Who Would Spec A Budget Power Plant?

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Hey - I worked with a machine like that once. Magneforming - the EM wasn’t quite strong enough to mess with pacemakers but we put the warnings up anyway after a discussion with the union.
 
The engineering skills and an engineering section full of good tools could make a tramp trader some good money out in the wilder areas. If the crew has good enough skills they could repair systems, and other ships at the rougher edge of space.

The Treasure Ship adventure in Drinax has the Imperial repair ship heading out to repair the Treasure Ship. Several adventures could be set up with the players running a repair business for the technologically hampered. If the players carried the older/oddball spare parts that cheaper budget ships were made with they could make pretty good money repairing the budget ships and keeping them running. A high end fabricating plant and all the old specs could keep them working a Sector for years.
 
Engineers from the core worlds head out into the backwoods to do repairs for the technologically deprived.

How would the locals pay?

Maybe they don't have imperial credits or if they do, they don't have very many.

A barter system or some local exotic food the core world princesses go mad over?

Maybe they have a funding grant from an NGO or space charity? Mechanics Sans Frontiers / Engineers Without Borders?
 
This could be part of the adventure. You will take X number of tonnes of locally produced good in exchange for repairing the power plant turboencabulator ( https://www.youtube.com/watch?v=Ac7G7xOG2Ag ) But kidding aside, a full cargo hold of goods as spec freight could be a good adventure hook for several sessions.
1: Party negotiates a contract for service
2: party engineer tries to repair problem
3: various issues arise and party tracks down or makes spare parts
4: gets paid in goods
5: party then tries to figure out the best location to sell spec freight
6: this happpens to be on the planet the GM has the next adventure planned
7: party has encounter on way to planet, pirates, spies, merchants trying to maintain monopoly etc.

And wash rinse repeat this scenario as the party repairs any damage to their ship that getting the goods to market created.
 
Moppy said:
Engineers from the core worlds head out into the backwoods to do repairs for the technologically deprived.

How would the locals pay?

Maybe they don't have imperial credits or if they do, they don't have very many.

A barter system or some local exotic food the core world princesses go mad over?

Maybe they have a funding grant from an NGO or space charity? Mechanics Sans Frontiers / Engineers Without Borders?

The irony of this sort of thing is that through barter it's possible to actually do far better than you could with just regular specie. Glass beads and knives exchanged for pelts and furs is one example. Industrialized planets will pay handsomely for hand-crafted goods in place of cheap mass-produced copies.
 
Barter trade is subject to more flux than a currency based exchange, for example. the handmade goods only go for higher price in markets where that is in fashion and its value is negated when a more conservative fashion comes into popularity. ( Also can be undercut if other materials become fashionable.)
 
I think there are 2 areas in the barter example. The first would be trading for solid goods.
Engineer performs repair work and bills 40 000 credits for his time and spare parts. He offers to value Common Rawl Materials (metal) for 5000 credits per ton, standard in the area. He loads 8 tons of goods onto the ship.

This example goes straight to the trade rules and can make money or lose money depending on the 3D roll, Broker skill and modifier DM's for the selling roll once the ship reaches a market. There (to me anyway) seems to be a lower chance of anything fad like in dealing in bulk raw materials. A shortage of a particular metal for finishing the construction of a project could happen, but otherwise it is a more straightforward job of taking the goods to a market.


The artistic area could get into the Luxury or Common consumables, or textiles. The GM could add in a fashion fad on another world. Other DM's could be created by the players having Contacts who might be able to start a trend through their social influence. (SOC rolls and Dilettante careers for the win). For hand carved furniture you could end up in high end design studios trying to get the furniture put into a big project.

This artistic area could offer more opportunities for role playing and negotiation and brainstorming sessions to get their hand woven textiles accepted as the latest fashion craze to maximize profit for the ship.
 
It's the labour involvement primarily, not just the aesthetic effect.

Kids handweaving an intricate pattern on a large carpet.

Women chewing leather until their teeth wear down to create soft leather for moccasins.
 
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