Re: Affording a spaceship?
Old-school Traveler had two ways a character could start with a starship.
A retired Scout could start with one, but it was still actually owned by the Imperial Interstellar Scout Service. So the retired Scout could be expected to report back anything interesting he saw to the Scouts periodically, and the ship could be called back into active duty in an emergency. (And taken back from the character if he did anything they didn't like.) So, some level of Duty disadvantage. No Wealth required since it's not actually his ship, but maybe an Unusual Background or something to be lucky enough to get to borrow one. A Merchant could start with one, but it would be mortgaged to the gills. If a payment was missed, Space Repo Man. So no wealth required because the debt equalled the value. |
Re: Affording a spaceship?
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If I wanted to run one of my SF mystery campaigns under Traveller I almost certainly could not get a party consisting entirely of experienced detectives, and might have to make do with a party consisting of a retired Navy commander, a retired Army brigadier (despite there being no Army in my setting), a retired Scout with a Scout ship (despite there being no Scout service either), and a merchant captain with 30% equity in a tramp steamer (there are no privately-owned interstellar spaceships in my setting) and a stringent mortgage repayment schedule to meet. You might get no ships when everyone wanted one, or you might get two with powerful incentives to go different places. Quote:
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A TL9 spacecraft working "on the rim" may cost $X to purchase, $Y to maintain (fuel, ammo, parts), but have no operational costs (licences, fees, duties). A TL10 spacecraft operating in "civilized" space may cost $X to purchase, $Y/3 to maintain (better systems), and $Z to operate (pesky civilization). A TL11 spacecraft exploring unknown space may still cost $X to purchase... and nothing else. Self-maintaining, no one to pay fees to. Further, depending on the TYPE of spacecraft and setting, some of these may have the potential to generate vast profits, others may be of value only if they are sold. |
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As I recall, merchants got a ship on the first "hit", and then 10 years off the 40-year mortgage for every subsequent hit. Scouts didn't own their ship if they got a hit. They were placed on "detached duty" and allowed the use of an old, presumably surplus, scout ship owned by the IISS. That use also had a sort of reserve clause, as the service could pull you back (which was of course a GM hook for any number of adventures). This one fits more neatly into the "just give the PCs a ship" suggestion. Of course, the Traveller GM that really wanted you to have a ship could just invoke Rule Zero and just give you that ship, or agree that one of your rolls automatically got you the ship. |
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