• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

What should a merchant carry?

Do TAS cards accumulate jump miles when you make purchases?

In a way yes. You get paid a dividend every two months in the form of a High Passage ticket. All you need to see the Imperium is time and a TAS card...

Get High Passage ticket, sell for Cr9,000.

But Mid Passage ticket for Cr8,000.

Spread Cr1,000 out over 2 months and you've got Cr200 for buying extras*.

Repeat. A new system every other month. If you don't mind Low Berth travel you can live even better and/or travel further.

* CT long term ordinary subsistence is Cr800 for two months of good food and lodging.
 
Shades and caps...

While it is a Terra based thing, I suspect that LSP t-shirts, baseball caps and of course cool shades seem to go over well, and of course booze. :D
 
Spread Cr1,000 out over 2 months and you've got Cr200 for buying extras*.

* CT long term ordinary subsistence is Cr800 for two months of good food and lodging.
It's a little better than that, even. Ten days of those two months are taken care of by the Mid Passage (the time you spend on the ship). So you only have to pay 5/6th of those Cr800, leaving you with Cr333 for extras.


Hans
 
It's a little better than that, even. Ten days of those two months are taken care of by the Mid Passage (the time you spend on the ship). So you only have to pay 5/6th of those Cr800, leaving you with Cr333 for extras.


Hans

Hey! That's right! Good catch :)

Hmmm...

I'm almost loathe to just throw it out here before I can exploit it. Off topic a bit but...

High Passage every two months, cashed in for Low Passages, is 8 weeks of Low Berth travel and Cr1000 left over... and another High Passage dividend is waiting. Aging, zero. Credits, 1000. Repeat. :D Travel time (subjective) anywhere in the Imperium, instant. With money to spend on arrival.

...as long as those Low Berths are safe.
 
that is a pretty cool business card/credit note. the price of business cards is fairly low - I bet it would be relatively inexpensive to make them or print them yourself (the getting printed may be cheaper depending on quantity: I've seen 250/$5.99. Fairly cheap game aid if your players gamble or like to carry their $$ with them; and easier to track perhaps).
 
"Merchant", in this case, is a character who tends to do some speculation and enough varied skills to work passage aboard the ship carrying his cargo. For example, he may buy 3 tons of stuff and serve as pretty much whatever crew slots aren't filled. Of course, the Art(Chef)-2 really comes in useful.


Leitz,

Hmmm... so he's a goods speculator who travels along with his goods? He'll need some safe way to carry large sums of money then. Not cash mind you, but money. He going to need some working capital, you see.

First, he buys the speculative goods. Then he has to find a ship that will both carry the goods and allow him to travel on a working passage. Finding a ship, especially when you consider the working passage requirement, means he might have to store the goods for a period of time. After finding a ship, he needs to have the goods transferred to the ship and stevedores aren't free. Once the ship arrives at the destination worlds, he'll need to goods moved and put in storage again until he finds a buyer. We haven't even touched on insurance yet!

Moving and storage is going to cost money naturally and he'll need a reserve to handle any unforeseen costs too. He can't have a Big Bag O' Cash because that's just an incentive for Cap'n Blackie and the crew of the Running Boil to toss him out the airlock without his money. Bearer bonds offer the same incentive.

Your merchant will most likely have working relationships with a number of regional banks and merchantile houses that can provide him with letters of credit. Those will be documentation telling people that Merchant A can be given X number of CrImps because he's backed by Bank B or House C. This documentation can be as fancy or as simple as your campaign requires.

The DM for the game shared an idea about a ring that trades business information, the "modern" equivalent of a business card exchange.

That's a nifty idea, some sort of automatic info-exchange device right? He walks into a company's offices and his ring automatically gets an updated catalog of their goods and services that he can latter peruse. His ring in turn gives the company a rundown on the goods he can offer. Sort similar to the RFID tag technology some stores are beginning to experiment with.


Regards,
Bill
 
Last edited:
Business rings are a T4 item, (Central Supply Gatalog p43) they're supposed to exchange info during a handshake.
A doorway info exchange is another good take on it though.

PCs in my game were given them ages ago, but they've never checked them. Who knows what might be lurking in the palms of their hands by now... :devil:
 
Last edited:
There's a fairly lengthy overview of how to handle credits in a non-instant communication framework in the Gurps:Far Trader. Pretty much as Whipsnade indicates: you get letters of credit and have to pretty much slowly move out or else carry large sums of cash.

Which now makes sense for one of the classic adventures where the Imperial Navy was transporting the payroll in cash. I wondered at the time (the time being back in the Star Wars/Star Trek where you did have instant comms everywhere. Some things we just did not dig into too deeply at the time, and that included issues with money across the Imperium. We just used the mighty credit card and assumed it worked and was unhackable. Good enough for us at the time)
 
Skinsuits, tailored suits etc...
Without the want to wave everything off easily but - in a universe that has a 'fresher' performing the functions of a shower, a toilet, a washing machine and a dryer all in one - and where fast to put on vacuum-proof gloves, a fold-out helmet and a small air reserve in a ultra-high-pressure cylinder are possible I think that some means of vacuum-proof waste disposal are possible, too. ;)
And regarding comforteable wear: I daresay that the 6th millenium tought the people how to create comfy overalls where one can work in. Heck, I do not even know if the IISS tailored vaccsuit is an overall, I just said it looks a bit like one and can be also disguised as a normal suit...

As it only counts as light body armour I am entirely comforteable with that. I prefer those players much over those trying to go everywhere in combat armour or even combat suit or battle dress.
 
If you are a merchant without a ship, then stay put and buy and sell. Yuo don't need to travel to make money.

As for gear, this is my basic gear. I add additional equipment specific to the character:
3 Shipboard Jumpsuit
1 Shipboard Boots
1 Work Boots
10 Socks
10 Underwear
10 Tee Shirt
1 Navy Wool Sweater
1 Jacket
1 Toiletry Kit
1 Utility Belt
1 Safety Helmet
2 Work Gloves
1 Knit Watch Cap

1 Wheeled Footlocker (1m x .5m x .5m)

12 Meal Bar
1 Flask
2 Bottle of Wiskey

1 Medkit
1 Personal Toolkit
1 Flashlight (6 cell MagLite)
1 Flashlight (Pen Light)
1 Pocket Knife (Swiss Army)
1 Disposable Lighter
1 Personal Communicator
1 Earpiece/Microphone
1 Data Eyepiece/Recorder
1 Hand Computer
1 Holo Reader
12 Entrertainment Crystals
24 Character Specific Crystals
12 Blank Data Crystals
1 Chemical Sniffer
100 Parachute Cord (feet)

The 6 cell Maglite comes in real handy in a brawl. Makes a baton size club. It is as good as an iron pipe without drawing any attention. Just hang it on your utility belt and walk around the starport or space station. I mean who pays attention to the tools hanging from someones belt.
 
Back
Top