This seems reasonably clear but I just want to be sure: The sidebar on payment says that the usual payment for a mission should be more than the PCs would make trading, i.e. 1000-2000 creds per ton of cargo space. Is this in addition to the listed rewards for missions? (That is, if the players have an 88-ton Free Trader and take a two-week 10K reward mission, the total payment should be in the 98-186KCr range.) It seems a bit odd that the actual nature of the mission has far, far less to do with the price than the cargo space of the ship. But it beats my previous reading (when I glossed over the sidebar and thought that they were just getting the 10K, which makes those monthly payments pretty dire indeed).
All that's in the future right now anyway, as I'm thinking I'll start the players off without a ship at all, so they have to hitch across a sector or three to get the ship Rich Uncle Bloodmoney left them in his will (that'll really make them appreciate the freedom of ownership. Plus it'll give me a couple sessions of railroa- guided gaming before they start BAMFing all over the Spinward Marches like Nightcrawler on a coke jag).
Only trouble is, of course, those damn ship shares, which aren't going to be worth a plugged nickel if they just get the ship lock stock and so on. I suppose I could just declare that the ship's not entirely paid off (R.U.B. being that kind of a guy) and let them ship-share down the outstanding debt, but that involves the assumption that they'll ever get the chance to put their shares to use. I'd like to replace them with something that'll be dramatically useful right out of the gate. Question being, what? There's allies, contacts (the characters I've rolled up seem to have a dearth of contacts), fancy equipment, cash, a lot of options. ATM I'm thinking I'll just make a quick 2d6 table they can roll on for each ship share they're meant to have (doesn't quite take into account specialized ship shares*, etc, but as mentioned, this is pretty quick & dirty). Something like:
2 +1 to stat of choice
3 Specialized equipment (High-tech, augment, etc)
4 Gain a skill of choice at 0
5 Equipment or Weapon
6 Ally
7 Contact
8 1d3 Contacts
9 Equipment or Armour
10 Gain skill of choice at 0
11 +1 to a skill of choice, cannot increase above 3
12 (1-3: +1 to two different skills of choice, cannot increase above 3
4-6: Weird equipment (artifact, psionic, etc))
Any suggestions/advice?
* To say nothing of entire loaner scout ships. Oy.
All that's in the future right now anyway, as I'm thinking I'll start the players off without a ship at all, so they have to hitch across a sector or three to get the ship Rich Uncle Bloodmoney left them in his will (that'll really make them appreciate the freedom of ownership. Plus it'll give me a couple sessions of railroa- guided gaming before they start BAMFing all over the Spinward Marches like Nightcrawler on a coke jag).
Only trouble is, of course, those damn ship shares, which aren't going to be worth a plugged nickel if they just get the ship lock stock and so on. I suppose I could just declare that the ship's not entirely paid off (R.U.B. being that kind of a guy) and let them ship-share down the outstanding debt, but that involves the assumption that they'll ever get the chance to put their shares to use. I'd like to replace them with something that'll be dramatically useful right out of the gate. Question being, what? There's allies, contacts (the characters I've rolled up seem to have a dearth of contacts), fancy equipment, cash, a lot of options. ATM I'm thinking I'll just make a quick 2d6 table they can roll on for each ship share they're meant to have (doesn't quite take into account specialized ship shares*, etc, but as mentioned, this is pretty quick & dirty). Something like:
2 +1 to stat of choice
3 Specialized equipment (High-tech, augment, etc)
4 Gain a skill of choice at 0
5 Equipment or Weapon
6 Ally
7 Contact
8 1d3 Contacts
9 Equipment or Armour
10 Gain skill of choice at 0
11 +1 to a skill of choice, cannot increase above 3
12 (1-3: +1 to two different skills of choice, cannot increase above 3
4-6: Weird equipment (artifact, psionic, etc))
Any suggestions/advice?
* To say nothing of entire loaner scout ships. Oy.