TEXT:  
   
  The Serenity Job Randomizer 
  By Jim Davenport 
  Dragonlaird Gaming 
  Copyright 2008 
   
   
   
  One of the most important elements of a classic Serenity campaign is finding a 
  job.  A job keeps you flyin', right?  So a Gamemaster needs to provide a steady stream of 
  mundane and interesting jobs and job offers.  These tables give them a way to randomize 
  entire jobs or just get some inspiration for their own creations.  These basic details can be 
  augmented with existing NPCs or woven into planned plot lines.  If nothing else, they 
  keep your PCs moving, working, and taking action in the living 'Verse. 
  The style of these tables is modeled after the classic Paul Jaquays publication 
  (Central Casting: Heroes of Legend, Task Force Games, ISBN 0-922335-00-1)  If you 
  can find Central Casting, or the sequel which helps you randomize for science fiction 
  campaigns, consider yourself lucky. In general, roll percentile dice to get a result on a 
  table. The table result will indicate if you should proceed to another table to get more 
  details. Keep track of the results as you go along and then review them when you're done 
  to make sense of them, making any changes necessary. 
  These tables assume a job for a mid-sized transport and that the PCs are being 
  paid to do the job. (Some details about buying the cargo outright are provided, but the 
  tables do not attempt to model a full trading system.) 
  
   
   
  Flowchart of the Tables. 
   
   
   
   
  
   
  101: JOB TYPE 
    
  d% 
  Job Type 
  Description 
  1-50 
  Cargo 
  Go to Table 102a 
  51-70 
  Passengers 
  Go to Table 103a 
  71-90 
  Cargo & Passengers 
  Go to Table 102a, then 103a 
  91-00 
  Charter 
  Go to Table 104a 
   
  
   
  102: CARGO TYPE 
    
    
    
    
    
  d% 
  Category 
  List of Examples 
  Manner of Cargo 
  Tonnage 
  Value 
  (c/ton) 
  Legality 
  01 
  Advertising 
  Sign-boards, Commercial Flyers, Promotional 
  Gifts/Toys, … 
  Wooden crates 
  10+1d6 
  200 
  Legal 
  02-03 
  Aircraft 
  Components 
  Flight instruments, flight controls, wing pieces, landing 
  gear, communication gear, … 
  Wooden crates with straw or peanuts 
  20+2d6 
  3,000 
  Regulated 
  04-05 
  Alcoholic Drinks 
  Wine, Brandy, Whisky, Moonshine,… 
  Glass bottles in straw in wooden crates. 
  6+1d2 
  2,000 
  Legal 
  06-07 
  Ammunition 
  Blanks, Bullets, Full Metal Jacket, Armor-Piercing, High 
  Explosive,… 
  Small metal boxes with good clips shut 
  8+1d6 
  1,600 
  Regulated 
  08 
  Amusement Park 
  Gear 
  Torn-down rides, carny games, carnies, signage, tents, 
  bleachers, … 
  Roped together, small things in boxes 
  50 
  600 
  Legal 
  09 
  Animal Feed 
  Pellets, Nutrient Swill, Grasses 
  Barrels, sacks, bales 
  100+1d4*10 
  200 
  Promoted 
  10-11 
  Animals 
  Horses, Cattle, Pigs, Sheep, Chickens, Dogs, Cats, 
  Oxen, Songbirds, Fish, Mules, Donkeys, Goats, Rare and 
  Exotic Pets, … 
  Pens or tethers, cages 
  8+1d4 
  400 
  Promoted 
  12 
  Antiques 
  Earth-that-Was antiques, Generation Ship era antiques, 
  First colony antiques,… 
  Metal, locked crates with tracking devices 
  and elaborate name plates. Or unmarked 
  wooden crates and 24 hour guards. 
  1d2 
  20,000 
  Contraband 
  13-14 
  Building 
  Materials 
  Ceramic Bricks, Prefab Building Components, Doors, 
  Steel Corrugated Sheets, … 
  Pallets 
  150+1d4*25 
  600 
  Legal 
  15-16 
  Canned, 
  Preserved Foods 
  Luxury foods, protein paste, Nutrient Bars, candy,  
  Canned in crates, pickled in barrels, wrapped 
  and stacked in crates. 
  6+1d6 
  2,000 
  Legal 
  17-18 
  Chemicals 
  Oils, Lubricants, Fuel 
  Barrels, tanks (plastic or metal) 
  50+1d4*10 
  1,200 
  Legal 
  19 
  Cloth 
  Blankets, Linens, Cloth 
  Pallets 
  10+1d6 
  600 
  Legal 
  20-21 
  Clothing 
  Women's Fashion, Basics, Men's Fashion, Children's, 
  Shoes, Outerwear, Underwear, Fashionable clothes and 
  ornaments for parties/holidays 
  Folded in crates or high-end stuff on proper 
  hangers 
  10+1d6 
  1,000 
  Legal 
  22 
  Communications 
  Gear 
  Satellites, communication dishes 
  Packed carefully in metal crates, larger 
  pieces strapped in 
  200+1d2*50 
  4,000 
  Regulated 
  23 
  Computer 
  Equipment 
  Cortex Terminal, Cortex Hub, Entertainment System, 
  Data Analysis workstation, … 
  Packed carefully in metal crates, larger 
  pieces strapped in 
  100+1d4*10 
  3,200 
  Legal 
  24 
  Construction 
  Machinery 
  Concrete mixer, Diggers, Loaders, Wood Processors,… 
  Driven into the bay as is, strapped in. 
  100+2d10 
  1,600 
  Legal 
  
