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Millionaire Adventurers

Werner

SOC-13
if your character owns a starship, is he a millionaire?
What if you are not a millionaire? Your character starts out with a starship loan, fractional ownership etc. What else?

What if your character is a thief, he doesn't start out with a starship, instead he plans to steal one. The first step to stealing a starship is finding one to steal. Step two is getting past security. The third step is stealing the ship, the fourth step is evading the authorities and making good your escape. Now how hard should this be?
 
The least expensive starship (Type S) is about MCr27, the next is MCr37 (Type A).

In current-day US dollars*, those would be $113M and $153M.
For comparison, a Boeing 737 Max 8 costs about $122M and a 767 is about $220M.

How difficult would it be to steal one of those and get away with it?

Remember, information travels at the speed of the fastest available ship, and once it gets into the XBoat network, that's an average of 2.6 parsecs per week.

Unless they can swap transponders and strip off the serial numbers (including in the ship's drives and computer), they need at least J-3 and a series of fuel caches to get outside the Imperium. Anything above J-4 is going to be of special interest to the Imperium in its own right, and info regarding the disappearance of such a ship will propagate on the clandestine J-6 network (at almost J-4).

A transponder swap (and re-flashed computer) and paint job will probably suffice until the next annual overhaul (or battle-damage repair) for a moderately common standard-design civilian ship. Once starport technicians start working on it, they'll get the actual ID and report it (preventable with a difficult bribery roll, I suppose, or only going to a starport known to be shady).

*assuming Cr1 was $1.00 in 1978.
 
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*assuming Cr1 was $1.00 in 1978.

FYI, I've found most of the prices in CT prior to TCS are 1976-1977 (school year) US$ from magazines and local newspapers for Illinois, not 1978. About a 15% difference!
 
Makes sense. That's the data that would have been easily available when the game was being written.
 
FYI, I've found most of the prices in CT prior to TCS are 1976-1977 (school year) US$ from magazines and local newspapers for Illinois, not 1978. About a 15% difference!

When I plug in then-year Dollars into the Bureau of Labor Statistics inflation calculator, located here: https://data.bls.gov/cgi-bin/cpicalc.pl
I use July of 1977 for the base Dollar. The CPI Inflation calculator only goes back to 1913, so earlier prices get a bit tricker. For the prices from the mid to late 1800s, I use an inflation figure of 10 to get to 1982 Dollars, which is what the author of the source that comes from was using. Then it is a matter of converting from 1982 to whatever year I am looking for prices. I also use a couple of other ways of estimating prices on a quick basis.

As for stealing a ship, a lot might depend on exactly where you are when you try to steal it. If in the Sword Worlds, and you get to the Imperium, you might not have too many problems. Acquiring one from a mothballed ship facility, either in orbit or on a planet, might not be noticed for a while, and would be dependent on how accurate the paperwork on the ship was. Whether or not the transponder was stripped off in the mothballing would be a factor, as well as if any dedicated spares for the ship were loaded on it.
 
If you "have" a Scout ship, it's not yours, you're simply responsible for it. So you can't just up and sell it.

If you have a Free Trader you're making payments on, you have a 3-4MCr annual business, much of that just paying off the mortgage. A 43MCr ship at 5% is 207KCr per month in payments.

Since any "reasonable" business "should" return 10-20%, that means there should be a NET income of 300-600KCr per yer.

So, while you may not be a millionaire on day 1, after a couple of years you are.

In 10 years you have a mostly depreciated ship, which a decent chunk of equity in it.
 
One I allow, though not canon, is for merchant-type players with corporate background to be given a merchant ship by their corporation for a trade route. They are expected to keep to the trade schedule, but they can speculative trade with empty cargo space, be creative with passengers, and do as they please on each world during downtime between arrival and departure (usually a week or so). They have to hire their own crew and ship maintenance is paid for by the corporation. They continue to get paid a salary as the ship captain.

While they don't own the ship the are responsible for running at a profit or breaking even. The corporation is making its money mostly off the cargo moved so the captain doesn't make anything off that.
 
Seems to me that getting a ship should be worked into the adventure.
If your character is a Navy captain, he is assigned a ship along with a crew of Navy sailors. So what is the smallest ship that a Navy captain might command? I think it would be a Patrol Cruiser.

A space pirate doesn't own his ship, its stolen. A noble owns his ship, after all, that is what being a noble is for.
 
Lieutenant commander, or lieutenant.

