Prices for Traveller Stephanus
Economics
Personal Economics
Characters must pay weekly living expenses for each in-fiction week that passes while not in transit on their ship. The rates are:
- Ordinary Lifestyle: 100 Cr per week (5,200 Cr per annum).
- High Lifestyle: 200 Cr per week (10,400 Cr per annum).
Starships may incur various operating expenses, including:
- Life Support: Per week when underway, 500 Cr per Stateroom and 100 Cr per Low Berth
- Conventional Fuel: Per week when underway, 100 Cr per week per 100 tons of ship displacement
- Refined Jump Fuel: 20k Cr per Jump (10 tons)
- Unrefined Jump Fuel: 10k Cr per Jump (10 tons)
- Docking Fees: 100 Cr for a week, +100 Cr for each additional week while in port or drydock
- Annual Maintenance: 50k Cr, once per year
- Crew Salaries: Weekly salaries for a pilot, medic, engineer, navigator, technician, gunner, or deckhand:
- Skill‑1: 200 Cr per week
- Skill‑2: 400 Cr per week
- Skill‑3: 800 Cr per week
- Skill‑4: 1,600 Cr per week
Gear
Note: Local conditions may substantially affect prices, especially for outlawed arms/armor. Additionally, local technology levels have a major impact on what goods might be available.
Services
- Crew/Staff Wages:
- Unskilled: 100 Cr per week
- Skill‑1: 200 Cr per week
- Skill‑2: 400 Cr per week
- Skill‑3: 800 Cr per week
- Skill‑4: 1,600 Cr per week
- Private Parcel Delivery (local): 5-10 Cr
- Private Parcel Delivery (intrasystem): 15-40 Cr
- Private Parcel Delivery (interstellar): 50-100 Cr per parsec (hex)
Travel
- Low Passage: 1k Cr per Jump
- Middle Passage: 8k Cr per Jump
- High Passage: 10k Cr per Jump
- Recent Navigational Records ("Jump Cassettes"): 1k Cr per parsec
- Fuel Pods: Double the usual fuel cost (30 tons per parsec)
- Intrasystem Transit: 75-100 Cr
- Charter Shuttlecraft: 20 Cr per hour
Weapons
- Hand Weapon: 10‑50 Cr
- Quantum-Tech: 2k Cr
- Firearm: 100 Cr
- Automatic: +50 Cr
- Atomic (Laser): 800 Cr
- Quantum (Beam, etc.): 3,500 Cr
- Ammunition: (⅒ Weapon Cost)
- Grenade: 20 Cr
- Explosive Charge: 30 Cr
- Rocket: 250 Cr each
- Flamer: 400 Cr
- Flamer Ammo: 50 Cr
- Mortar: 100 Cr
- Mortar Shell: 100 Cr
- Crew-Fed Gun: 1-3k Cr
- Gun Rounds/Shells: 400 Cr
Armor
- Cloth: 100 Cr
- Mesh: 100 Cr
- Ballistic (vest and plates): 400 Cr
- Ballistic (advanced fabric): 1,500 Cr
- Reflective: 800 Cr
- Power Armor: 4k Cr
- Dislocation: 3k Cr
Tools
- Mundane Tool: ~10 Cr
- High-Tech Tool: ~50 Cr
- Vacc Suit: 600 Cr
- Computer: 400 Cr
- Communicator Device: 100 Cr
- Professional Toolkits: 1,000 Cr
Drugs
- Medical Drugs: 15 Cr
- Combat/High Tech Drugs: 100 Cr
Vehicles
- Wheeled/Treaded Vehicle (2 tons): 2‑3k Cr
- Speeder Bike (1 ton): 4k Cr
- Grav Car (2 tons): 6k Cr
- Shuttlecraft (10 tons): 25k Cr
Robots
- Cargo/Repair/Personal Robot: 2k Cr
- Probe Droid: 4k Cr
- Robodoc: 8k Cr
- Combat Robot: 15k Cr
- Lazarus Pod: 30k Cr
Stephen Parkin, © 2026