  25 
  Construction 
  Materials 
  Lumber, Steel bars/plates, Corrugated metal, Bricks, 
  Cement Blocks, Glass bricks, Prefab plates, rolls of 
  plastic, raw paper, stone, marble 
  Stacked and bound 
  300+1d4*50 
  600 
  Promoted 
  26 
  Construction 
  Tools 
  Hammer, screwdrivers, saw, pliers, … 
  packed in crates, jumbled in crates if going to 
  the Rim 
  20+2d6 
  1,200 
  Promoted 
  27 
  Covert 
  Equipment 
  Disguise kits, fake ID documents, lock picks, … 
  Small secure metal boxes 
  1d2 
  4,000 
  Illegal 
  28-29 
  Crop 
  Supplements 
  Fertilizers and pest-killers. 
  Drums, Bags, Boxes. Containing pellets or 
  aerial dusts 
  300+1d4*50 
  1,000 
  Promoted 
  30 
  Dockyard Gear 
  Forklifts, Industrial Lifters/Manipulators 
  Driven into the bay as is, strapped in. 
  250+1d4*25 
  1,600 
  Legal 
  31-32 
  Farming Gear 
  Agricultural machines (fuel-powered or animal drawn), 
  irrigation equipment, well-diggers, Solar-powered 
  generators, trenchers, etc. 
  Chained up individually. 
  400+1d6*25 
  1,600 
  Promoted 
  33-34 
  Fresh Foods 
  Fruits, Vegetables, Grains, Butchered Meat, Fish, 
  common and rare spices, coffee, tea, tobacco 
  Wrapped, crated, sacked. 
  10+1d6*10 
  2,400 
  Legal 
  35 
  Frontier Gear 
  Fire Jelly, Water Purifying Crystals, Hatchet, Tents, 
  Hiking Gear, Claim Stakes,… 
  Crates, wooden, reinforced plastic, or metal 
  25+1d4*10 
  1,200 
  Promoted 
  36-37 
  Frozen Foods 
  Vegetables, Fruits, Meals, Bread, Luxury Foods, Fish, 
  Desserts 
  Refrigerated Crates, unrefrigerated crates, 
  ice-packed crates 
  100+2d10 
  1,600 
  Legal 
  38-39 
  Fuel/Power 
  Pulse drive Fuel Cells, Propane Tanks, Gasoline Drums, 
  Hydrogen Tanks, Batteries, Alternate fuel electric 
  generators, solar panels,  
  Crates, drums, tanks. 
  300+1d4*50 
  2,000 
  Legal 
  40 
  Gaming 
  Equipment 
  Gaming tables (Casino), billiards, snooker, mahjong, 
  chess boards, card tables 
  Carefully crated in metal to protect the felts 
  200+1d8*25 
  1,600 
  Legal 
  41 
  Gravitics 
  Fusion Containment Jacket Plates, Electro-magnetic 
  Field Producer, Compressor Coils,… 
  Smaller pieces carefully crated with straw or 
  peanuts, larger pieces strapped in the hold 
  100+1d4*20 
  3,600 
  Legal 
  42-43 
  Guns 
  Pistols, Rifles, Assault Rifles, Shotguns, Derringers 
  Large numbers wood-crated with straw, 
  small special pieces in foam inserts in metal 
  cases 
  250+1d10*10 
  2,400 
  Regulated 
  44 
  Hand-to-Hand 
  Weapons 
  Swords, knives, clubs, nunchuks, whips, bows and 
  arrows, spears, javelins,… 
  Large numbers wood-crated with straw, 
  small special pieces in foam inserts in metal 
  cases 
  20+2d6 
  1,200 
  Regulated 
  45 
  Home Equipment 
  Ovens, Refrigerators, Fans, Furnaces 
  Crated in wood crates 
  100+1d4*20 
  800 
  Legal 
  46 
  House Wares 
  Pillows, Linens, Cups, Plates, baskets, tableware 
  Crates of feathers or pillows 
  50+1d4*10 
  600 
  Legal 
  47 
  Housing 
  Components 
  Pre-manufactured Housing Components 
  Strapped down as is 
  200+1d4*25 
  1,000 
  Promoted 
  48 
  Illegal Drugs 
  Narcotics, Hallucinogens, Mind-enhancers, Will-
  reducers,… 
  Hidden with legitimate medicines, sacks, 
  almost any manner 
  2d6 
  5,000 
  Illegal 
  
  49-50 
  Industrial 
  Chemicals 
  Solvents, lubricants, acids, catalysts, adhesives/glues, 
  paints, … 
  Tanks, barrels, containers 
  300+1d6*50 
  600 
  Legal 
  51-52 
  Industrial 
  Machinery 
  Hydraulic Machinery, refurbished machinery, pumps, 
  compressors, Meat packing equipment, piping, printing 
  equipment, textiles, water purification, generators, power 
  supplies, power converters, brewing 
  Large wooden crates or strapped into the 
  hold 
  500+1d4*50 
  400 
  Legal 
  53 
  Industrial 
  Materials 
  Railroad rails, spikes 
  Barrels and pallets. 
  300+1d4*30 
  200 
  Legal 
  54 
  Leather Goods 
  Leather Goods: Browncoats, jackets, purses, vests, 
  pants, uncut skins 
  Wooden crates or pallets 
  100+1d4*25 
  600 
  Legal 
  55-56 
  Manufactured 
  Goods 
  Furniture, Spools of cable and wire, caskets, tombstones, 
  playground equipment 
  Crated, broken-down and crated 
  100+1d4*25 
  1,000 
  Legal 
  57 
  Mechanic's Tools 
  Specialized hand tools, diagnostic meters, welders, … 
  Carefully crated in metal to protect the goods 
  50+1d4*5 
  2,000 
  Legal 
  58 
  Medical Gear 
  MedComp, Dermal Mender, Cryo chambers, Air 
  Ambulance components, Medkits,… 
  Carefully crated in metal to protect the goods 
  10+1d6 
  2,400 
  Regulated 
  59-60 
  Medicines 
  Antibiotics, Analgesics, Painkillers, Cold Medicine, 
  Immunizations, Disease Treatments, Rare treatments, … 
  Multiple layers of plastic bagging (exact 
  counts) inside high quality crates 
  (wood/plastic/metal) 
  4d12 
  2,800 
  Regulated 
  61 
  Military Gear 
  Various armors, clip-rigs, boots, helmets, camouflage 
  clothing,… 
  Wooden crated 
  200+1d8*25 
  1,600 
  Contraband 
  62 
  Military Grade 
  Weapons 
  Grenades, explosives, mines, heavy weapons,… 
  Wooden crated, lots of marked warnings, 
  straw packing. 
  250+1d4*50 
  3,600 
  Illegal 
  63-64 
  Mining 
  Equipment 
  Drilling gear (minerals, water, etc.), Breath masks, 
  Headlamps, Air Testers, Ore Testers, ultrasonic 
  imagers,… 
  Wooden crated 
  300+1d4*20 
  1,200 
  Legal 
  65 
  Musical 
  Instruments 
  Brass, Woodwinds, Guitars, Stringed, Amplifiers, Repair 
  Kits, Speakers, Pipe Organ … 
  Crates of smaller custom boxes, wooden 
  with nice covers 
  100+1d6*10 
  1,800 
  Legal 
  66 
  Non-alcoholic 
  Drinks 
  Fruit Drinks, Energy Drinks, Kid Drinks,… 
  Large plastic bladders in barrels 
  10+1d6*10 
  800 
  Legal 
  67 
  Paper 
  Popular Books, Company Records, Religious Flyers, 
  Political Flyers, Textbooks, Rolls of Paper, Reams of 
  paper,… 
  Pallets, crates 
  400+1d4*50 
  1,600 
  Legal 
  68 
  Personal 
  Electronics 
  Multiband, holo-camera, holo-player, bullhorn, datapad, 
  cortex link system, recording equipment (audio, video, 
  holo), … 
  Small crates: wood, plastic, metal. Form fit 
  foam padding 
  100+1d6*10 
  3,000 
  Legal 
  69-70 
  Personal 
  Luxuries 
  Perfume, cosmetics, jewelry, rare wines, rare food, silk 
  bedding, cigars, cigarettes…. 
  Small crates: wood, plastic, metal. Smaller 
  boxes inside. 
  10+2d6 
  3,200 
  Legal 
  71 
  Pipes 
  Sewage Drainage pipes, equipment 
  Strapped down as is 
  200+1d4*50 
  400 
  Legal 
  
