Ship quality and quirks

Fluffy Bunny Feet

Emperor Mongoose
I'm considering the idea that all ships MAY have quirks depending on quality plus advanced and budget components. These quirks won't be just for certain ships or old ships but to ship models (like the Type S and its air purifier issue) which pass on to variants which don't change that specific component and are there from the moment of construction. Quirks could be negative, positive or neutral, major, minor or insignificant.

I'm thinking of an array of quality levels (attached to specific companies) ranging from Excellent to poor (plus a prototype modifier). Higher quality will have fewer quirks but the ones they have will more likely be beneficial (and the detrimental ones erased on cyclic redesign over the life of the design), lower quality biased towards detrimental ones but capable of having beneficial ones.

Also in addition to that 1st possible quirk whenever you add a budget or advanced item to the design (and maybe hull modifiers like light and reinforced) you would have a chance at a quirk (advanced items having a higher probability of beneficial) associated with that feature. So that new ship might also have a built in "personality".

That 5bis computer in your Far Trader might have a jump modifier of -1 per parsec of the jump (or +1 for that matter) which might not be obvious but it might cause your astrogator an unduly bad reputation (or good) for how often he delays the flight with a "bad" computation or how good he is at getting to the jump limit and shortens the average trip. Eventually that particular line of Far Traders might get a reputation connected with that component. You could fix it (and roll again for a quirk) by buying an equivalent component from a different manufacturer without that bug (but in your ship maybe it does).

Even old "standard" designs like the Far Trader from different companies could have their own unique quirks (per manufacturer). The older the design (and the higher the quality of the manufacturer) the more likely old (negative) quirks will be fixed (though doing so could create a new one). Minor quirks (that don't appear during warranty) surviving longest.

Some quirks might be easy to fix such as having the most uncomfortable mattresses in existence. Others might be nigh impossible such as a hull that has 10% hull points less than it should due to design flaws.

He told you the little old lady who was its only owner only took 1 round trip per year, now you know why. *&^#$%

Any thoughts?
 
I'd make it dynamic. Maybe roll for it every so often; as an example you could roll 2D6 every maintenance period and on a 12 it develops a quirk.
 
I rule that the Quirks that are determined at ship creation are there for a reason. For the most part they are not easily fixable.

"That galley hatchway that sticks? Yeah we could shave that down to slide better but that would lose the atmosphere integrity. The other fix is to replace that bulkhead, but the Captain has so many other projects that take priority in the budget we all just know to give it a double thump when we are heading into the galley. Mind your head, that is the fault of a stupid design, ain't no one ever gunna fix that problem."
 
This can turn into a huge rabbit hole. In a BattleTech campaign, we used the list of mech quirks complied from a decade of narrative fluff text for positive and negative mech quirks. While a lot to keep up with, it made some salvage nearly useless, lest the receiving mech inherit the curse.
 
Always a risk when you Frankenstein your ship it may become a monster.

In a similar vein to the thread start why not apply ship aging similar to the human aging but based on the quality of the ship when you buy it? Buy that budget ship from Yugo Spacecraft and you might find it ages rapidly and poorly compared to that radically overpriced unit from Ferrari Spacers. The more failed aging rolls the more quirks. I'd want ways that a dedicated crew could help stave off failed rolls by their actions.
 
I love using quirks in relation to ships. In my own campaign the vast majority of ships are not "mass produced" post the initial 10-20 years of production. After that the design is out there and small local yards build them from those designs, often those that dont include the extra notes from the engineers eg dont place the bolt there place it 8 cms to the left ....

By doing it this way you can end up with a whole list of quirks that feel unique to the ship.

My players currently have a ship that despite only being c40 years old has been so jury rigged and modified from the original design it introduced a couple of "major issues" and one inconvenient one.

1. The cargo bay has a lingering bad odour that no matter what they do the place just smells, and it smells bad. That scent also sometimes lingers on cargo held for too long in there.

2) The sensors are a mishmash of parts and replacement parts, often previously purchased through less reputable sources. As a result the ships sensors operate with a "-1" penalty

3) The ships systems have been so cobbled together over the years and nobody has ever maintained a manual of the ship and how it operates across all systems that repairs. maintenance and upgrades are always carried out at a "-1".

Despite those 3 things the players love their ship "The Iron Maiden" or simply "Maiden" for short.
 
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