AbuDhabi said:
My figure of +5 assumed regular conditions - not being chased by pirates, using unrefined fuel, having a damaged J-Drive or jumping from within the 100-diameter limit of a gravwell.
For such a long journey, being chased by pirates, using unrefined fuel, having a damaged J-Drive or jumping from within the 100-diameter limit are possibilities, no?
Back to your issue
AbuDhabi said:
Are there any official or fan rules for going far without stopping much?
Official, none that I know of.
Fan, I'd think is typically GM fiat in one form or another.
Note that I'm throwing the following together quickly on the fly to give some ideas - food for thought.
Perhaps create a single roll for each location, come up with a few DMs based on trade possibility, dangers, relevant crew skills, roll and use effect to reflect + or - profit for that leg of the trip.
Initial roll (once per location):
Max simplicity:
Profit/Loss is 2^Effect x 1000Cr.
Medium:
For effect -5 to +5 Profit/Loss is 2^Effect x 1000Cr.
Extremes, like natural 2 and 12 and rolls with effect -6 or 6+ could result in something special. (see tables below)
More complex:
Instead of one simple initial roll per location there could be one roll for profits based on broker skill and DMs that affect trade and profits then an additional roll for each location on a table for random events.
Let the good times roll
Table for Roll of 12 and Exceptional Success effect of 6+
You get 2^6 x 1000Cr (64,000Cr) from trade plus a roll on the following table
1) Pay Day! Get a side job while ship is loading and unloading. It pays 15,000Cr. Gain a contact.
2) I want what you got. Cargo is desperately needed. Earn an additional 50,000Cr.
3) The crews best gambler wins 10,000Cr
4) Help out another ship in need. This delays you a week but you are rewarded 20,000Cr. Gain an Ally.
5
6
Murphy's law
Table for Roll of 2 and Exceptional Failure effect -6
You lose 2^6 x 1000Cr (64,000Cr) from bad trades plus a roll on the following table
1) Ship breaks down. Repairs cost 20,000Cr.
2) Pirates! Time to roll play an encounter? Want it supper simple: push cargo worth 50,000Cr out and run for it? Create another table with several options?
3) Cargo damaged in shipping, lose 25,000Cr
Note that the next two are more detailed and have additional rolls. Fun? or want it quick and simple? Note that for the majority of stops you'll likely not be rolling on these tables.
4) It wasn't me!
One or more crew members get into trouble with the law.
Roll Advocate (Average) or Persuade (Difficult)
Exceptional Success, matter is quickly resolved and you even get a letter of apology and a contact.
Average success, found innocent but ships departure is delayed a week getting the matter settled.
Effect 0, not enough evidence, matter is dropped, pay court fees of 1000Cr and lose two weeks getting the matter settled.
Effect -1, charges reduced, pay court fees and fines of 1d6 x 2000Cr and lose one week getting the matter settled.
Average Failure, found guilty. Serve 2 x the negative effect months.
Exceptional Failure, found guilty. See Adventure 2 Prison Planet :evil:
5) Problems with ship, cargo, or crew paperwork.
Roll Admin or Diplomat. Success, the matter is resolved quickly.
Fail, it takes negative effect days and administrative fees of 200Cr x negative effect to finally cut through the red tape
6)
Folks could help with creating entries, maybe even make d66 tables.