  72-73 
  Planetary 
  Vehicles 
  ATVs, Ground Cars, Hovercraft, Bicycles, Racing Ground 
  Car, hovermules, motorcycles 
  Strapped down as is 
  200+1d6*25 
  1,200 
  Legal 
  74-75 
  Plants 
  Plants, Seedlings, Seeds, Trees 
  Trays on shelves, pallets, strapped in as is 
  200+1d6*25 
  800 
  Promoted 
  76 
  Precious Goods 
  Cut gemstones, artwork, statues, paintings, platinum 
  ingots, … 
  Various sized crates, excellent packing 
  materials, some items would have foam 
  inserts cut to fit for metal, securable cases 
  1d10 
  10,000 
  Regulated 
  77-78 
  Processing 
  Equipment 
  Fuel refining equipment, kilns, smelters, compressors, 
  crushers, stoves, vats,… 
  Strapped down as is 
  400+1d4*50 
  1,600 
  Legal 
  79-80 
  Ranching Gear 
  Animal harnesses, barn equipment, weather vane… 
  Wooden crates 
  10+1d6*5 
  1,200 
  Legal 
  81-82 
  Raw Materials 
  Refined Ores, metal ingots, lumber, cut marble, steel 
  bars,… 
  Barrels or crates 
  500+1d4*50 
  800 
  Promoted 
  83 
  Robots 
  Farming, Mining, Assistant, Entertainment, Pleasure,… 
  Inert: Foam-inserts in custom metal crates. 
  Active: strapped in 
  200+1d6*25 
  2,000 
  Regulated 
  84 
  Security Gear 
  Commpacks, Gunscanners, Motion Sensor Array, vaults, 
  safes, Cameras, Motion Detectors, Alarm Systems, 
  Klaxons, Alerting Systems, … 
  Wooden crated with good packing materials 
  25+1d4*10 
  4,000 
  Regulated 
  85 
  Ship Accessories 
  Trash Incinerator, VacSuit Patch Tape, Garden Bunk, 
  Custom Chairs,… 
  Large crates, wood, plastic, metal 
  50+1d6*10 
  2,000 
  Legal 
  86 
  Shop Equipment 
  Stoves, hot plates, cash registers, neon signs, beer taps, 
  packaging tools, shelves, … 
  Wooden crates or strapped in as is 
  100+1d8*10 
  1,000 
  Legal 
  87-88 
  Space Gear 
  Vacsuit, personal beacon, tether line and clips, 
  maneuvering jet pack,… 
  Wooden or metal crates 
  100+1d8*10 
  2,400 
  Legal 
  89-90 
  Spacecraft 
  Components 
  Sensor systems, Air Reprocessors, Databases, 
  Astrogation Computers, Auto-pilot systems, filters, 
  cameras, floodlights, … 
  Metal crates with peanut packing, or 
  strapped in as is 
  300+1d6*50 
  3,000 
  Legal 
  91 
  Specialty 
  Products 
  Ornamental Rugs, Wedding Supplies, Wigs 
  Specialty wooden crates 
  50+1d4*10 
  4,400 
  Legal 
  92 
  Sports Gear 
  Sports uniforms, equipment, training equipment 
  Metal crates emblazoned with team logo 
  50+1d4*10 
  1,000 
  Legal 
  93-94 
  Surveying 
  Equipment 
  Tripod-mounted azimuths, cartographic datapads,  
  Small crates: wood, plastic, metal. Form fit 
  foam padding 
  100+1d6*10 
  4,000 
  Legal 
  95 
  Tanks 
  Storage tanks 
  Strapped down as is 
  400+1d4*50 
  400 
  Legal 
  96 
  Technician's 
  Tools 
  Patch cables, interface chips, diagnostic sensors… 
  Small, specialized metal crates 
  10+1d4 
  3,000 
  Legal 
  97-98 
  Toys & Novelties 
  Bobble heads, dolls, model ships/planes, toy soldiers, 
  humorous buttons, costumes, building toys, stickers, 
  card/board games, notions,. 
  Plastic bags, cardboard boxes inside 
  wooden crates 
  10+1d4*5 
  1,600 
  Legal 
  99-
  100 
  Weapon 
  Accessories 
  Gun Case for vacuum, Gun Cleaning Kit, extended stock, 
  extended magazines,… 
  Small crates: wood, plastic, metal 
  10+1d4*5 
  2,400 
  Regulated 
  
   
   
  Promoted 
  The Alliance encourages shipment of this type of cargo as it promotes their goals and 
  ideals. 
  Legal 
  Shipment of this cargo is legal and not regulated in any particular way. 
  Regulated 
  Shipments are tracked and monitored, shipment permission is required in advance. Missing 
  paperwork is punishable by fines. 
  Contraband 
  Shipment of this cargo is illegal and punishable by fines or impoundment of the transporting 
  ship. 
  Illegal 
  Shipment or possession of this cargo is illegal and punishable by imprisonment and fines. 
   