The yacht or safari ship could be entailed, and therefore can't be liquidated without agreement between the patriarch and the heir.
 
. . . . .
A space pirate doesn't own his ship, its stolen.

That depends. If successful, he may be able to purchase his own ship. Otherwise, the ship is his by right of possession, and he can sell or dispose of is as he desires. For that matter, he might trade it to the crew of a captured ship for theirs if theirs is in better condition.

A noble owns his ship, after all, that is what being a noble is for.

Depending on the noble's income, he may also be making payments to the bank for it. Do not confuse wealth with income or available cash. He may have a land fief worth millions, but an income of a million or less a year.
 
Lieutenant commander, or lieutenant.
That would be his Navy rank, but he would still be the Captain of the Patrol Cruiser.
So its possible for the players to be the captain and crew of a Navy Patrol Cruiser assigned to a mission of piracy suppression, and interdiction. Since the ship is owned by the Imperium, there would be no ship payments to make, servicing and refueling would occur at a navy base or a Starport using the Imperium's expense account, servicing would occur at the Navy base as that would have the parts for the Patrol Cruiser, otherwise for emergencies, repairs would occur at a starport with an Imperial expense account paying for it.

Much discretion about where to go and what to do would be left to the captain of the ship and he would be answerable for his actions later on when meeting his commanding officer.
 
With the CT Belter career, an 18 year old could theoretically have a Seeker.


So supposedly the kid could sell off and fix up he and his family for life.


But that's not the gig, what the belter DOES.


And, the belters can strike it rich, and earn many times the value of that ship.


So, in a sense they or merchants with sunk capital in ships are millionaires, but they are millionaires looking to use their assets to make many MORE millions.
 
The third step is stealing the ship, the fourth step is evading the authorities and making good your escape. Now how hard should this be?


Unless the ship that is stolen is J-6 capable and it is on the edge of "known space" and you head into "the wilderness" you are 99% likely to get caught very fast as you will find that the authorities in star systems will be notified about the stolen ship before you can arrive in those systems...
 
if your character owns a starship, is he a millionaire?
What if you are not a millionaire? Your character starts out with a starship loan, fractional ownership etc. What else?

What if your character is a thief... instead he plans to steal one. The first step to stealing a starship is finding one to steal. Step two is getting past security. The third step is stealing the ship, the fourth step is evading the authorities and making good your escape. Now how hard should this be?

A character who owns a starship is a multimillionaire.

If your character is in possession of a starship he does not own, then

* He could have fractional ownership, in which case he would probably still be a millionaire.

* He could be a hired crewman, like an airline pilot or a merchant marine engineer.
Banks giving multi-MCr loans to some guy because he's a player character is ludicrous.


There's no way a bunch of retired veterans are going to get this amount of money together unless they're nobles or something. They still need to have a business plan, and the ship will most likely have significant maintenance costs.


Stealing a starship should be incredibly hard. Think about everything you would do to prevent your $300 million starship from being stolen, and you have TL 15 tech to do it with.

1. Finding a ship is relatively easy. There are starports, depots, maintenance yards, and scrapyards.

2. Getting past security is the hard part. There are two broad types of security, external to the ship and internal to the ship.

External security is facility security. Security police, access controls, surveillance systems, all that jazz. With TL 15, consider what the facility could have for security:

* Surveillance systems/robots.

* Physical restraints on the ship's landing gear, only releasable by starport control after flightplans are filed and all bills are paid. I'm not talking about a bike lock that some cretin can smash with some liquid nitrogen and a hammer.

* Secure hangars with TL 15 access controls.

* TL 15 sensors. Think of TL 15 biometrics, like neural activity scanners, IR/thermal/radar/x-ray, implant ID chips, chemical detectors, and all that, all connected to an expert system designed to prevent unauthorized access and alert security forces, sophont and robotic. There's no beating up a maintenance tech, taking his uniform, and sticking your own picture on his plastic ID card anymore.

The best way for the thieves to overcome this is to target a ship on a low tech world that doesn't have these security capabilities.

Even on an undeveloped world with a busy downport, there can still be electric fences, TL 15 sensors and robots, and armed guards who aren't worthless. Why all the trouble? Because if one little Type S costs a cool $300 mil, then there are billions upon billions of credits sitting in that downport, and people all have an interest in making sure it stays put.

The best way would be to pick a target that is outside a facility, like landing in the wilderness to explore or prospect. This requires research and inside information.


Internal security is security on the ship itself.

