So I got together with my players, and we rolled up 3 out of 4 PCs yesterday. (I'll get with the other guy soonish and roll his.) If we have a crew, we need a ship. What I'd like to do is present them with a number of options that are available for sale and that they can get credit on, then let them pick the one they want.
I'll offer them a basic Far Trader that's more or less brand new if that's what they want, but I'd like the other ships to have some character. Each should have have been designed for a purpose that's probably not quite what they want, but that they can adapt to meet their needs. I'd like to hear ideas in addition to what I already have, as well as hull size, weapons, engines, and other suggestions for each idea. Probably looking for Jump-2 miniumum on all of them.
Note that I'll offer modest discounts on the quirky ships (in addition to the standard discounts and quirks for being old) to represent the difficulties in selling them. Here are the ideas I have so far:
1. A mega-corporation courier ship designed for a fast, hard run and some unique corporate quirks.
2. A distributed-type hull traveling entertainment ship meant for a roving band of interstellarly famous perfomers. Has its own auditorium.
3. A salvage ship designed to run in and grab wrecks for breakdown and sale.
4. A "love boat" cruise ship meant for ferrying large quantities of passengers.
5. A zoological ship meant for holding and transporting live animal specimens.
6. A prototype highly automated ship run by a distributed AI system (that is unfortunately prone to freeze-ups and misunderstandings and the occasional homicide).
7. An adapted Hiver ship with controls jury-rigged to be human-usable and built along a severely non-standard hull design. (Probably X50 volume, somewhere between two standard hull sizes.)
8. A rich researcher's private laboratory vessel.
Other quirks not necessarily linked to a specific ship might include:
9. It's a "Jonah" ship that has been owned by five previous crews, all of whom died to a man.
10. There is a ship's pet attached to the vessel.
11. A haunted ship with powerful psi-echoes imprinted on it.
All of that's just off the cuff. I don't want to go too overboard creating a bunch of ships that won't be used. The PCs, incidentlally, are:
A) Merchant Marine 3/Noble Administrator 2 skilled in Broker, Advocate, Admin, and and 1 or 0 in most social skills. (Not to mention one of the best swordswomen in the subsector.)
B) Scholar (Scientist) 5 skilled in Archeology, Xenology, Advocate, Comms, and such. Possessed of multiple Enemies.
C) Rogue 1/Army 2/Drifter 2 who got good ranks of Persuade and other stuff I can't recall at the moment.
Basically a very socially oriented and civilized-skills oriented bunch, though we'll see what the fourth PC throws up.
I'll offer them a basic Far Trader that's more or less brand new if that's what they want, but I'd like the other ships to have some character. Each should have have been designed for a purpose that's probably not quite what they want, but that they can adapt to meet their needs. I'd like to hear ideas in addition to what I already have, as well as hull size, weapons, engines, and other suggestions for each idea. Probably looking for Jump-2 miniumum on all of them.
Note that I'll offer modest discounts on the quirky ships (in addition to the standard discounts and quirks for being old) to represent the difficulties in selling them. Here are the ideas I have so far:
1. A mega-corporation courier ship designed for a fast, hard run and some unique corporate quirks.
2. A distributed-type hull traveling entertainment ship meant for a roving band of interstellarly famous perfomers. Has its own auditorium.
3. A salvage ship designed to run in and grab wrecks for breakdown and sale.
4. A "love boat" cruise ship meant for ferrying large quantities of passengers.
5. A zoological ship meant for holding and transporting live animal specimens.
6. A prototype highly automated ship run by a distributed AI system (that is unfortunately prone to freeze-ups and misunderstandings and the occasional homicide).
7. An adapted Hiver ship with controls jury-rigged to be human-usable and built along a severely non-standard hull design. (Probably X50 volume, somewhere between two standard hull sizes.)
8. A rich researcher's private laboratory vessel.
Other quirks not necessarily linked to a specific ship might include:
9. It's a "Jonah" ship that has been owned by five previous crews, all of whom died to a man.
10. There is a ship's pet attached to the vessel.
11. A haunted ship with powerful psi-echoes imprinted on it.
All of that's just off the cuff. I don't want to go too overboard creating a bunch of ships that won't be used. The PCs, incidentlally, are:
A) Merchant Marine 3/Noble Administrator 2 skilled in Broker, Advocate, Admin, and and 1 or 0 in most social skills. (Not to mention one of the best swordswomen in the subsector.)
B) Scholar (Scientist) 5 skilled in Archeology, Xenology, Advocate, Comms, and such. Possessed of multiple Enemies.
C) Rogue 1/Army 2/Drifter 2 who got good ranks of Persuade and other stuff I can't recall at the moment.
Basically a very socially oriented and civilized-skills oriented bunch, though we'll see what the fourth PC throws up.