   
  102b: CARGO 
  MODIFIERS 
  d% 
  Condition 
  01-50 
  Average Condition 
  51-62 
  Worn/Used 
  63-75 
  Brand new, still sealed 
  76-88 
  Broken, Damaged, 
  Salvaged 
  89-100 
  Elite Quality brands 
  Proceed to 105a 
   
   
  103a: NUMBER OF PASSENGERS 
  d% 
  Individuals or Number in Group 
  01-12 
  1 
  13-25 
  2 
  26-37 
  3 
  38-50 
  4 
  51-62 
  5 
  63-75 
  6-9 
  76-87 
  10-15 
  88-00 
  16+ 
  Proceed to 103b for the Group or for Each Individual 
   
   
  103b: PASSENGER TYPE 
    
  d% 
  Traveling for 
    
  01-30 
  Business 
  For a deal, looking for new deals 
  31-40 
  Pleasure 
  sight-seeing, visiting friends 
  41-70 
  Work 
  traveling for new job 
  71-100 
  Need 
  traveling looking for opportunities 
  Proceed to 103c 
   
  
   
  103c: PASSENGER PROFESSION 
  d% 
  Traveling for 
    
  01 
  Acrobat 
    
  02 
  Actor 
    
  03 
  Adventurer 
    
  04 
  Architect 
    
  05 
  Artist (Musician, Sculptor, Painter) 
    
  06 
  Astrogator 
    
  07 
  Bank Courier 
    
  08 
  Bartender 
    
  09 
  Bookie 
    
  10 
  Bookseller 
    
  11 
  Botanist 
    
  12 
  Brew master 
    
  13 
  Carpenter 
    
  14 
  Chef 
    
  15 
  Companion 
    
  16 
  Construction Worker 
    
  17 
  Corporate Officer 
    
  18 
  Craftsman 
    
  19-
  22 
  Criminal (Thief, Drug-dealer, 
  Smuggler) 
  Reroll to determine cover 
  occupation 
  23 
  Dentist 
    
  24 
  Doctor 
    
  25-
  26 
  Drifter 
    
  27 
  Electronics Repair Engineer 
    
  28 
  Engineer 
    
  29 
  Explorer 
    
  30-
  31 
  Factory Workers 
    
  32-
  33 
  Family 
    
  34 
  Farmer 
    
  35 
  Gem Dealer 
    
  36 
  Gravity Drive Technician 
    
  37 
  Gun Dealer 
    
  38 
  Gunsmith 
    
  39 
  Hermit 
    
  40 
  Horseman 
    
  41 
  House servant 
    
  42 
  Indentured servant 
    
  43 
  Jeweler 
    
  44 
  Lawyer 
    
  45 
  Leatherworker 
    
  46 
  Lumberjack 
    
  47 
  Magician 
    
  48 
  Medical Technician 
    
  49-
  50 
  Mercenary 
    
  
  51 
  Merchant / Trader 
    
  52-
  54 
  Migrant Worker 
    
  55-
  57 
  Miner 
    
  58 
  Newspaperman 
    
  59 
  Noble / Aristocrat 
    
  60 
  Nurses 
    
  61 
  On-leave Alliance Soldier 
    
  62 
  Opera Artist 
    
  63 
  Orphans 
    
  64 
  Pilot 
    
  65 
  Printer 
    
  66 
  Professional Gambler 
    
  67 
  Prostitute 
    
  68 
  Railroad Man 
    
  69 
  Ranch hand 
    
  70 
  Restaurateur / Food-seller 
    
  71 
  Robot Engineer 
    
  72 
  Rug Merchant 
    
  73 
  Salesman 
    
  74 
  Salvage Specialist 
    
  75 
  Scientist 
    
  76 
  Seamstress 
    
  77 
  Security Guards 
    
  78-
  80 
  Settler 
    
  81 
  Shepherd 
    
  82 
  Sheriff 
    
  83 
  Shipwright 
    
  84 
  Shopkeeper 
    
  85 
  Sideshow Performer 
    
  86 
  Smith 
    
  87 
  Teacher 
    
  88 
  Technical Specialist 
    
  89 
  Terraforming Consortium staff 
    
  90 
  Tinkers 
    
  91 
  Toymaker 
    
  92 
  Undertaker 
    
  93-
  96 
  Unskilled Labor 
    
  97 
  Vintner 
    
  98 
  Waitress 
    
  99 
  Welder 
    
  100 
  Writer 
    
  Proceed to 103d 
   
  
   
  103d: TYPE OF PASSAGE SOUGHT 
  d% 
  Type of Passage 
    
  01-
  30 
  Steerage 
  Just looking for a place to lie down and ride. 
  31-
  85 
  Second Class 
  Cabin and food, doesn't have to be pretty. 
  86-
  100 
  First Class 
  Nice Cabins, Amenities 
  Proceed to 105a 
   
   
  104a: TYPE OF CHARTER 
    
  d% 
  Type 
  Description 
  01-50 
  Open-ended Contract 
  Patron is purchasing services of ship and crew for an indefinite time 
  period. 
  51-00 
  Time-limited Contract 
  Patron is purchasing services of ship and crew for a specific, limited 
  time period. 
  PROCEED TO 104b: CIRCUMSTANCES 
   
