP = 100 gp
| Destination | Travel Time | Profit Modifier |
|---|
| Same System | 1d6 days | -2 BP/lot |
| Near Space | 3d6 days | +0 BP/lot |
| Vast | 5d6 days | +1 BP/lot |
| Extremely Remote | 7d6 days | +2 BP/lot |
| Action | VP |
|---|
| Complete trade run successfully | 1 |
| Critical success on sale | 2 |
| Repeat customer (3+ same route) | +1 |
| Handle complication creatively | 1 (GM discretion) |
| Profit margin >300 gp per lot | +1 |
| Purchase | VP Cost |
|---|
| Market Information (one-time) | 1 |
| Merchant Contact | 3 |
| Trade Broker Contact | 3 |
| Warehouse Manager | 4 |
| Fence Contact | 4 |
| Trade Route Charter | 5 |
| Customs Official | 6 |
| VP | Tier |
|---|
| 0-4 | Unknown Trader |
| 5-9 | Known Merchant |
| 10-14 | Established Trader (insurance discount) |
| 15-19 | Merchant Captain |
| 20+ | Trade Magnate |
| Roll | Complication | Effect |
|---|
| 1-2 | Friendly Discount | -1 BP buy price (Diplomacy DC 15) |
| 3-4 | Fire Sale | -1 BP, fills entire hold |
| 5-6 | High Demand | +2 BP sell, +1 BP buy (net +1) |
| 7-8 | Hiding Something | Sense Motive DC 20 (secondary table) |
| 9-10 | Uncommon Language | Need rare language (Society DC 25) |
| 11-12 | Vermin Infestation | -2 BP OR 100 gp fumigation (Nature DC 20) |
| Roll | Complication | Effect |
|---|
| 13-14 | Blockade Running | Piloting DC 20 or starship combat |
| 15-16 | Competition | Opposed arrival; -2 BP if they win |
| 17 | Expiration Date | Deliver in 2d8 days or max 1 BP/lot |
| 18 | Stolen Goods | Hard encounter (CR = APL+1) |
| Roll | Complication | Effect |
|---|
| 19 | Tough Sell | Intimidation DC 20 or -2 BP/lot |
| 20 | Rush Job | +2 BP if delivered in 1d8 days |
Items Available: pf2e-starships.trade-items (19 items: cargo, contacts, documents)
Full Rules: COMPILED_MODULE_PLAYER_RULES.md Part VI - Trade & Economy
Version: 2.0 (2026-02-08)