* Again, TL 15 biometrics. The PC's will not get in by cutting off a guy's thumb and mashing it on the thumbprint screen.

* Security expert systems. An expert system could even deny entry to an authorized crewmember if it doesn't recognize the people with him (no bringing startown floozies back to the ship anymore. Oh, the humanity). It could notify all crewmembers or local security and let them view what's happening in real time. The ship could even hover at 50 feet on autopilot, forcing potential thieves to approach by air (and then blast them, because legitimate people don't approach by air).

* Robotic/remote-controlled anti-starship-thief weapons systems.

* Flying security robots patrolling and conducting surveillance.

* Armored access points designed to resist breaching charges and other shenanigans. No, the PC's aren't going to smash the bridge window.

* Security hardware devices, like hardware dongles, computerized ID cards, and/or cyber implants, combined with a memorized password or something. A crewmember would have to be the authorized person, with authorized TL 15 biometrics, with a hardware device, and know the password, without any suspicious people nearby.

* Armed crewmen on board who aren't worthless. Remember in Alien how the explorers came back with the facehugger on the guy, and Ripley said, "Nah, mate. Quarantine, don'cha'no'." They just won't open the door, no matter what, without an inside man. If the crewmen outside say they need help, have a robot drone go bring them what they need. Stay hovering at 100ft and let the away team go out in an air/raft.

Even if the thieves gain access to the ship, they face these challenges.

* Internal systems lock up because the expert system detects intruders. Nothing starts, or all iris valves lock, or life support turns off, and the system notifies the crew/security. Everything is biometric-protected by crew station.

* Active defenses. Security robots attack. Even unarmed robots can ram the intruders and crush the life out of them against a bulkhead. Maintenance robots can cut the intruders to pieces with their tools. Life support systems can seal compartments and pump gas into affected areas. Sonic devices can incapacitate/torture intruders. The ship can deactivate the grav plates in the affected compartments and spin along its axis at high speed until the intruders get beaten to death or incapacitated by bouncing off the walls. EMF generators that destroy equipment and incapacitate sophont neurology.

* Armed crewmen who aren't worthless. After all of this, there are still a couple of crewmen armored up in combat armor, armed with gauss rifles and anti-boarding weapons, and flying high on Combat Drug and Slow. They can see everywhere the ship's security sensors can, displayed on their helmet HUDs. They don't give a rat's about damaging the ship, because the ship's interior compartments were reinforced for exactly this reason, and repairing the ship is a lot less expensive than the ship getting stolen.

No, the PC's aren't going to hack all of these isolated redundant autonomous systems with a couple of die rolls.

No, the crew isn't going to give up because the PC's threaten to shoot one of their guys. If it's a civilized world, they'll call the police. If it's an uncivilized world, they'll send some security robots or remotely-controlled security drones to rescue their guy, or to make sure the PC's do not survive.


3. Stealing the ship.

* Yeah, right. The systems lock up on the first unauthorized access attempt. Flight controls, life support, power systems, drives, all locked out. Each system will have to be individually hacked, and that's if the crew didn't pull critical circuit boards and lock them in a concealed safe.

4. Evading the authorities and getting away.

Let's say that somehow the thieves get the ship. Maybe they have an inside man, or they've spent years poring over the systems schematics and source code, or they catch the ship on a desolate world and they have all the time in the world to disassemble, reprogram, and jury-rig entire systems. And they have their own fleet of illegal battle robots to breach the access points and do battle with the ship's security robots and drug-crazed killer crewmen. Maybe the ship is parked on a tarmac at a Class D starport with zero security and the crew is stupid and worthless, and they leave the ship on the ground without the security systems activated or even installed, or the airlocks even closed, while they sit on lawn chairs getting drunk. Or, they're all related, and they give up because the PC's threaten to shoot their brother/sister/mom/cousin. Or, the PC's dress up like space door dash delivering astroburgers and drug the crew, or some other cockamamie nonsense.

If there aren't physical restraints, the ship could probably just leave. I doubt there would be system defense boats within intercept range, but there always could be. I doubt that starport defensive emplacements would fire on a civilian ship if they're not sure what's happening, or if the owners of the ship don't want it blown up. Assuming the thieves aren't stupid, they would tell starport control they are departing according to the ship's flightplan, then run for the 100 diameter limit and jump.

