hdrider67 said:
http://www.safesea.com/boating_info/salvage/anderson/insurance.html
Salvage law is pretty well established these days. If you take the risks required to bring home a lost ship, expect some payment. You can't get the tittle but you can get a lien and you can retain possession until a salvage contract is signed and paid out.
I'd say 5% +/- d6% for a standard get the ship to a port situation. Maybe using skills as a modifier for each side of the argument. Other DMs could include the exceptional risks or expenses in getting the ship to a friendly port.
The cost of the vessel seems to make a difference these days with smaller (cheaper) boats generating salvage rewards of 25% while only a few percent might be rewarded for salvaging a ship worth 60,000,000 dollar ship.
Three words "Grey Seas Under" A Canadiana book about the Foundation Maritime salvage Tug Franklin (Ex-HMS Frisky). Theres examples that can be converted into play, but actually the percentages recieved can be quite substantial and not neccessarily "a few percent".
This is what I'm making my group play under *not that they know this yet...
Take care
E. Herdan
Risks and Rewards
Imperial Admiralty courts, also known as Stellar naval courts, are courts exercising jurisdiction over all maritime contracts, torts, injuries and offences. For the Imperium (and other stellar states), the Admiralty Court also deals with shipping and disputes, such as (and not limited to):
collision
salvage
carriage of cargo
limitation
mortgage disputes
These courts could also act as Prize Courts for cases involving "letters of Marque and Reprisals" (Privateers).
The Court has an in rem procedure (a claim relating to a ship itself). It can arrest vessels and cargoes and sell them within the jurisdiction of the Imperium. They are found at Class "A" Starports, and at any planet containing a naval base. If an event occurs where there is no court, the matter is then referred to the closest class A starport/naval base (within a 6 Parsec limit) or to the subsector Admiralty Court.
Normally it takes a court from 9 to 14 months (8 +1d6 months) time for investigations, depositions, interviews, delays, interrogations, preliminary reports, final dispositions, costs, fees, taxes owing, final reports, and for the cheque(s) (if any) to make its way to those involved. Amounts rewarded can be considerable, hence the lengthy time needed for thorough investigations.
In regards to salvage, the court tries to determine "what would the loss be to the owners* of the ship, if the rescuers did not come upon the scene and render aid?". This can range from a reward of 1% (in which aid rendered was minimal, with no risk of harm to the rescuers) all the way to 100% (e.g. there are no owners alive and rescuers faced serious injuries and possible death) with most rewards falling in the 20% to 50% range. It is up to the GM to make a final determination of the reward amount. Its very rare that individuals would gain a ship, if not seized by the crown it would be sold at a (much) later date to various companies, groups, etc. *Note that if a ship has any payment still owing, the owner is the lending institution, not the individual who is making those payments.
Skills that are useful for dealing with Admiralty Courts include Admin, Advocate, Art (writing), Diplomat, investigate, and persuade.
Admin can be used in reducing the time it takes for the proceedings and for a Task Chain skill for Advocate. Advocate is used in either increasing the percentage awarded or significantly decreasing the time of payment.
Art (writing) is used as a Task Chain skill for Advocate.
Persuade are used as Task Chain skills (for Advocate and from investigate)
Investigate is used in reducing the time of the proceeding, and for Advocate.
Diplomat goes directly to the Advocate. All tasks are average save that of Advocate (Hard).
Stand alone Skills
ADMIN (Average task +0 DM) Reduces time of proceeding by X weeks.
INVESTIGATE (Average task +0 DM) Gathers information for the court. Depositions, witnesses, evidence, etc. If successful, reduces time of proceedings by X weeks, if failure, increases time by Y weeks (Y being the larger value of the 2 dice)
ADVOCATE (Very Difficult Task -4 DM) If successful choose X2 for increase in % reward rate or reduce time of proceedings by X2 months.
Task Chain DM sequences
Investigate ---> (Persuade (if there are any witnesses)) ---> }
Admin ---> (Art (writing) if available) ---> } ---> ADVOCATE
(Diplomat (Advocate player only)---> }
With 3 task chain sequences, the final modifier for the advocate roll can range from -6 to +6. The Persuade, Art (writing), and Diplomat skill use are all optional....
You cannot have more than 2 Advocates working upon the same case. As it is a very difficult task for the Advocate, the only other skill that player can use is the Diplomat skill. Often you'll see groups split up into a cascade team (Admin person, Investigate person and then both to the Advocate who usually argues for % increase) and solos' (Admin person and investigate person both aiming to reduce the time by weeks). If a group is lucky enough to have 2 cascade teams, one advocate must argue for increased % and the other for reduced time in months. Both can fail, both can succeed, or a mix of the two states.
A failure on Advocate (in this case)does not carry a penalty. It does not decrease the award nor does it increase the time.
If the PC's wish to hire an advocate, treat as if they are hiring a local Broker from the speculative trade & smuggling section. The local Advocate fee is TWICE the percentage given (i.e. 2% to 30%) and is based upon the characters final reward. The local Advocate will inform the PC's what her contingency fee is before they agree to be hired...