   
  104b: CIRCUMSTANCES 
    
  d% 
  Circumstances 
  Description 
  01-12 
  Corporation Charter 
  Chartered for use by various corporate officers for company 
  business. 
  13-24 
  Political Junkets 
  Chartered to cater to political figures. 
  25-37 
  Hidden Patron 
  Reasons are not divulged, but it is important to someone to have the 
  ship at the ready to transport a person, a box, whatever they need, 
  no questions asked. 
  38-49 
  Cruise Charter 
  Patron wishes to tour the 'Verse (gambler, scientist, wanderer, etc.) 
  50-61 
  Business Charter 
  Company needs to replace a defunct transport or expand their 
  shipments and wants a ship on call. 
  62-73 
  Guild Charter 
  A Guild (Companion, etc.) reserves the ship to transport their 
  members from place to place, or important guild cargo. 
  74-86 
  Business Operator 
  One or more people want to run their business from the ship, 
  traveling where the demand is.  Like a Companion, for instance. 
  87-00 
  Speculation Charter 
  Patron wants to make money in the freelance transport business. 
  Patron makes the deals, sets the jobs.  PCs execute the jobs. 
  PROCEED TO 105: JOB TERMS 
   
  
   
  105a: TYPE OF PAYMENT 
  OFFERED 
    
  d% 
  Type of Payment offered 
  Description 
  1-10 
  Barter for Services 
  Services can range from ship repair, meals, a place to bathe and 
  sleep, sexual services, producing information, tailoring, painting, etc. 
  11-30 
  Barter for Trade Goods 
  Roll on Table 102: Cargo Type to determine what is being offered as 
  payment. This could be just a share of the cargo itself. 
  31-35 
  Community Service 
  By law, shipments to very remote, poor colonies have to be made at 
  times. 
  36-40 
  Alliance Mandate 
  Job is "awarded" to crew by Alliance, no right of refusal. 
  41-50 
  Platinum on delivery 
  Platinum coins to be paid by receiver when cargo is delivered. 
  51-55 
  Barter for Fuel 
  With Fuel averaging 5C/ton, a full Firefly would cost 300C. 
  56-65 
  Barter for Ship Parts 
  Parts can range from a few platinum to thousands of credits 
  66-82 
  Platinum on return 
  Platinum coins to be paid by shipper when captain returns from the 
  run. 
  83-85 
  Platinum up front 
  Platinum coins to be paid before the run is started (RARE) 
  86-91 
  Credits on delivery 
  Credits on delivery, either electronically transferred or in bar-coded 
  paper money 
  92-97 
  Credits on return 
  Credits on return, either electronically transferred or in bar-coded 
  paper money 
  98-100 
  Credits up front 
  Credits up front, either electronically transferred or in bar-coded paper 
  money 
  Proceed to 105b 
  
   
  105b: MANNER OF OFFER 
    
  d% 
  Manner in which offer was made 
  Description 
  1-40 
  Port Master Listing 
  Most typical way for cargo and ships to find each other.  
  Often posting can only be done once the ship has landed, 
  and even then, in person with ship credentials (ownership, 
  bond/insurance, Ship ID) 
  41-
  50 
  Direct Contact from Offerer (wave) 
  Message from across the Cortex, delayed and relayed or live 
  audio/video 
  51-
  60 
  Direct Contact from Offerer (meeting) 
  A meeting is requested away from the ship (public place, 
  remote/out-of-sight location, etc.) 
  61-
  70 
  Direct Contact from Offerer (letter) 
  Old-fashioned paper offer is delivered or waiting at the Post. 
  71-
  80 
  Direct Contact from Offerer (visit ship) 
  Offerer stops by at the ship to make contact or seal the deal. 
  81-
  90 
  Word passed by mutual friend/third party 
  Friend of a friend, passing on the message. 
  91-
  100 
  Cortex Posting 
  Less reliable than a Port Master Listing, some cargos are 
  simply posted in various places on the Cortex. 
  Proceed to 105c 
   
  105c: VALUE OF OFFER 
    
  Shipping Cargo 
  Transport is paid a fee to take cargo from point A to point B; Fee = 1c / ton 
  cargo, trip up to seven days in length. For each additional week, +1c/ton 
  Trading Cargo 
  Captain buys cargo at point A, with the intent to sell at point B, or C, etc.; 
  Requires total value of cargo up front to purchase; Can mean higher profits, 
  but more risk of losing money too. 
  Determine value based  
  on Job Type 
  Carrying Passengers 
  Transport is paid a fee to take passengers from point A to point B; Fees are 
  pretty standard for different levels of accommodations and assume a week or 
  less travel, increase charge again for each week past the first. 
  First Class 100c/person 
  Second Class 50c/person 
  Steerage 20c/person 
  Proceed to 105d 
   
  105d: DELIVERY REQUIREMENTS 
    
  d% 
  Requirement 
  Description 
  01-50 
  No particular delivery requirements 
  No modifier. 
  51-60 
  Speed is of the Essence 
  Cargo must be delivered as fast as possible to the drop-off.  
  Determine distance from pickup to drop-off, deadline is that 
  distance at hard burn. 
  61-70 
  Speed is Important 
  Cargo must be delivered quickly to the drop-off.  Determine 
  distance from pickup to drop-off, deadline is that distance at normal 
  pulse. 
  71-80 
  Route is Determined 
  A specific route is required, possibly incorporating intermediate 
  stops (1d6-1).  This route may bring the PCs near rivals, enemies, 
  or dangers. 
  81-90 
  Avoid Alliance Inspections 
  Whether or not the cargo is illegal, the shipper does not want it 
  inspected or tax paid upon it. This may require the freighter to avoid 
  Alliance patrols and arrive at the drop-off through thoughtful means. 
  91-
  100 
  Run Just for Show 
  Delivery of cargo is secondary, they must be seen to deliver the 
  cargo by some third party: the Alliance, rivals, etc. 
  Proceed to 105e 
   
  
   
  105e: MODIFIERS TO VALUE 
    
  Complications 
  No effect on fee unless admitted beforehand, then add 10% to fee 
  Regulated Cargo 
  Add 25% to fee 
  Contraband Cargo 
  Add 50% to fee 
  Illegality Cargo 
  Add 100% to fee 
  On-Time Bonus 
  Add 10-40% to fee (d4) 
  Speed is of the Essence 
  Add 10-40% to fee (d4) 
  Speed is Important 
  Add 10-20% to fee (d2) 
  Route is Determined 
  Add 10-20% to fee (d2) 
  Avoid Alliance Inspections 
  Add 10-40% to fee (d4) 
  Run Just for Show 
  Add 10% to fee 
  High Value Cargo/Passengers 
  Add 10-60% to fee (d6) 
  Low Value Cargo/Passengers 
  Subtract 10-60% from fee (d6) 
  Shipper Requires Bond/Insurance 
  Add %10 of Cargo Value as a Cost 
  Crew is known to be desperate 
  Subtract 10-40% from fee (d4) 
  Offerer dislikes Crew due to past events 
  Subtract 10-40% from fee (d4) 
  Shipper is desperate 
  Add 10-40% to fee (d4) 
  Proceed to 106a 
    