Once the thieves have jumped away, they would need to really escape. They would need to be within jump range of ports willing to do business with them. That means ports outside of the Imperium or any polity that cares about law and order. They could jump to a polity that doesn't enforce the laws of wherever they stole the ship from. They would of course have made arrangements with that world's starport control to expect them. Or, they could jump to a Tortuga port somewhere nearby. Sooner or later such ports would draw the ire of nearby polities and a barrage of heavy nukes along with it, so such a port would probably be a secretive affair.

After the PC's get their prize to a safe port, they would have to get it repaired or just sell it for a fraction of its worth. If the PC's are smart, they wouldn't go back to Imperial space or wherever they stole the ship from. The more time passes, the more any information the authorities have on them would propagate to more and more worlds. If the authorities recovered any biometrics, the PC's would be in grave danger if they land at a starport that has been notified. The starport security systems would flag them as matching biometrics associated with a theft, and then police/security would most likely take them into custody for questioning. If the police aren't worthless, it would all quickly unravel from there.
 
The way to do a ship heist is to set the adventure in a situation where normal protections don't apply, like a war or in the chaos and devastation after a war.

Or, the heist could take place in a region of space that isn't all that high tech, and doesn't have large high tech polities, but instead competing worlds that don't particularly care if the PC's steal a ship from their hated neighbors.

Or, the TL could be such that ship systems are more mechanical than electronic, and that complex AI systems are unavailable for whatever reason.

Or, the PC's aren't working alone. They could be the heist team supported by a powerful criminal organization, or an intelligence agency, or a navy. This would give them inside information, possibly inside agents, specialized weapons and equipment, and so on.
 
So what if the characters are multimillionaires due to owning a starship? The idea that "characters will only be motivated to adventure if they are poor/in mortgage debt" is a product of muddy and turgid thinking.

In one of the major antecedents to Traveller, Star Viking, the protagonist is neither poor, nor in any kind of debt. Instead, he has a different motivation for adventuring. No, I'm not going to tell you what it is. Go find and read the book to discover for yourself.

In the now-classic Traveller Adventure, the characters are neither poor, nor in monetary debt. They do not own their starship either; it is a subsidized merchant and they are its crew. So not multimillionaires-by-net-worth, either.

In both of those cases, and many more, having control of a starship without any associated debt is no countermotivation to adventure; quite the contrary.

This topic, while generating interesting discussion, is in its thesis a moot point.
 
The way to do a ship heist is to set the adventure in a situation where normal protections don't apply, like a war or in the chaos and devastation after a war.
Nah, the way to steal the ship is to cheat in the poker game when the Captain puts the keys in the pot.
 
Other ways the players could start with (or acquire) a ship "free" and "clear" -

Inheriting it

Party member inadvertently (or in backstory) saves a patron’s life and it's gifted

Deed found in an auctioned storage container

A returned favor, life debt with origins in the character’s backstory

Trade for some rare artifact the party (or party member) has, that they thought was just junk

Rigged auction

Vengeful spouse of owner gives it away

Gambling - “won it in a sabacc game”

Blackmailed for it

A bribe to look the other way

WitSec arrangement

Deranged gift - a la Howard Hughes

Restitution for heinous act in character's family's past

Paperwork error - can't prove who owns the mortgage, please claim “your” ship

Acquiring bit by bit - student, eccentric aunt

An orphaned asset - Biz out of biz, owner destroyed, govt dissolved, Left in a written-off place ( plague, detonation ), Left at a destroyed facility, procuring entity no longer exists, asset from dissolved organization or govt, escaped in a

It's an artifact found in the aftermath of a disaster - presumed destroyed
extreme surplus - not worth retrieving▮

Drift salvage - out of misjump, deep space, crashed

Hidden and found - getaway vehicle from a past crime no one is still looking to solve

Prototype at abandoned facility

Reassigned from long-term storage, by hacking


...and of course all of these can come with complications or backstory, as the Referee/players like.
 
Ever consider the Treasure Island approach to stealing a Starship, you make a treasure map showing the location of a treasure buried at a certain location on an uninhabited planet and one of the players will play the role of Long John Silver, he dupes some greedy noble to look for the buried treasure, and with a handpicked crew they hijack the ship.
 
Detached Duty: We're out of Type S Scout/Couriers, here's a Type A2 Far Trader instead. It has issues.

Navy version: Here's an old auxiliary tender, send us your ship's logs and reports via this encrypted dropbox. We'll let you know if we need it back. Good luck.

IISS or Navy Intel or who knows? On paper, it's yours. We don't know you, you don't know us. (You might not actually even know who we are). You'll be getting occasional mandatory taskings.
 
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