tolcreator
Mongoose
I've been playing a few "solo games" of just wandering around district 268 with a free trader, trading, just to get familiar with the trading rules.
One thing I'm not doing... is playing out crew salaries. Because... this is supposedly a ship full of PCs, who have ship shares, who are using their own mustering out funds as seed money to make trades. Surely their "pay" is seeing the profits roll in... right?
But this assumes the PCs live like monks... sure room and board is paid for, but not the luxuries. So I'm thinking of adding in a "shore leave roll". This roll avoids the character becoming Disgruntled or Disillusioned. Disgruntled is like a mild form of fatigue: -1 to all tasks. Disillusioned is like fatigue: -2 to all tasks. All characters must make a Shore Leave roll once a fortnight (i.e. when the ship is in port).
The character is assumed to automatically pass this roll, UNLESS there is at least one negative modifier. If there is a negative modifier, even if greatly offset by positive modifiers, the character must roll.
Avoid becoming Disgruntled or Disillusioned: 8+
Did not get shore leave last fortnight: -2
Disgruntled: -1
Disillusioned: -2
Had at least one passenger last jump: +1
Had 4+ passengers last jump: +2
Had a Minor Win in last fortnight: +1
Had a Major Win in last fortnight: +2
Had a Minor Loss in last fortnight: -1
Had a Major Loss in last fortnight: -2
Spend 250Cr: -1
Spend 500Cr: +0
Spend 1KCr: +1
Spend 2KCr: +2
Spend 4KCr: +3
Spend 8KCr: +4
No Shore Leave (that's 0 days OR 0 Cr): -2
Take 1 Day: +0
Take 2 Days: +1
Take 4 Days: +2
Take 8 Days: +3
Take 16 Days: +4
Passengers here are Middle or High passengers, Low passengers don't count. I give a bonus because they help break up the tedium of jump, adding a bit of variety to the ship.
A Minor Win means more than the ship just scraping by: A good profit from cargo, completing a minor job, etc.
A Major Win means succeeding in a big undertaking: A huge profit from cargo, or succeeding in a good solid adventure.
A Minor Loss means a noticeable loss in profit, or an adventure that went FUBAR.
A Major Loss is a true disaster, like the death of a character.
If a character takes 0 days shore leave, they can't spend any money.
If a character spends no money, that's not much of a shore leave.
Once Disgruntled, a successful shore leave will restore the character to normal, but a failed shore leave will make them Disillusioned.
Once Disillusioned, a successful shore leave will make them Disgruntled. Further failed shore leaves have no additional effect (other than leaving the character miserable).
Days of shore leave are days on which the character isn't doing anything else: Not looking for cargo or passengers, not adventuring, etc. Money spent on shore leave doesn't have to be all on hookers and blackjack: it can be retail therapy, going to the movies (expensive movie!), browsing the local market, etc. But the money is gone: no tangible assets are gained. So say, Kaylee's fluffy dress counts as money spent on shore leave, but not an ACR and stun grenades.
One thing I'm not doing... is playing out crew salaries. Because... this is supposedly a ship full of PCs, who have ship shares, who are using their own mustering out funds as seed money to make trades. Surely their "pay" is seeing the profits roll in... right?
But this assumes the PCs live like monks... sure room and board is paid for, but not the luxuries. So I'm thinking of adding in a "shore leave roll". This roll avoids the character becoming Disgruntled or Disillusioned. Disgruntled is like a mild form of fatigue: -1 to all tasks. Disillusioned is like fatigue: -2 to all tasks. All characters must make a Shore Leave roll once a fortnight (i.e. when the ship is in port).
The character is assumed to automatically pass this roll, UNLESS there is at least one negative modifier. If there is a negative modifier, even if greatly offset by positive modifiers, the character must roll.
Avoid becoming Disgruntled or Disillusioned: 8+
Did not get shore leave last fortnight: -2
Disgruntled: -1
Disillusioned: -2
Had at least one passenger last jump: +1
Had 4+ passengers last jump: +2
Had a Minor Win in last fortnight: +1
Had a Major Win in last fortnight: +2
Had a Minor Loss in last fortnight: -1
Had a Major Loss in last fortnight: -2
Spend 250Cr: -1
Spend 500Cr: +0
Spend 1KCr: +1
Spend 2KCr: +2
Spend 4KCr: +3
Spend 8KCr: +4
No Shore Leave (that's 0 days OR 0 Cr): -2
Take 1 Day: +0
Take 2 Days: +1
Take 4 Days: +2
Take 8 Days: +3
Take 16 Days: +4
Passengers here are Middle or High passengers, Low passengers don't count. I give a bonus because they help break up the tedium of jump, adding a bit of variety to the ship.
A Minor Win means more than the ship just scraping by: A good profit from cargo, completing a minor job, etc.
A Major Win means succeeding in a big undertaking: A huge profit from cargo, or succeeding in a good solid adventure.
A Minor Loss means a noticeable loss in profit, or an adventure that went FUBAR.
A Major Loss is a true disaster, like the death of a character.
If a character takes 0 days shore leave, they can't spend any money.
If a character spends no money, that's not much of a shore leave.
Once Disgruntled, a successful shore leave will restore the character to normal, but a failed shore leave will make them Disillusioned.
Once Disillusioned, a successful shore leave will make them Disgruntled. Further failed shore leaves have no additional effect (other than leaving the character miserable).
Days of shore leave are days on which the character isn't doing anything else: Not looking for cargo or passengers, not adventuring, etc. Money spent on shore leave doesn't have to be all on hookers and blackjack: it can be retail therapy, going to the movies (expensive movie!), browsing the local market, etc. But the money is gone: no tangible assets are gained. So say, Kaylee's fluffy dress counts as money spent on shore leave, but not an ACR and stun grenades.