   
  106: WHO IS OFFERING THE JOB? 
    
  d% 
  Job Offerer 
  Description 
  01-07 
  Creator/Manufacturer of Goods 
  Avoiding the Middleman, originator of goods is setting up her own 
  deal. 
  08-14 
  Professional Middleman 
  For a cut of the fees, helps connect jobs with freighters. 
  15-20 
  Importer/Exporter 
  Like Middleman but also has warehouses and will buy with plans to 
  sell later. 
  21-27 
  Buyer Low on Funds 
  Someone who would normally buy this cargo has to sell it to raise 
  cash. 
  28-34 
  Cargo Consolidator 
  Middleman specializing in pulling small cargoes together into one 
  trip. 
  35-40 
  Speculator 
  Like Importer/Exporter but specializes in fads and high risk/profit 
  goods. 
  41-47 
  Another Captain 
  With her ship grounded, she can't complete the job and must sub-
  contract it out. 
  48-54 
  Estate Liquidation 
  After the death of a rich person, their goods are being shipped 
  home/to buyers. 
  55-60 
  Thieves 
  Having stolen the goods, they need to move them. Now! 
  61-67 
  Shipping Representative 
  Works for the transport captains on salary, find jobs for them. 
  68-74 
  Shipping Company 
  Organized concern handles setting up jobs, captains receive rates 
  based on successful track record. 
  75-80 
  Corporation 
  Need to move some goods quietly or quickly or both. 
  81-87 
  Guild 
  Need to move some goods quietly or quickly or both. 
  88-94 
  Unidentified 
  Its better you don't know who they are. 
  95-100 
  Branch of the Alliance Government 
  The Alliance can't be everywhere so they hire out small shipments 
  when Alliance transports aren't available. 
  Proceed to 107a 
   
  YOU CAN USE TABLE 103C TO RANDOMLY GENERATE THE PATRON'S OCCUPATION 
  YOU CAN U 
  
  SE TABLE 103C TO RANDOMLY GENERATE THE PATRON'S OCCUPATION 
  107a: REGION 
    
    
  d% 
  Region 
  Description 
  Reaver 
  Threat 
  01-10 
  Core 
  Planet: Best medical facilities, civilized nightlife, gourmet foods 
  Low 
  11-70 
  Border 
  Planet: Launching point for settlers, Religions 
  Low 
  71-00 
  Rim 
  Planet: Parliament, Civil Service, Museums, Military 
  Low 
  Proceed to Appropriate Suitable based on this result. 
   
  107b: CORE PLANETS 
    
    
  d% 
  Planet / Moon 
  Description 
  Reaver 
  Threat 
  01-14 
  Ariel 
  Planet: Best medical facilities, civilized nightlife, gourmet foods 
  Low 
  15-28 
  Bernadette 
  Planet: Launching point for settlers, Religions 
  Low 
  29-43 
  Londinum 
  Planet: Parliament, Civil Service, Museums, Military 
  Low 
  44-56 
   --- Al-hadra 
  Moon of Londinum: Military Training Camps, Academies 
  Low 
  57-71 
  Osiris 
  Planet: Courts, Corporations, Universities 
  Low 
  72-86 
   --- Muscovoy 
  Moon of Osiris: Wealthy Estates, Hunting Preserves, Splinter 
  Religions 
  Low 
  87-00 
  Sihnon 
  Planet: Guilds, Bureaucracy, Religion, Silk 
  Low 
  Proceed to 108a 
   
  107c: BORDER 
  PLANETS 
    
    
  d% 
  Planet / Moon 
  Description 
  Reaver 
  Threat 
  01-06 
  Beaumonde 
  Planet: Heavy industry, Blue Sun, Pollution 
  Low 
  07-12 
  Bellerophon 
  Planet: Wealthy estates, arid deserts 
  Low 
  13-18 
   --- Pegasus 
  Moon of Bellerophon: Scrap processing facilities, noxious industries 
  Low 
  19-24 
  Boros 
  Planet: Prairie ranches, scrap yards 
  Low 
  25-30 
   --- Ares 
  Moon of Boros: Military shipyards 
  Low 
  31-36 
  Columbiana 
  Planet: Interdicted, Terraforming Incomplete 
  Low 
  37-42 
  Elsine 
  Planet: Once a rival to Hera, suffered crop-killing plague, still 
  sick, few people 
  Low 
  43-48 
  Hera 
  Planet: Breadbasket for the 'Verse 
  Low 
  49-54 
   --- Cordoban 
  Moon of Hera: Desolate and arid, home to hermits and cults. 
  Low 
  55-60 
  Newhall 
  Planet: Recently terra-formed, ocean-covered, exports water 
  Low 
  61-66 
  Paquin 
  Planet: Carnivals and Sideshows 
  Low 
  67-86 
  Persephone 
  Planet: High population, mixture of cultures 
  Low 
  87-92 
  Santo 
  Planet: Low-class pleasures and attractions 
  Low 
  93-00 
  Verbena 
  Planet: Forests, not recovered from war 
  Low 
  Proceed to 108a 
   
  
   
