08-28-2013, 10:54 PM | #1 | ||||||
Join Date: Mar 2013
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The Act of Smuggling
Hello Everyone!
Yet again I've come to call upon the community for aid. Please and thank you in advance for your answers. So I've decided to run a Star Wars Campaign, set just after the events of Star Wars: Knights of the Old Republic II: The Sith Lords. The basic idea behind it is to bring back the mystique of the Sith and Jedi. Both have faced recent near-annihilations, and as such will be rare; something that will leave an impression. The flavor for the campaign itself is sort of Firefly-esque, with the characters owning a ship and essentially trying to keep flying whatever way they can. I'm pretty much using the universe as a cool sandbox for the PCs to play around in. Unfortunately, I'm notoriously stingy with Character Points, and have been trying to find a way to balance the act of starting out with a ship; giving them an equal point value of mandatory Advantages/Disadvantages, financing, etc. At best, they'll have to gross about G$170,000 a month, and could need as much as G$300,000. Which finally brings me to my point. I assume that, sooner or later, the characters will turn to illicit activities in an attempt to make cash. I have no problem with this, as it should make for some interesting situations. However, there don't seem to be any rules for pricing smuggled goods or passengers (aside from Speculative Trade). Say some Hutts want them to smuggle illegal stims in from the Outer Rim. The Hutts own the stims, but the players are responsible for avoiding the law, getting past customs, etc. It's definitely not Speculative Trade, but it's also a helluva lot more risky (and thus lucrative) than Shipping Freight. I've looked in Spaceships 1-3 (Basic, plus Merchants and Piracy), Ultratech, and the Basic Set, but I can't seem to find anything. What I'm looking for are solutions, both RaW and suggested, and would be eternally grateful for anyone who could help me out. Jinumon PS: If they buy the ship used, it's cheaper, but requires 1% of it's cost in maintenance per month. The ship has a mechanic, though, and I'm wondering how much that could potentially cut down on costs (some base percentage modified by margin of success/failure on Mechanic rolls?) Quote:
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I could try figuring out average profit margins for the owners of the goods, and then give the players something of a finders fee. Thus, if they're delivering stims to a stims-starved world, and the Hutt selling them will be making more money as a result, their premium will be bigger. What percentage is standard for a finder's fee? And should smuggling be more or less than a finder's fee? Quote:
First, let's say that Gihrada the Hutt wants them to smuggle 1 ton of the stuff. It's a relatively small ship, and he doesn't want to risk losing more of it if his smugglers are caught. Pharmaceuticals are valued at G$1,000,000 per ton, and stims are pretty much pharmaceuticals. Now, Gihrada has been in the stim business a long time, and he creates his own product with an assembly line of chemists, indentured laborers, and slaves. As such, we'll allow him a bit of a discount from the usual 50% cost to create a product, down to 40%. Gihrada creates a single ton of illegal stims with a G$400,000 investment. The Hutt wants the players to deliver these stims to the planet of Corellia, a Rich, Industrial world on the Inner Rim. There, he has a buyer lined up, ready to take it off his hands for 210% it's market value (100% standard, +3 for Industrial, +4 for Rich, +4 for Low Legality on the Actual Price Table in Spaceships 2), or G$2,100,000. His net profit on this venture is G$1,700,000, nothing to scoff at. And now he just needs some people to get it there. Gihrada offers 20% his profit margin to someone who can transport it safely, or G$340,000. A victory in a Quick Contest of Merchant on the part of the players raises it to G$374,000, and Gihrada assures them that if those stims never reach Corellia, they had better hope they don't either. Quote:
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(5 - LC) x (Highest CR on route) x G$5,000 + Expenses Granted, this is going to make it so that smuggling certain substances or to certain places simply isn't worth the cost, but I suppose that isn't necessarily unrealistic. Additionally, you simply can't smuggle things to an area with a CR 0 (anarchy), because no one is going to say "Hey, that's not allowed here!" Although, if it truly is a lawless, violent place, you could simply treat it as freight with additional hazard pay. Once again, what do you think of the formula? Should the price be raised or lowered? An exponent used in place of simply multipliers? EDIT: Quoting numerous later posts so it's easier to see the back and forth. Last edited by Jinumon; 09-02-2013 at 02:39 PM. |
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Tags |
campaigns, economics, smuggling, spaceships, star wars |
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