  107d: RIM PLANETS 
    
    
  d% 
  Planet / Moon 
  Description 
  Reaver 
  Threat 
  01-05 
  Athens 
  Planet: Windy, marble exports, bombed-out cities 
  High 
  06-10 
   --- Hwai'han 
  First Moon of Athens:  
  High 
  11-15 
   --- Azel's Moon 
  Second Moon of Athens: Stormy, Toxic Mining 
  High 
  16-20 
   --- McCormick 
  Third Moon of Athens: 
  High 
  21-25 
   --- Whitefall 
  Fourth Moon of Athens: Paranoid Settlers 
  High 
  26-30 
  Beylix 
  Planet: Farming & Scrap yards 
  Low 
  31-35 
  Ezra 
  Planet: Farmers & Ranchers under a criminal thumb 
  Low 
  36-40 
  Greenleaf 
  Planet: Tropical forests, pharmaceuticals 
  Low 
  41-45 
  Higgin's Moon 
  Moon of ???: Mineral-rich clays 
  Low 
  46-50 
  Jiangyin 
  Planet: Backward cattle ranchers 
  Low 
  51-55 
  Lilac 
  Planet: Hot farming planet 
  High 
  56-60 
   --- Cimarron 
  Moon of Lilac: Grasslands, breed horses for racing and work. 
  High 
  61-65 
  Milo 
  Planet: Base agricultural exports 
  High 
  66-70 
   --- Haven 
  Moon of Milo: Independent Mining 
  Low 
  71-75 
  Miranda 
  Planet: Interdicted, Uninhabitable 
  High 
  76-80 
  New Herod 
  Planet: Sparsely populated, Ghosts, Precious Metal Banks, 
  Artisans 
  Medium 
  81-85 
  Regina 
  Planet: Mining 
  Low 
  86-90 
  Shadow 
  Planet: Bombed out black rock 
  Low 
  91-95 
  Triumph 
  Moon of Heinlein Gas Giant: Simpler life, Amish-style settlers 
  Low 
  96-00 
  St. Albans 
  Planet: Coldest Planet in the 'Verse 
  Low 
  Proceed to 108a 
   
  108a: TYPICAL LOCATIONS - CARGO 
  d% 
  Location 
  Description 
  01-12 
  Warehouse 
    
  13-25 
  Source 
  Factory, Farm, Ranch, etc. 
  26-37 
  Another Ship 
    
  38-50 
  Orbital 
    
  51-62 
  Orbiting Ship 
    
  63-75 
  Company 
    
  76-87 
  Government Building 
    
  88-100 
  Unusual Location 
  Reroll on 109b and return 
  Proceed to 109a 
   
  108b: UNUSUAL LOCATIONS - CARGO 
  d% 
  Location 
  Description 
  01-20 
  Residence 
    
  21-40 
  Deserted Urban 
    
  41-60 
  Deserted Rural 
    
  61-80 
  Space Wreck 
    
  81-100 
  Abandoned Facility 
    
  Proceed to 109a 
   
  
  108c: TYPICAL LOCATIONS - PASSENGERS 
  d% 
  Location 
  Description 
  01-12 
  Docks/Spaceport 
    
  13-25 
  Hotels 
    
  26-37 
  Mass Transit Areas 
    
  38-50 
  Orbital 
    
  51-62 
  Another Ship 
    
  63-75 
  Residence 
    
  76-87 
  Farm/Ranch 
    
  88-100 
  Unusual Location 
  Reroll on 109d and return 
  Proceed to 109a 
   
  108d: UNUSUAL LOCATIONS - PASSENGERS 
  d% 
  Location 
  Description 
  01-25 
  Deserted Urban 
    
  26-50 
  Deserted Rural 
    
  51-75 
  Space Wreck 
    
  76-100 
  Abandoned Facility 
    
  Proceed to 109a 
   
  109a: GENERAL COMPLICATIONS 
  d% 
  Type 
  Description 
  01-09 
  Reaver Territory 
  The required course passes through or near the latest estimates of Reaver 
  territory.  There is a risk of detection and chase. Capture would be a death 
  sentence. 
  10-18 
  Natural Dangers 
  Spaceflight ain't always a bed of roses.  Debris from some past battle/accident, 
  asteroid storm, or even stranger things can damage the ship, threaten the crew, 
  or delay travel. 
  19-27 
  Rivals after the Job 
  The cargo or passengers are being sought by another shipper, they may try all 
  manner of ruses, trickery or worse to steal the job. 
  28-36 
  Recipient reneges 
  Buyer tries to take the goods without providing payment or verification, by ruse 
  or gunpoint. 
  37-45 
  Mysterious Failures 
  Once the job begins, the ship begins to experience small but numerous failures 
  of different systems.  Its enough to make a weak person think the cargo is 
  haunted… 
  46-54 
  You've Got a Fan! 
  A passenger falls in love with the ship and its crew.  Helpful or useless, they 
  lobby to be allowed to join the crew and live the romantic life of a free trader.  
  Wonder if there is more to their eagerness? 
  55-63 
  Are You Ready for 
  the Big Time? 
  A passenger turns out to be an employee of a large shipping corporation.  They 
  are always on the lookout for 'new talent', crews they can put on the payroll and 
  grow with the company.  They offer security/benefits while swearing their impact 
  on the crew's independence will be minimal. Can they be trusted?  Are they who 
  they say they are? 
  64-72 
  Shadow Me, 
  Shadow You 
  Once the job begins, the crew begins to think they are seeing shadows or being 
  followed.  Sensors hint at the chance of a ship trailing them just at the limits of 
  sensor range.  Who is so interested in them, and why now? 
  73-81 
  It's Just a Cold 
  Once the job begins, the crew begins to get sick, first sniffles and a cough, then 
  getting drastically worse (fever, nausea, fainting, weakness).  Is it in the cargo?  
  Is someone softening them up? 
  82-90 
  Double Up! 
  Re-roll twice, ignoring this result to come up with two complications which 
  intersect in some way. 
  91-100 
  Go to Specific Sub-
  chart 
  Based on Manufactured Goods, Organic Goods, Passengers 
   
  
   
  109b: MANUFACTURED CARGO COMPLICATIONS 
  d% 
  Type 
  Description 
  01-17 
  Poor Quality 
  Samples of the cargo are inspected upon delivery and serious quality problems 
  are discovered. Problems might be safety or life-threatening based on the nature 
  of the cargo, but the recipient will not be pleased. 
  18-34 
  Difficult Cargo 
  The Cargo was not packed well either in its containers or within the ship.  During 
  any serious maneuver or just arrival at the destination will cause the cargo to fall 
  over, break, spill out, etc. This should at least produce a mess and an upset 
  recipient, but it might also ruin the value of the cargo (portion), depending on 
  nature of cargo. Cargo takes twice as long to stow or move. 
  45-51 
  Subject of a trade 
  war 
  The cargo in question is part of a trade war between rival guilds, merchants, or 
  manufacturers.  Ship will be confronted upon landing or when loading the cargo 
  in the first place.  Confrontations can be annoying, physical, or deadly. 
  52-68 
  Thieves after the 
  Cargo 
  Thieves have their eye on the cargo and will try to steal it through trickery or 
  behind a gun. 
  69-85 
  Cargo Stolen 
  The origin of the cargo is from theft.  This may attract authorities tracking down 
  the stolen cargo.  The original owners might seek it on their own, especially if it's 
  illegal in nature. 
  86-100 
  Trade Constricted 
  The Alliance is restricting trade and throwing up "roadblocks" to normal trade. 
  This introduces delays, fines, and unwanted Alliance interest. 
   
  109c: ORGANIC CARGO COMPLICATIONS 
  d% 
  Type 
  Description 
  01-11 
  Spoilage 
  A cargo with limited shelf-life has already begun to suffer from spoilage.  This will 
  not please the buyer. 
  12-22 
  Disease 
  Spores, contact, or consumption of the cargo passes on a disease to the crew. 
  (The disease shouldn't be too exotic so that it obviously was brought by the 
  cargo). 
  23-33 
  Pests 
  Infesting the cargo or at least coming along for the ride are pests: wasps, bugs, 
  ants, roaches, spiders, etc. 
  34-44 
  Smell 
  The cargo emits a sickening smell (bitter, sweet, sour, rotted, etc.) that pervades 
  the ship. 
  45-55 
  Mold Infestation 
  A fungus or mold comes with the cargo and gets into the ships systems: smell in 
  the air recycling unit, problems in the electronics, eats into wiring, etc. 
  56-66 
  Difficult Cargo 
  The Cargo was not packed well either in its containers or within the ship.  During 
  any serious maneuver or just arrival at the destination will cause the cargo to fall 
  over, break, spill out, etc. This should at least produce a mess and an upset 
  recipient, but it might also ruin the value of the cargo (portion), depending on 
  nature of cargo. Cargo takes twice as long to stow or move. 
  67-77 
  Thieves after the 
  Cargo 
  Thieves have their eye on the cargo and will try to steal it through trickery or 
  behind a gun. 
  78-88 
  Cargo Stolen 
  The origin of the cargo is from theft, this may attract authorities tracking down 
  the stolen cargo; the original owners might seek it on their own, especially if its 
  illegal in nature. 
  89-100 
  Trade Constricted 
  The Alliance is restricting trade and throwing up "roadblocks" to normal trade. 
  This introduces delays, fines, and unwanted Alliance interest. 
   
  
   
  109d: PASSENGER COMPLICATIONS 
  d% 
  Type 
  Description 
  01-08 
  Gift Horse 
  Passengers bring money and ship benefits from their generosity buying food. 
  09-16 
  Time for Romance 
  Passenger is a potential romantic interest for one or more crew. Complications 
  ensue. 
  17-25 
  Secrets don't stay 
  Secret 
  Passenger brings an interesting piece of information pertaining to a character's 
  outstanding back story. Secrets might be revealed or threatened. People hiding 
  might be revealed. 
  26-33 
  What an Opportunity 
  Passenger brings an interesting piece of information pertaining to a potential job 
  at a good price, with strings attached. 
  34-41 
  Gunning for them 
  Rivals after the passengers' business 
  42-50 
  Wacky Pet 
  Passenger brings along a pet that gets into everything (monkey?) 
  51-58 
  Last Minute 
  Alterations 
  Passenger needs ship to change course mid-flight. Running, need to go 
  somewhere dangerous, need to direct the ship to "friends" in wait, etc. 
  59-66 
  I think we're being 
  followed 
  Passengers are being followed by folks who mean them harm. Followers will try 
  to board as passengers too, or any way they have to. 
  67-75 
  Bad News 
  Passenger brings ill tidings about someone cared about by a crew member. 
  76-83 
  False Pretenses 
  Passenger(s) is using the ship as a getaway ship, unbeknownst to our heroes.  
  They just robbed a bank. 
  84-91 
  Is that a Badge in your 
  Pocket? 
  Passenger is an undercover Alliance inspector. He'll make quiet 
  searches/inquiries and have interdictor agents waiting for them. 
  92-100 
  Call me Mr. Ripley 
  Passenger is a con-artist and plans to steal cargo or the ship. 
   
  109e: OPEN-ENDED COMPLICATIONS 
  d% 
  Type 
  Description 
  01-20 
  Mysterious Failures 
  Once the job begins, the ship begins to experience small but numerous failures 
  of different systems.  Its enough to make a weak person think the cargo is 
  haunted… 
  21-40 
  You've Got a Fan! 
  A passenger falls in love with the ship and its crew.  Helpful or useless, they 
  lobby to be allowed to join the crew and live the romantic life of a free trader.  
  Wonder if there is more to their eagerness? 
  41-60 
  Are You Ready for the 
  Big Time? 
  A passenger turns out to be an employee of a large shipping corporation.  They 
  are always on the lookout for 'new talent', crews they can put on the payroll and 
  grow with the company.  They offer security/benefits while swearing their impact 
  on the crew's independence will be minimal. Can they be trusted?  Are they who 
  they say they are? 
  61-80 
  Shadow Me, Shadow 
  You 
  Once the job begins, the crew begins to think they are seeing shadows or being 
  followed.  Sensors hint at the chance of a ship trailing them just at the limits of 
  sensor range.  Who is so interested in them, and why now? 
  81-100 
  Go to Specific Sub-
  chart 
  Based on Manufactured Goods, Organic Goods, Passengers 
   
  201: RANDOMIZED DISTANCES 
  d% 
  Distance 
  Description 
  01-07 
  Very Short 
  1d6 hours - From planet to orbital to moon 
  08-20 
  Short 
  2d10 hours - From planet to planet 
  21-80 
  Typical 
  2d8 days - From planet to planet 
  81-93 
  Long 
  2d6 weeks - From region to region 
  94-100 
  Very Long 
  4d10 weeks - Across the 'Verse 
   
   
  
SOURCE: textdata/thevault/Serenity/Serenity - The Serenity Job Randomizer.pdf